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Paladin with Bard Spell Progression
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<blockquote data-quote="Arkhandus" data-source="post: 3792910" data-attributes="member: 13966"><p>Your design seems kind of unusual and doesn't seem to accomplish what you were going for.... How about this?</p><p></p><p><strong>Table 1: The Crusader</strong></p><p><strong>Hit Die: d8</strong></p><p>[code]Class Base Base Base Base Spells Per Day</p><p>Level Attack Fort Ref Will Special 0 1 2 3</p><p>------------------------------------------------------------------------------------------</p><p>1 +1 +2 +0 +0 Lay on Hands 2 - - -</p><p>2 +2 +3 +0 +0 Divine Grace 2 1 - -</p><p>3 +3 +3 +1 +1 Divine Health 3 1 - -</p><p>4 +4 +4 +1 +1 Aura of Courage 3 1 1 -</p><p>5 +5 +4 +1 +1 Smite Evil 1/day 3 2 1 -</p><p>6 +6 +5 +2 +2 3 2 1 1[/code]</p><p></p><p>No domains, no turning undead. Some excess power over the Fighter compensated for by a slightly lower hit die, some religious attachments, and kind of significant Multiple Ability Dependancy (needing Cha for LoH/DG/SE, and Wis for spells, in addition to the usual warrior ability score needs).</p><p></p><p>Spellcasting somewhere between that of a bard and cleric; slightly less sucky than a bard, but still only about half as much spellcasting as a cleric, give or take a tiny bit. Smite Evil isn't that powerful at these levels; +6 damage and + Cha bonus to the attack roll, once per day only, is not that awesome. A Fighter does more damage in two rounds with Weapon Specialization and full-attacks, and much more over the course of two or three battles.</p><p></p><p>Spell-wise, just pick some of the paladin spells and some of the cleric spells to make the class' spell list.</p><p></p><p>EDIT: Here's a possible spell list drawn from the core rules. You may wish to remove one or two spells from it (frex, I decided to add Restoration as a 3rd-level spell, though it's normally a 4th-level spell, since it may be kind of important given that E6 doesn't otherwise allow access to that kind of stuff, removing negative levels and whatnot).</p><p></p><p><u>Crusader Spell List</u></p><p><strong>0-Level:</strong> Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue</p><p><strong>1st-Level:</strong> Bane, Bless, Bless Water, Bless Weapon, Cause Fear, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Divine Favor, Doom, Endure Elements, Inflict Light Wounds, Magic Stone, Magic Weapon, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I</p><p><strong>2nd-Level:</strong> Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Enthrall, Gentle Repose, Inflict Moderate Wounds, Lesser Restoration, Make Whole, Remove Paralysis, Resist Energy, Shield Other, Silence, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth</p><p><strong>3rd-Level:</strong> Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Discern Lies, Dispel Magic, Glyph of Warding, Greater Magic Weapon, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Neutralize Poison, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Restoration, Speak With Dead, Stone Shape, Summon Monster III, Tongues, Water Breathing</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3792910, member: 13966"] Your design seems kind of unusual and doesn't seem to accomplish what you were going for.... How about this? [B]Table 1: The Crusader[/B] [B]Hit Die: d8[/B] [code]Class Base Base Base Base Spells Per Day Level Attack Fort Ref Will Special 0 1 2 3 ------------------------------------------------------------------------------------------ 1 +1 +2 +0 +0 Lay on Hands 2 - - - 2 +2 +3 +0 +0 Divine Grace 2 1 - - 3 +3 +3 +1 +1 Divine Health 3 1 - - 4 +4 +4 +1 +1 Aura of Courage 3 1 1 - 5 +5 +4 +1 +1 Smite Evil 1/day 3 2 1 - 6 +6 +5 +2 +2 3 2 1 1[/code] No domains, no turning undead. Some excess power over the Fighter compensated for by a slightly lower hit die, some religious attachments, and kind of significant Multiple Ability Dependancy (needing Cha for LoH/DG/SE, and Wis for spells, in addition to the usual warrior ability score needs). Spellcasting somewhere between that of a bard and cleric; slightly less sucky than a bard, but still only about half as much spellcasting as a cleric, give or take a tiny bit. Smite Evil isn't that powerful at these levels; +6 damage and + Cha bonus to the attack roll, once per day only, is not that awesome. A Fighter does more damage in two rounds with Weapon Specialization and full-attacks, and much more over the course of two or three battles. Spell-wise, just pick some of the paladin spells and some of the cleric spells to make the class' spell list. EDIT: Here's a possible spell list drawn from the core rules. You may wish to remove one or two spells from it (frex, I decided to add Restoration as a 3rd-level spell, though it's normally a 4th-level spell, since it may be kind of important given that E6 doesn't otherwise allow access to that kind of stuff, removing negative levels and whatnot). [U]Crusader Spell List[/U] [B]0-Level:[/B] Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue [B]1st-Level:[/B] Bane, Bless, Bless Water, Bless Weapon, Cause Fear, Comprehend Languages, Cure Light Wounds, Curse Water, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Divine Favor, Doom, Endure Elements, Inflict Light Wounds, Magic Stone, Magic Weapon, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I [B]2nd-Level:[/B] Aid, Align Weapon, Augury, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Death Knell, Delay Poison, Desecrate, Enthrall, Gentle Repose, Inflict Moderate Wounds, Lesser Restoration, Make Whole, Remove Paralysis, Resist Energy, Shield Other, Silence, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Zone of Truth [B]3rd-Level:[/B] Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Discern Lies, Dispel Magic, Glyph of Warding, Greater Magic Weapon, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Neutralize Poison, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Restoration, Speak With Dead, Stone Shape, Summon Monster III, Tongues, Water Breathing [/QUOTE]
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