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Stalker0's Alternate 4e Paladin: The Crusader
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<blockquote data-quote="RangerWickett" data-source="post: 4774757" data-attributes="member: 63"><p>With the benefit of some extra time thinking, I've decided to try my own take on this revision.</p><p></p><p>I think Divine Infusion is more of a leader/striker power, and is too good for an at-will (compare to the temp hp Sacred Flame grants conditionally) and forces players to keep track of the source of temporary hit points.</p><p></p><p>Here's how I'd do it (key changes from the paladin are highlighted):</p><p></p><p><strong>Exalted</strong>[imager]http://www.enworld.org/forum/attachments/4e-fan-creations-house-rules/40041d1241186127-stalker0s-alternate-d-d-4th-edition-paladin-crusader-untitled2.jpg[/imager]</p><p></p><p>Primary Ability Scores:</p><p>Charisma: Allows access to the Exalted’s raw divine power, granting him powerful attacks.</p><p>Wisdom: Allows an Exalted to channel his divine energies into healing and defensive powers to guard his allies. </p><p>Strength: An Exalted’s own natural strength can be used to augment the power of some divine attacks.</p><p></p><p>Armor/Weapon/Implement Proficiencies: Same as Paladin</p><p>HP/Defenses/Surges: Same as Paladin</p><p></p><p><em>Lay Hands</em> – The Exalted can use the paladin’s Lay Hands ability [hq]twice per encounter. [/hq]</p><p><em>Channel Divinity</em>: Exalted Mettle – Same as Divine Mettle, but [hq]uses Wisdom instead of Charisma. [/hq]</p><p></p><p><em>Channel Divinity</em>: Exalted Smite</p><p>Encounter ♦ Divine</p><p>Free Action Personal</p><p>Effect: Apply your Strength modifier as extra damage on all attacks you make against creatures marked by you until the end of your next turn.</p><p></p><p>[hq]<em>Exalted Challenge</em> (used to be Divine Challenge) – The power of your god compels a creature to face you.</p><p>At-will (once per turn) – Minor Action, Close Burst 10</p><p><u>Target:</u> One creature within burst.</p><p><u>Effect:</u> The target is marked by you (save ends). As long as it remains marked, that creature’s first attack on each of its turns must include you as a target. Whenever the marked creature uses an action to attack and does not include you as a target, your Channel Divinity ability recharges.</p><p></p><p>If you use this ability on a different target, the previous mark ends. At the end of your turn, if you are not adjacent to the target, and you did not attack the target this turn, the mark ends and you cannot use this ability your next turn.[/hq]</p><p></p><p>Exalted’s Weapon – Same as what Stalker0 wrote. </p><p></p><p>Powers: Same as what Stalker0 wrote.</p><p></p><p>Basically, I kept your change to the stats and the ability to use weapons as implements, but made a less drastic change to the marking ability. Now, the paladin just forces creatures to attack it, instead of zapping them with light. However, that bonus damage from exalted smite fills a similar role. Or you can be a bad-ass defender/leader and give you allies tons of saves whenever the monster you're fighting picks on somebody else.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4774757, member: 63"] With the benefit of some extra time thinking, I've decided to try my own take on this revision. I think Divine Infusion is more of a leader/striker power, and is too good for an at-will (compare to the temp hp Sacred Flame grants conditionally) and forces players to keep track of the source of temporary hit points. Here's how I'd do it (key changes from the paladin are highlighted): [b]Exalted[/b][imager]http://www.enworld.org/forum/attachments/4e-fan-creations-house-rules/40041d1241186127-stalker0s-alternate-d-d-4th-edition-paladin-crusader-untitled2.jpg[/imager] Primary Ability Scores: Charisma: Allows access to the Exalted’s raw divine power, granting him powerful attacks. Wisdom: Allows an Exalted to channel his divine energies into healing and defensive powers to guard his allies. Strength: An Exalted’s own natural strength can be used to augment the power of some divine attacks. Armor/Weapon/Implement Proficiencies: Same as Paladin HP/Defenses/Surges: Same as Paladin [i]Lay Hands[/i] – The Exalted can use the paladin’s Lay Hands ability [hq]twice per encounter. [/hq] [i]Channel Divinity[/i]: Exalted Mettle – Same as Divine Mettle, but [hq]uses Wisdom instead of Charisma. [/hq] [i]Channel Divinity[/i]: Exalted Smite Encounter ♦ Divine Free Action Personal Effect: Apply your Strength modifier as extra damage on all attacks you make against creatures marked by you until the end of your next turn. [hq][i]Exalted Challenge[/i] (used to be Divine Challenge) – The power of your god compels a creature to face you. At-will (once per turn) – Minor Action, Close Burst 10 [u]Target:[/u] One creature within burst. [u]Effect:[/u] The target is marked by you (save ends). As long as it remains marked, that creature’s first attack on each of its turns must include you as a target. Whenever the marked creature uses an action to attack and does not include you as a target, your Channel Divinity ability recharges. If you use this ability on a different target, the previous mark ends. At the end of your turn, if you are not adjacent to the target, and you did not attack the target this turn, the mark ends and you cannot use this ability your next turn.[/hq] Exalted’s Weapon – Same as what Stalker0 wrote. Powers: Same as what Stalker0 wrote. Basically, I kept your change to the stats and the ability to use weapons as implements, but made a less drastic change to the marking ability. Now, the paladin just forces creatures to attack it, instead of zapping them with light. However, that bonus damage from exalted smite fills a similar role. Or you can be a bad-ass defender/leader and give you allies tons of saves whenever the monster you're fighting picks on somebody else. What do you think? [/QUOTE]
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