Paladin help

Toj

First Post
I would like to know what you think is needed if the Paladin's Mount ability is removed. What abilit, feats or savings throws etc could take the place of the Paladins mount?
 
Last edited:

log in or register to remove this ad

If it is to be a combat paladin, I would offer 1 bonus feat at 5th level.

If it is to be a non-combat related feat I would offer 1 bonus feat at 5th level, and another at 10th level. I think these two feats would need to be from a themed list for the paladin.

If your paladin makes good use of their divine spells perhaps you could make them choose from the metamagic feat list offering 1 feat at 5th, and 1 at 10th level and then add an additonal spell progression which would be:

17th level
5th level 0

18th level
5th level 1

19th level
5th level 1

20th level
5th level 1

This 5th level slot would not offer the use of any 5th level spells but could be used to metamagic lower level spells. This chart would allow a Paladin with a 20 or greater wisdom to have 1 bonus 5th level spell, which would equate to the possibility of the paladin having two 5th level metamagic spell slots, this along with 2 metamagic feats would be somewhat useful, at least as useful as the special mount is.

You could offer extra an sunder attempt.

Just some ideas off the top of my head.
 

Two quick thoughts spring to mind:

1) Allow the paladin a Divine feat from DoF or the Netbook of Feats. Additional bonus feats (of this type, or extra turning) at later levels might be appropriate, as a paladin's mount improves as the paladin advances.

2) An aura of protection from evil that improves with level advancement.

And how about altering the paladin's class skills, if shes not going to be a rider? Substitute something appropriate for riding and animal handling, maybe?
 

I use this option in my modern game, since horses aren't very common (and neither is armor). Since you probably are using armor, some of these abilities might be overpowered.

Paladins and Alernatives to Special Mounts: At 5th level, Paladins can choose to receive a special mount, or they can gain an alternative power from the following list. Note, this list is tenative and has not been playtested.
  • Manifestation. If the Paladin has a bonded spirit, that spirit can become manifest, as the Ghost template ability, for a number of hours per day equal to the Paladin's level. This is in addition to normal manifestation time that would be gained at 9th level. The manifested spirit gains some of the same abilities as a bonded mount.
  • Divine Defense. The Paladin adds her Charisma bonus, if positive, to her Armor Class, even while flat footed. Additionally, she may expend one of her turn undead usages for the day to instead gain damage reduction x/+3 (where x is her Charisma bonus) for one round per level.
  • Celestial speed. At 5th level, the Paladin's movement speed increases by +10 feet. It increases again at 10th level +20 feet, +30 feet at 15th level, and +40 feet at 20th level.
  • Hospitaler. For the purposes of determining how much the Paladin can heal per day with her Lay Hands ability, treat her Charisma modifier as if it were increased by +2. She may Lay Hands as a free action to any ally she can touch, but for herself it is still a standard action.
  • Favored Enemy. This functions as the Ranger ability of the same name, but only functions for a single creature type ever. This bonus is +1 at 5th level, +2 at 10th, +3 at 15th, and +4 at 20th. Additionally, the Paladin's detect evil ability can function instead to detect cratures of this type.
 

Remove ads

Top