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[The Paladin Project] Do more than Remove Disease
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<blockquote data-quote="Castlin" data-source="post: 912668" data-attributes="member: 5274"><p>The paladin class was the target of heavy revision in my group's campaign. In the end, we removed it and replaced it with a new core class, the zealot. Zealots are basically the same as paladins, but can be LN, NG, NE, or CN. Instead of turning undead, they turn outsiders of the alignment opposed to them, and rebuke outsiders that share their alignment. They can smite against their opposed alignment, and gain extra smites attacks as they level, rather than remove disease. Their remove disease and lay on hands abilities were removed. There is a general zealot spell list along with an alignment-specific one for each.</p><p></p><p>The class has worked out very well for us. It also replaced several prestige classes we had been using, such as the blackguard. The extra smites may sound overly powerful, but they tend to result in one or two very good rounds for a zealot, as opposed to the fighters and barbarians who have routinely solid rounds.</p><p></p><p>Removing the capacity for LG paladins didn't really do any harm either. In our group, most paladins were drawn more toward one component of the alignment anyway.</p><p></p><p>So that's a rather long-winded answer to how we dealt with the remove disease ability.</p></blockquote><p></p>
[QUOTE="Castlin, post: 912668, member: 5274"] The paladin class was the target of heavy revision in my group's campaign. In the end, we removed it and replaced it with a new core class, the zealot. Zealots are basically the same as paladins, but can be LN, NG, NE, or CN. Instead of turning undead, they turn outsiders of the alignment opposed to them, and rebuke outsiders that share their alignment. They can smite against their opposed alignment, and gain extra smites attacks as they level, rather than remove disease. Their remove disease and lay on hands abilities were removed. There is a general zealot spell list along with an alignment-specific one for each. The class has worked out very well for us. It also replaced several prestige classes we had been using, such as the blackguard. The extra smites may sound overly powerful, but they tend to result in one or two very good rounds for a zealot, as opposed to the fighters and barbarians who have routinely solid rounds. Removing the capacity for LG paladins didn't really do any harm either. In our group, most paladins were drawn more toward one component of the alignment anyway. So that's a rather long-winded answer to how we dealt with the remove disease ability. [/QUOTE]
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[The Paladin Project] Do more than Remove Disease
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