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*Pathfinder & Starfinder
Reworking the Paladin - Modified
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<blockquote data-quote="Technik4" data-source="post: 1071799" data-attributes="member: 7211"><p>I think giving them some armor abilities muddles the concept a little. I mean, in order to be a paladin you must already be:</p><p></p><p>-Lawful Good</p><p>-Follow the Code</p><p></p><p>Further restricting it (and giving a bonus to a particular armor type but not others does restrict it) narrows its scope so that every paladin will be even more similar. Things like Favored Enemy reek too much of the Ranger, and personally Toughness at 14th level seems comedic (no offense though).</p><p></p><p>I think if you want slightly buffed paladins a "Special Ability" not unlike the rogue may fit the bill. This encourages diversity among paladins (especially higher level ones) and also gives them some higher level buffs to look forward to.</p><p></p><p></p><p></p><p><strong>Special Abilities: </strong> Starting at 8th level and every 4 levels afterwards a paladin gains a special ability of his choice from among the following options.</p><p></p><p><em>Aura of Dedication (Su): </em> A paladin with a devout heart becomes immune to death effects. Each ally within 10 ft. gains a +4 morale bonus against death effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.</p><p></p><p><em>Divine Intuition (Su): </em> A paladin gains a bonus equal to her Wisdom bonus (if any) on all saving throws. This ability stacks with Divine Grace.</p><p></p><p><em>Domain Power: </em> A paladin gains 1 domain as a cleric. It grants him a domain power which functions according to his paladin level, as well as an additional spell per spell level which must be a domain spell. A paladin can only choose a domain from the list of domains his god offers, as a cleric. A paladin may gain this ability up to two times.</p><p></p><p><em>Improved Lay on Hands (Su): </em> A paladin gains the ability to heal not only hit point damage, but ability damage (or penalties). For every 5 points of damage that would be healed, a paladin may choose to heal 1 point of ability damage instead. If it is only an ability penalty, the exchange is 1 hit point for 1 point of ability penalty.</p><p></p><p><em>Improved Spellcasting: </em> A paladin's caster level becomes equal to his paladin level instead of half his paladin level. The paladin gains 1 bonus spell for each spell level he has. He also gains the ability to cast a number of cantrips per day equal to 2 + the number of 1st level spells he can cast (unmodified by bonus or domain spells, but modified by this ability). </p><p></p><p><em>Greater Aura (Su): </em> A paladin with this ability extends one aura to each ally within 30 ft. instead of 10 ft.</p><p></p><p><em>Feat: </em> A paladin may gain a bonus feat in place of a special ability.</p><p></p><p>I think this gives more power to the paladins at higher levels, and allows them to be more diverse among themselves (less paladins will look alike). In all other regards I would keep it as the 3.5 paladin.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1071799, member: 7211"] I think giving them some armor abilities muddles the concept a little. I mean, in order to be a paladin you must already be: -Lawful Good -Follow the Code Further restricting it (and giving a bonus to a particular armor type but not others does restrict it) narrows its scope so that every paladin will be even more similar. Things like Favored Enemy reek too much of the Ranger, and personally Toughness at 14th level seems comedic (no offense though). I think if you want slightly buffed paladins a "Special Ability" not unlike the rogue may fit the bill. This encourages diversity among paladins (especially higher level ones) and also gives them some higher level buffs to look forward to. [b]Special Abilities: [/b] Starting at 8th level and every 4 levels afterwards a paladin gains a special ability of his choice from among the following options. [i]Aura of Dedication (Su): [/i] A paladin with a devout heart becomes immune to death effects. Each ally within 10 ft. gains a +4 morale bonus against death effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead. [i]Divine Intuition (Su): [/i] A paladin gains a bonus equal to her Wisdom bonus (if any) on all saving throws. This ability stacks with Divine Grace. [i]Domain Power: [/i] A paladin gains 1 domain as a cleric. It grants him a domain power which functions according to his paladin level, as well as an additional spell per spell level which must be a domain spell. A paladin can only choose a domain from the list of domains his god offers, as a cleric. A paladin may gain this ability up to two times. [i]Improved Lay on Hands (Su): [/i] A paladin gains the ability to heal not only hit point damage, but ability damage (or penalties). For every 5 points of damage that would be healed, a paladin may choose to heal 1 point of ability damage instead. If it is only an ability penalty, the exchange is 1 hit point for 1 point of ability penalty. [i]Improved Spellcasting: [/i] A paladin's caster level becomes equal to his paladin level instead of half his paladin level. The paladin gains 1 bonus spell for each spell level he has. He also gains the ability to cast a number of cantrips per day equal to 2 + the number of 1st level spells he can cast (unmodified by bonus or domain spells, but modified by this ability). [i]Greater Aura (Su): [/i] A paladin with this ability extends one aura to each ally within 30 ft. instead of 10 ft. [i]Feat: [/i] A paladin may gain a bonus feat in place of a special ability. I think this gives more power to the paladins at higher levels, and allows them to be more diverse among themselves (less paladins will look alike). In all other regards I would keep it as the 3.5 paladin. Technik [/QUOTE]
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Reworking the Paladin - Modified
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