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[The Paladin Project] Do more than Remove Disease
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<blockquote data-quote="Derrick Reeves" data-source="post: 876758" data-attributes="member: 8427"><p>Interesting idea, but I think the feats need to be tightened up a bit. First of all, these should probably be divine feats. This isn't really that important, though.</p><p></p><p>Remove Disease isn't a combat-related power, so it shouldn't be "natural" to gain spin-off usage to combat immediately. If I might be so bold as to suggest a regroup, how about the following:</p><p></p><p><strong>Healer's Touch</strong> to contain Delay Poison, Lesser Restoration and Remove Blindness/Deafness. (Cure Serious Wounds, while not overpowered, would easily edge out all other contenders, and that's not really what a feat should do.)</p><p></p><p><strong>Undeath's Foe</strong> to gain the prerequisite of the Extra Turning feat. Now to contain Negative Energy Protection and Remove Paralysis, and to grant a +2 bonus on Turning damage.</p><p></p><p><strong>Shadowed Path</strong> as a new feat of the same general pattern, with the additional prerequisite of the Alertness feat. Contains Change Self, Comprehend Languages and Undetectable Alignment. <em>Remember, Paladins aren't always "the establishment".</em></p><p></p><p><strong>Just Hand</strong> as another new feat of the same general pattern, with the additional prerequisite of 3 ranks in Sense Motive. Contains Discern Lie and gives a +2 bonus on Sense Motive checks. <em>But on the other hand, they often are.</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p><strong>Providence</strong> as another new feat of the same general pattern, with the prerequisite of Leadership. Contains Create Food and Water, and gives a +1 bonus to the character's leadership score.</p><p></p><p>To be honest, I couldn't think of a good way to revise <strong>Lightbearer</strong> - it's not a bad idea, but there really aren't good spells to implement it with. Searing Light is too useful, and Continual Flame is either worthless or too useful. Daylight does pose some potential, though, and perhaps something could be built around that.</p><p></p><p>Anyway, it's a very good idea, and I hope that this comes across as assistance, rather than arrogance <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Derrick Reeves, post: 876758, member: 8427"] Interesting idea, but I think the feats need to be tightened up a bit. First of all, these should probably be divine feats. This isn't really that important, though. Remove Disease isn't a combat-related power, so it shouldn't be "natural" to gain spin-off usage to combat immediately. If I might be so bold as to suggest a regroup, how about the following: [B]Healer's Touch[/B] to contain Delay Poison, Lesser Restoration and Remove Blindness/Deafness. (Cure Serious Wounds, while not overpowered, would easily edge out all other contenders, and that's not really what a feat should do.) [B]Undeath's Foe[/B] to gain the prerequisite of the Extra Turning feat. Now to contain Negative Energy Protection and Remove Paralysis, and to grant a +2 bonus on Turning damage. [B]Shadowed Path[/B] as a new feat of the same general pattern, with the additional prerequisite of the Alertness feat. Contains Change Self, Comprehend Languages and Undetectable Alignment. [I]Remember, Paladins aren't always "the establishment".[/I] [B]Just Hand[/B] as another new feat of the same general pattern, with the additional prerequisite of 3 ranks in Sense Motive. Contains Discern Lie and gives a +2 bonus on Sense Motive checks. [I]But on the other hand, they often are.[/I] :D [B]Providence[/B] as another new feat of the same general pattern, with the prerequisite of Leadership. Contains Create Food and Water, and gives a +1 bonus to the character's leadership score. To be honest, I couldn't think of a good way to revise [B]Lightbearer[/B] - it's not a bad idea, but there really aren't good spells to implement it with. Searing Light is too useful, and Continual Flame is either worthless or too useful. Daylight does pose some potential, though, and perhaps something could be built around that. Anyway, it's a very good idea, and I hope that this comes across as assistance, rather than arrogance :) [/QUOTE]
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[The Paladin Project] Do more than Remove Disease
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