Replacing the Paladin's special mount class feature...

I don't have it with me to check the specifics, but Malhavoc Press's Book of Hallowed Might (the first one) had some alt.paladin ideas in it. They were based on paladins of different good alignments, but the ideas seemed pretty portable. Might be worth a look. :)
 

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Sword that grows in power as he levels? He doesn't have to find his holy weapon, he just has to survivie long enough to prove his worth... :)

Quintessential Paladin has several options for this (differing mounts, differing personalities for the mount, three types of bonded weapons as replacemants [two of which are intelligent]...)
 

Actualy, I kind of like the idea of a "Shield of Faith". A shield that grows in power to protect him. But a growing magical sword works too.
 

Bront said:
Actualy, I kind of like the idea of a "Shield of Faith". A shield that grows in power to protect him. But a growing magical sword works too.

Hadn't thought of that! No reason it can't work, using the same principles (maybe a guardian spirit that grants certain abilities, rather than a physical shield?).
 
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Bront said:
Actualy, I kind of like the idea of a "Shield of Faith". A shield that grows in power to protect him. But a growing magical sword works too.

Ooooo... That's good. That's very good. I'll have to ruminate on this one...

Cheers,
Vurt
 

How about good Will saves (as well as Fort, i.e.)?

I don't want to get drawn into a debate about it, but suffice to say that I personally believe the class to be better represented this way. The idea of Paladins being inherently less psychologically resilient than say, Bards, Clerics, Druids, Sorcerers, Wizards..... (and so on) is hmm. . . a bit odd to me. Take the Samurai (from OA) for example: Good Fort and Will saves. Why would Samurai have stronger Will saves than Paladins, from 1st level?. . . exactly.

I know there's the whole Cha bonus to Saves thing but yeh, I still run them with 2 good saves, and the loss of other stuff to compensate. ymmv and so forth.
 

Here are some ideas I came up with this morning. In both cases, the end result is something that initially costs 1000 xp on the part of the paladin, but ultimately results in a +4 equivalent magic item at levels 15+. Feel free to discuss and point out potential problems and imbalances.


Divine Spark – Upon reaching 5th level, a paladin may choose to forgo summoning his special mount to instead receive a blessing from his patron deity. At a temple or shrine dedicated to his god, the paladin must spend a week in vigil, fasting and praying. On the seventh day, the paladin’s deity grants him a vision, filling him with purpose and resolve, lasting the entirety of the day. When he wakes, exhausted and drained (and having lost 1000 xp), he finds his primary weapon in his hand, pulsing with what feels like a heartbeat.

The weapon has been awakened. It is alive, and intelligent, but cannot speak at first, sharing only an empathic bond to begin with. As the paladin gains in experience, the weapon grows with him, becoming a constant and trusted companion. In the hands of anyone else, the weapon behaves as if it did not possess its divine spark. (Thus, if the weapon began as a +1 longsword, in the hands of anyone besides the paladin it behaves simply as a +1 longsword.) This process can be repeated, to transfer the spark to another weapon if, for example, the original has been lost or destroyed, but the paladin can only possess one such weapon at any given time. Each ritual requires 7 days (and the expenditure of another 1000 xp) to complete. The personality of the weapon may or may not be the same as any previous weapons.

Should the paladin ever fall from grace, the weapon will suppress all of its special abilities except for its empathic link, voice, and guidance, and will attempt to coax and guide the fallen paladin back onto the path of holy righteousness.

Code:
[b]Paladin Level:[/b][b] Special Abilities awakened
[/b]5–7:   +1 enhancement bonus, empathic link
8–10:  divine light, lawful, good, guidance
11–14: voice, resilient, sacred energy
15–20: holy

Empathic Link (Su): The paladin has an empathic link with his awakened weapon out to a distance of up to 1 mile.

Enhancement bonus (Su): In the hands of the paladin, the awakened weapon acts as if it had an additional +1 enhancement bonus in addition to any magical bonus and/or special abilities provided by the magic already on the weapon (max +5 total)

Divine Light (Su): Upon command of the paladin, the weapon begins to glow with an inner light, providing illumination equal to a hooded lantern. Activating or deactivating this light is a standard action.

Lawful (Su): In the hands of the paladin, the awakened weapon is considered lawful for purposes of overcoming damage reduction.

Good (Su): In the hands of the paladin, the awakened weapon is considered good for purposes of overcoming damage reduction.

Guidance (Su): Kneeling in prayer and touching the pommel of the awakened weapon to the paladin’s brow allows it to act in all respects as a phylactery of faithfulness.

Voice (Su): The awakened weapon and the paladin can communicate telepathically with each other out to a distance of up to 1 mile.

Resilient (Su): In the hands of the paladin, the awakened weapon is infused with such strength of faith that it becomes as hard as adamantine, and can be treated as such.

Sacred Energy (Su): In the hands of the paladin, the awakened weapon gains one of the following special abilities: flaming, frost, merciful, shock, or thundering. Once chosen, the ability can only be changed by undergoing another ritual.

Holy (Su): In the hands of the paladin, the awakened weapon gains the holy special ability.
 

Dragon (310?) has an issue with alternate Paladins in it to give you more ideas, but some things I have done:

Animal Companion: my current Paladin, in the campaign I am playing in, has a Celestial Hound to aid him track down evil.

Holy Weapon: Have a weapon whose powers increase at each level. This could be a summoned weapon or weapon he has bonded with. I am using this progression in a game I am running:

Character Weapon
Level/ Int/ Wis/ Cha/ Enchantment/ Ego/ Special/
5th/ 12/ 12/ 10/ +0/ 7/ Summon, Alertness
6th-7th/ 12/ 12/ 11/ +1/ 10/ Empathic Link, Light, Armor
of Righteousness/
8th-10th / 13/ 13/ 11/ +1/ 14/ Demon’s Bane/
11th-14th/ 13/ 13/ 11/ +2/ 19/ Telepathy, Exorcism/
15th-20th/ 14/ 14/ 12/ +2/ 25/ Holy Aura


Abilities: The item, in either form, has the ability scores listed for the levels given.
Enchantment: The weapon increases in power with use. At the given level the item has a bonus to attack and damage as given.

