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

My DM dropped the Special Mount feature for a Ranger style Foe...
But that is a flavor effect, Special Paladin Order that hates especially evil outsiders... Gave me Fiend Enemy in exchange (evil outsiders).
 

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smootrk said:
My DM dropped the Special Mount feature for a Ranger style Foe...
But that is a flavor effect, Special Paladin Order that hates especially evil outsiders... Gave me Fiend Enemy in exchange (evil outsiders).

That's another good one! I could easily offer an option to slip in a ranger-style favoured enemy that the paladin could only choose once. Maybe offer either evil outsiders or undead.

All right, what I've come up with so far for replacements for the special mount:

1) Divine Spark (see post above)
2) Bastion of Faith (see post above)
3) Armor of Righteousness (similar to the previous two, focusing on armor)
4) Ancestral Relic (cf. feat from BoED)
5) Paladin's Boon (as per Cheiromancer's suggestion, but also adding remove curse, neutralize poison and restoration at 8th, 11th and 15th, respectively)
6) Evilsense (cf. feat from Anger of Angels, basically autodetect evil within 20 ft.)
7) Favored enemy (evil outsiders)
8) Favored enemy (undead)

Am I missing anything cool?

Thanks for all your help, by the way!

Vurt
 

I am also in favour of the Shield of Faith idea. Good job everyone!

I came up with something similar for a paladin IMC. I turned him into a sort of Power Ranger... upon command, x times a day, he can summon a glorious suit of armor that grants him several abilities, including flight, damage resistance, and a special beam attack (equivalent to the sunbeam (Dr7) spell).

But I'm weird like that.

- Dru
 

How about this idea.

Mystic Knight
Instead of the typical mount and armor proficiencies the paladin may opt for the domain abilities of the Knowledge Domain and gain quite a few monk like abilities.

AC Bonus (Ex): as core monk

1st Flurry of blows.
2nd Evasion.
3rd Still mind.
4th Slow fall 20 ft.
5th Purity of body, Ki strike (magic).
6th Slow fall 30 ft.
7th Wholeness of body.
8th Slow fall 40 ft.
9th Improved evasion.
10th Ki strike (lawful), slow fall 50 ft.
11th Diamond body, greater flurry.
12th Abundant step, slow fall 60 ft.
13th Diamond soul.
14th Slow fall 70 ft.
16th Ki strike (Good), Slow fall 80 ft.
17thTimeless body.
18th Slow fall 90 ft.
19th Empty body.
20th Perfect self, slow fall any distance.

Multi-class Options
May multi-class freely with any psionic class, alchemist (core wizard variant), gifted (celestial warlock), and any good priest (that can be lawful). As well as any paladin Prestige Class, or any non-evil, non-chaotic, Prestige Class of the classes that the mystic knight may multi-class into.
 


I would be weary of granting direct combat bonuses to compensate for the indirect combat prowess of the mount, and the change to the Paladin should be within the established role:

i.e.

Full combat skill
Heavily armoured
Mounted
Resilient to magic afflictions
Powers to thwart & defeat evil
Curative touch
Diplomatic skill

There is a recurring theme in d&d where combat bonuses are valued at least twice as much as non-combat and offence twice as much as defence. The mount is great mobility for a typically heavily armoured warrior, offers a cover bonus for decent riders & attacking power (especially overruns); however the mount is also a concern for the Paladin who needs to keep it from dying.

The reason I chose Leadership as a replacement power was that it offers flexible utility in how the cohort & followers are used; builds on the inherant social skill of the Paladin; the cohort can bolster the Paladin's attack or defence (possibly _must_ be a Cleric?); & the Paladin then has living souls that need to be cared for which may complement the Paladin codes roleplaying potential.
 
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My usual suggestion is to grant the paladin access to a clerical domain (including the granted power) and to give it 1 domain slot per level of spell that he can cast. Effectively, he gets the domain power and the ability to cast an additional 1st-level spell at 5th level, and an additional 2nd-, 3rd- and 4th-level spell at 8th, 11th and 14th level respectively (the specific spells will depend on the domain selected).
 

I'm currently thinking up a sytem that grants abilities to a paladins favored weapon, based on the mount table provided in the PHB. I'm currently stuck and don't have anything I can share [yet]. When I do I'll post it here in homebrews.
 

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