Asmor said:
I really don't understand the issue here... This class uses an unusual method for gaining SP, granted, but it's all based on normal D&D rules... base score plus ability bonus.
That's all well and good, but using SP is a bit out of the normal way that D&D handles class abilities. I'm not a particular fan of the Vancian system, but you are adding additional rules to how the abilities of the spirit knight work. None of the PHB classes use points to manage the resources of their class abilities. The closest thing to what you have are the X/day abilities found in some of the PHB classes.
Like I said, there is nothing that I personally have against the idea. Iron Heroes uses a similar idea, but IH is a variant PHB, not something you would be using alongside the PHB.
The monk and ranger would both make good sources to base this class; the paladin would not. Paladins have a great amount of faith, but that's the only similarity. The paladin is a tough, armored fighter that stands there and dishes out the pain. This doesn't really match Jedi very well, as they are acrobatic and lightly armored, relying on their wit and abilities to keep them alive.
I wasn't speaking strictly of their martial style and abilities (which the paladin does not slouch at). I was talking more about a warrior whose abilities are used in service to a code. A warrior whose strengths comes as much from insight and faith as they do from physical fitness. Not to mention, it's easy enough to reword some of the paladin's abilities in more of a Jedi light. For instance:
- Aura of good = Strength in the Force
- Detect evil at will: "The Dark Side I sense in you."
- Divine Grace = Jedi are especially tough, agile, and strong-willed by virtue of their connection to the Force.
- Aura of Courage = See above. If the Force is your ally, many things simply don't scare you anymore.
- Divine Health = How many Jedi do you think succumb to disease? Most of them are either killed or die of a ripe old age.
- Smite Evil = Drawing on the power of the Force during a battle with a single powerful foe. Of course, that's neither here nor there since many of the paladin's spells can do the same.
- Spells: Some of the paladin's spells seem a mite out of place for the Jedi, but many of them are right on. Aside from the spells dealing with healing or that are more like wizardry, the vast majority of the paladin's spells are applicable to the Jedi. Especially those that enhance combat prowess. You could, of course, replace healing abilities with things that are a bit more in keeping with Star Wars. For instance, replacing cure light wounds with jump.
The only thing that doesn't fit so far are Lay on Hands, Turn Undead, Special Mount, and
Remove Disease. Of course, this can be replaced with more appropriate monk abilities. For instance, the monk's AC bonus, evasion, and improved evasion.
As far as the paladin's code, look at the
Jedi code.
Not to mention, the Jedi Order itself is based upon millennia-old traditions meant not only for personal spiritual progress, but for maintaining peace and order in the galaxy. In terms of alignment, the order itself is pretty restrictive. Only Lawful Good and Neutral Good characters would be able to tolerate the life of a Jedi. Besides the commitment to peace and justice in the galaxy, there is one's own spiritual progress to tend to. The Jedi Order relies heavily on tradition, discipline, and dogma to fulfill these ideals.
As far as the paladin who function as a meat shield, that's more dependent upon the choices of the player than anything else. There's nothing preventing the paladin from focusing on the Dodge, Combat Expertise, and Weapon Finesse trees. And there is also nothing preventing the paladin from having a decent enough Intelligence score to be able to take cross-class skills. As a matter of fact, you could easily design a paladin-based Jedi as a PrC that offers some of the more stylistic or tactical aspects as bonus feats or class abilities.