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Paladin with Domains
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<blockquote data-quote="Spatzimaus" data-source="post: 2050290" data-attributes="member: 3051"><p>We've done something similar IMC for the last couple years. But it's not quite the same as what you listed; for one thing, our Paladins keep the Turn Undead, but lose the Disease Immunity ability instead. Turning is just too big of a thing to sacrifice.</p><p>The Paladin chooses one domain at level 4, gaining its domain power and spells; the domain can be one of their deity's domains, OR a special domain linked to the Paladin class itself (Purification: domain power is a permanent +1/level save bonus against diseases, and the power list is full of spells that counter disease, poison, curses, etc.) The Paladin is treated as level/2 for the purposes of these powers, except for Turning domain powers which are level-3.</p><p>In general this makes the class slightly stronger, since the extra spell slot for the domain spells will be used far more than 1/week and the player can customize a bit better. But the difference isn't much; you're still only getting at most four levels of spells.</p><p></p><p>Well, IMC we did a LOT more, of course, that's just the basic change regarding Domain. Our campaign uses the "Paladin" class for all four extreme alignments (LG, CG, LE, CE) with slightly differing spell lists, rules of conduct, and class abilities for each. Instead of a standard Mount, there's a more customizable "Companion" system. Instead of +1 spell for domains, the Paladins can swap to the domain spell. And the Evil-vs-Good class abilities were shifted to the Law-Chaos axis, which substantially weakened them for players who used Detect Evil as a crutch (DE as a spell on your power list is just fine, but as an unlimited class ability it's too much).</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 2050290, member: 3051"] We've done something similar IMC for the last couple years. But it's not quite the same as what you listed; for one thing, our Paladins keep the Turn Undead, but lose the Disease Immunity ability instead. Turning is just too big of a thing to sacrifice. The Paladin chooses one domain at level 4, gaining its domain power and spells; the domain can be one of their deity's domains, OR a special domain linked to the Paladin class itself (Purification: domain power is a permanent +1/level save bonus against diseases, and the power list is full of spells that counter disease, poison, curses, etc.) The Paladin is treated as level/2 for the purposes of these powers, except for Turning domain powers which are level-3. In general this makes the class slightly stronger, since the extra spell slot for the domain spells will be used far more than 1/week and the player can customize a bit better. But the difference isn't much; you're still only getting at most four levels of spells. Well, IMC we did a LOT more, of course, that's just the basic change regarding Domain. Our campaign uses the "Paladin" class for all four extreme alignments (LG, CG, LE, CE) with slightly differing spell lists, rules of conduct, and class abilities for each. Instead of a standard Mount, there's a more customizable "Companion" system. Instead of +1 spell for domains, the Paladins can swap to the domain spell. And the Evil-vs-Good class abilities were shifted to the Law-Chaos axis, which substantially weakened them for players who used Detect Evil as a crutch (DE as a spell on your power list is just fine, but as an unlimited class ability it's too much). [/QUOTE]
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