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Replacing the Paladin's special mount class feature...
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<blockquote data-quote="Vurt" data-source="post: 2325644" data-attributes="member: 1547"><p>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.</p><p></p><p></p><p> <strong>Divine Spark</strong> – 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.</p><p></p><p> 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 <em>+1 longsword</em>, in the hands of anyone besides the paladin it behaves simply as a <em>+1 longsword</em>.) 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. </p><p></p><p> 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.</p><p></p><p>[CODE][b]Paladin Level:[/b][b] Special Abilities awakened</p><p>[/b]5–7: +1 enhancement bonus, empathic link</p><p>8–10: divine light, lawful, good, guidance</p><p>11–14: voice, resilient, sacred energy</p><p>15–20: holy</p><p>[/CODE]</p><p> </p><p> <em>Empathic Link (Su)</em>: The paladin has an empathic link with his awakened weapon out to a distance of up to 1 mile.</p><p></p><p> <em>Enhancement bonus (Su)</em>: 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)</p><p></p><p> <em>Divine Light (Su)</em>: 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.</p><p></p><p> <em>Lawful (Su)</em>: In the hands of the paladin, the awakened weapon is considered lawful for purposes of overcoming damage reduction.</p><p></p><p> <em>Good (Su)</em>: In the hands of the paladin, the awakened weapon is considered good for purposes of overcoming damage reduction.</p><p></p><p> <em>Guidance (Su)</em>: 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 <em>phylactery of faithfulness</em>.</p><p></p><p> <em>Voice (Su): </em>The awakened weapon and the paladin can communicate telepathically with each other out to a distance of up to 1 mile.</p><p></p><p> <em>Resilient (Su)</em>: 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.</p><p></p><p> <em>Sacred Energy (Su):</em> In the hands of the paladin, the awakened weapon gains one of the following special abilities: <em>flaming</em>, <em>frost</em>, <em>merciful</em>, <em>shock</em>, or <em>thundering</em>. Once chosen, the ability can only be changed by undergoing another ritual.</p><p></p><p><em>Holy (Su)</em>: In the hands of the paladin, the awakened weapon gains the <em>holy</em> special ability.</p></blockquote><p></p>
[QUOTE="Vurt, post: 2325644, member: 1547"] 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. [b]Divine Spark[/b] – 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 [i]+1 longsword[/i], in the hands of anyone besides the paladin it behaves simply as a [i]+1 longsword[/i].) 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 [/CODE] [i]Empathic Link (Su)[/i]: The paladin has an empathic link with his awakened weapon out to a distance of up to 1 mile. [i]Enhancement bonus (Su)[/i]: 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) [i]Divine Light (Su)[/i]: 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. [i]Lawful (Su)[/i]: In the hands of the paladin, the awakened weapon is considered lawful for purposes of overcoming damage reduction. [i]Good (Su)[/i]: In the hands of the paladin, the awakened weapon is considered good for purposes of overcoming damage reduction. [i]Guidance (Su)[/i]: 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 [i]phylactery of faithfulness[/i]. [i]Voice (Su): [/i]The awakened weapon and the paladin can communicate telepathically with each other out to a distance of up to 1 mile. [i]Resilient (Su)[/i]: 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. [i]Sacred Energy (Su):[/i] In the hands of the paladin, the awakened weapon gains one of the following special abilities: [i]flaming[/i], [i]frost[/i], [i]merciful[/i], [i]shock[/i], or [i]thundering[/i]. Once chosen, the ability can only be changed by undergoing another ritual. [i]Holy (Su)[/i]: In the hands of the paladin, the awakened weapon gains the [i]holy[/i] special ability. [/QUOTE]
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