Paladins and Priests

Want to play your favorite fantasy classes in d20 modern, but feel they don't balance against the basic and advanced classes? Paladins and Priests is the first of a series of small and inexpensive sourcebooks featuring your favorite fantasy classes recreated for the d20 modern ruleset. Weighing in at 7 pages and dealing with two classes, you'll find all you need here to play either a priest or a paladin.
Two classes for only a little over a dollar... What more can you ask for?
 

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Paladins and Priests

There has been a new trend in PDF publishing that has been going on for quite a while. The books seem to be getting smaller and smaller. I’m not a publisher so while it may be working for them with the bottom line, as a consumer I’m not a big fan of it. I prefer the hundred page books that take a subject and really give it a good look. But the idea of the small PDFs seems to be here to stay.

Paladins and Priests is a book about fantasy classes in the modern setting. Or more to the point it takes these two classes and does them like d20 Modern style advanced classes. It’s a fairly straight forward product.

Paladins and Priests comes in a zip file a little under a meg and half. Inside are three different version of the book one that is even landscape. It is rare to see a landscape format offered. None of them are book marked, but I am not sure that a ten page PDF (counting the page advertisement and OGL pages) really needs bookmarks. Still, I encourage all PDFs to come with bookmarks and I prefer to see them even on these smaller products.

The classes are not exact copies of the Players Handbook ones. The Paladin for instance just has an allegiance to good instead of the stricter Lawful Good. They get talents and bonus feats just like the classes from d20 Modern. There are also a few more special abilities in there so they gain an ability each level. The Paladin also only get a d8 Hit Die as well. It is also interesting to note that Paladins do not get spells.

The Priest is a bit different looking as well. Their hit die is reduced t o a d6 and their base attack bonus has been decreased. They do get spells every level still and they max out at fifth level spells. They get talents like the ability to turn undead or cast a few spells spontaneously.

Overall, it is a good way to take these two classes and move them to the Modern world and rules. There is not much here, one just gets the classes and a few small talents tress that go with them. There are no new feats or spells for instance.
 

Paladins and Priests is a 10-page PDF from Ancient Awakenings Publications. This product presents two fantasy staples, the paladin and the priest, revamped into 10-level advanced classes for d20 Modern. The layout is simple and concise, and the text is crisp and easy to read. Both print and screen versions are included, which is a feature I always enjoy. The artwork is minimal and appropriate for the subject.


Paladins:

The section on paladins begins with a blurb describing the role of paladins in a modern campaign. Not surprisingly, this is pretty close to their role in a fantasy campaign - battling evil and righting wrongs. An interesting bit of flavor text lays out that many modern paladins draw their power from those who believe in his cause, not from religion.

The mechanical requirements to become a paladin seem inline with most d20 Modern advanced classes, meaning that one could become a paladin around 3rd-4th level. One thing I would change if I were to use this class, however, is the requirement of Archaic Weapon Proficiency. When I think of a modern paladin, I think of an ideal policeman, or a heroic cowboy. Neither one of those would require knowing how to use a sword.

Mechanically, the class fills the niche well, with bonuses to saves, fearlessness, and a bonus to Sense Motive checks. In addition, the paladin can use a Sense Motive check to tell if a person or object is supernatural, which I find to be more flavorful than the D&D paladin's Detect Evil ability. The paladin gets to choose from two talent trees, which focus on laying on hands and smiting evil. The paladin gains no spellcasting ability or special mount.

Powerwise, I'd say the modern paladin comes out rather weak compared to the D&D paladin, and slightly weak compared to other advanced classes. Even if he puts all three of his talents into smiting evil, he can still only do it once per day (though he can use action points for additional smites). If he puts all three of his talents into healing, the total amount he can heal is about on par with a D&D paladin of equal level - but the modern paladin only has 10 levels of improvement compared to the D&D paladin's 20, so he eventually falls behind.

I do enjoy the flavor of this class, however, and could definitely see myself using the new version of detect evil in a low-magic fantasy game. For a modern game, I would probably replace the Archaic Weapon Proficency requirement with something a bit more universal - perhaps Skill Focus (Diplomacy).


Priests:

Unlike the paladin, the priest class focuses on spellcasting. It has a poor BAB and low hit points, but gains a great number of talents which help to accent his spellcasting abilities.

The requirements to become a priest are appropriate, requiring a modicum of knowledge in theology, diplomacy, and concentration. Unlike the paladin's requirements, I like these requirements because they're broad enough to cover a wide range of archetypes.

Like a D&D cleric, the priest focuses on spellcasting, healing, and turning. Spellcasting is similar to a cleric's, though the priest needs to use a talent in order to spontaneously heal. Other talents increase the potency of turning or healing spells, or allow the priest to increase his rank within the church.

One change that I really like is that the priest gets to choose which type of creature he can turn, be it undead, outsider, elemental, or other. At tenth level, the priest gains the ability to call down a miracle once per week, which essentially acts like a limited version of D&D's miracle spell. I like this addition and it's similar to something I've been allowing divine characters to do since the days of 1st edition.

Overall, I really like this priest class. It's sufficiently generic enough to be adaptable to any variety of archetypes, and provides a good base for a Excorcist-type character. With very little work, this class could also be the foundation for a D&D cleric that eschews the sterotypical full plate armor and heavy mace.


Conclusion:

I found the paladin class a little dull, though I did like a couple of the changes. I give that part of the product a 3/5. I really enjoyed the priest class, and would probably use it for a modern campaign that focused on elements of the supernatural. I give the priest a 5/5. Overall, that makes the product average out to a 4. I'd say it's definitely worth picking up if you plan to include divine magic in your modern campaign.
 

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