Ego: The item’s ego score increase with use as given. As with all intelligent items the Ego score determines the DC of the Will Saving throw needed by the Wielder to get the item to do something that it may not want to do.

Summon: The item may change from ring form to weapon form a number of times per day equal to ½ the Wielder’s character level rounded up. The Wielder may choose to leave the item in weapon form and sheath it as normal.

Alertness: The item grants the user a circumstance bonus of +2 to Spot and Listen checks at all times. This ability stacks with the Alertness feat. The item can choose to withhold this bonus on an unsuccessful Ego check.

Empathic Link: At 6th thru 10th level the item and the Wielder share an empathic link. The item is now able to express itself emotionally to the wielder, although verbal communication is still impossible.

Light: Beginning at 6th level the wielder may, once per day as a free action, cause the item to shine like a torch for 10 minuets per character level.

Armor of Righteousness: The item grants the Wielder a circumstance bonus to AC equal to its enchantment when the item is in weapon form. The item does not grant this bonus while in ring form or when the Wielder uses other melee weapons. If the Wielder is engaged in an activity that the item considers unrighteous it will deny the Wielder the bonus on an unsuccessful Ego check.

If anyone makes a successful attempt to possess or mentally control the Wielder, the item’s Ego score must be overcome daily to maintain control.
Demon’s Bane: At 8th level the weapon gains the Bane quality. Against evil outsiders (demons, devils, etc) its effective enhancement bonus is an additional +2 and it deals and additional +2d6 damage against evil outsiders.

Exorcism: At 11th level the wielder can use the item to force an evil outsider to vacate its host and manifest corporeally as a standard action once per day. The demon is allowed a Will save to resist. The DC for the save is 10 + the Wielder’s level – the creatures Hit Dice. The Wielder may improve the chance for success by employing objects, words, places, or people that the target hates, fears, or otherwise opposes, increasing the Save DC by +1 for each. An exorcised demon instantly takes damage equal to 1d6 * the Wielder’s Charisma modifier.

Telepathy: At 11th level the item can communicate with its Wielder, and only its Wielder, telepathically.

Holy Aura: Beginning at 15th level the Wielder may cloak herself in a Holy Aura once per day. The effect lasts for a number of rounds equal to ½ her character level. Once evoked the Wielder glows with an inner light for the duration of the effect, shining like a torch. While so glowing the Wielder gains the following bonuses
· A +4 bonus to AC
· A +4 resistance bonus to saves
· Spell Resistance equal to the Wielder’s Character Level against evil spells and spells cast by evil outsiders.
· The weapon’s critical threat range against evil outsiders is doubled.




However, it should be noted that the weapon is being used in a setting where it is an ancient artifact and the current campaign world is low to no magic. Also the Paladin in question is otherwise just a Fighter.
 

Bastion of Faith – Upon reaching 5th level, a paladin may choose to forgo summoning his special mount to instead receive a blessing from his patron deity. At a temple or shrine dedicated to his god, the paladin must spend a week in vigil, fasting and praying. On the seventh day, the paladin’s deity grants him a vision, filling him with purpose and resolve, lasting the entirety of the day. When he wakes, exhausted and drained (and having lost 1000 xp), he finds his shield propped up before him, emblazoned proudly with the symbol of his faith, faintly glowing.

As the paladin gains in experience, the shield grows with him, gaining in magical ability. In the hands of anyone else, the shield behaves exactly as it did prior to the ritual. (Thus, if the shield began its career as a +1 heavy steel shield, in the hands of anyone besides the paladin it behaves exactly as such) This process can be repeated, to transfer the boon to another shield if, for example, the original has been lost or destroyed, but the paladin can only possess one such shield at any given time. Each ritual requires 7 days (and the expenditure of another 1000 xp) to complete.


Should the paladin ever fall from grace, the shield will suppress all of its special abilities except for its guidance, until such at time as the fallen paladin returns back onto the path of holy righteousness.

Code:
[b]
Paladin Level[/b]: [b]Special Abilities gained
[/b]5–7:	+1 enhancement bonus, divine light
8–10:   resilient, guidance, spell affinity
11–14:  blinded by faith
15–20:  faith’s bulwark

Enhancement bonus (Su): In the hands of the paladin, the bastion of faith acts as if it had an additional +1 enhancement bonus in addition to any magical bonus and/or special abilities provided by the magic already on the shield (max +5 total)

Divine Light (Su): Upon command of the paladin, the bastion of faith begins to glow with an inner light, providing illumination equal to a bullseye lantern. Activating or deactivating this light is a standard action.

Resilient (Su): In the hands of the paladin, the shield is infused with such strength of faith that it becomes as hard as adamantine, and can be treated as such.

Guidance (Su): Propping up the shield and kneeling in prayer before it allows the paladin’s shield to act in all respects as a phylactery of faithfulness.

Spell affinity (Su): The following spells cast on the shield or its bearer are automatically treated as if they were subject to the extend spell feat, without actually using up a higher level slot on the part of the caster: entropic shield, fire shield, magic vestment, shield, shield other, shield of faith, and shield of law.

Blinded by Faith (Su): The shield gains the blinding special ability.

Faith’s Bulwark (Su): The shield gains the moderate fortification special ability.
 

I've given a simple bonus feat to replace the special mount special ability in the past. Usually it's an Exalted feat, or something similarly useful.
 

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