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*Pathfinder & Starfinder
The (quintessential) paladin prestige class
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<blockquote data-quote="Spatzimaus" data-source="post: 285229" data-attributes="member: 3051"><p><em>Originally posted by Sonofapreacherman </em></p><p><strong>My preference, however, is not to create addition "core" classes, but that's all it is... a preference. Your method works just fine.</strong></p><p></p><p>I think of it similar to how there are six types of Psion, or eight types of Wizard. Same class, same progression of abilities, but some variation in the rules. It's not a large enough variation that I would think of them as separate core classes, just like a Nomad and a Seer are the same class.</p><p></p><p><strong>My only critique is the domain power. I like the idea of a single domain power, but that requires worship of a god, and I do not require my paladins to believe in a god if they can demonstrate righteousness on some personal "driven" level.</strong></p><p></p><p>In my world it's the reverse. I don't allow non-deity Clerics, because divine power (which I separate from the "natural" power Druids and Rangers get) ALWAYS comes from a god, and your use of it is subject to their approval. Their abilities aren't the result of training, it's a direct gift from a deity who approves of your actions. That's why the Domain thing fits so well.</p><p></p><p>If you don't want to force Paladins to pick a god, I'd suggest having Evil ones swap the disease abilities for Poison Use (see DMG), which by the way is the granted power of a new Domain I made just for the evil Paladins. Convenient, eh?</p><p></p><p><strong>My only nitpick is that you allow the <em>heal mount</em> spell to heal companions. You said it yourself... companions/servants have more cool powers. </strong></p><p></p><p>I didn't really give all the information. What I meant is, make two tables that are balanced but different. I really didn't like the standard progression so I tweaked it heavily, combining the Mount table for Paladins with the Blackguard's table, and throwing in some stuff from the Celestial and Infernal templates.</p><p>The terms "Mount" and "Companion" aren't really restrictive; I was assuming that anything big enough to ride would be a Mount and anything less is a Companion. Being large is both a plus and a minus; while having something to ride is a plus, you can't usually bring a horse into a dungeon, or a tavern, or when you Teleport, etc.</p><p></p><p>A Mount will have movement bonuses, a higher Natural Armor modifier, more STR, and in general gets more physical abilities like DR. A Companion focuses more on Spell Resistance, DEX, elemental resists and so on. By level 20 both tables end up with roughly the same list of abilities, but when you get them and how strong they are will vary. For example, in the PHB Mounts get SR (level+5) at some high level. In these rules, Companions get SR (level+5) earlier, and Mounts get SR (level) later. But, to compensate, Mounts get a Barbarian-like DR.</p><p></p><p>A Companion isn't inherently more powerful than a Mount, it's just a different focus. That's why "Heal Mount" should work on both.</p><p></p><p>I was thinking of reworking it as a more open-ended system where every few levels you could pick a few Mount abilities to add/improve. Still working out the kinks, though, but it adds some nice possibilities: high-level Mounts being able to Teleport or Plane Shift, for example.</p><p></p><p>If you don't like this, just say that all four Paladin subtypes use the standard Mount rules in the PHB.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 285229, member: 3051"] [i]Originally posted by Sonofapreacherman [/i] [B]My preference, however, is not to create addition "core" classes, but that's all it is... a preference. Your method works just fine.[/B] I think of it similar to how there are six types of Psion, or eight types of Wizard. Same class, same progression of abilities, but some variation in the rules. It's not a large enough variation that I would think of them as separate core classes, just like a Nomad and a Seer are the same class. [B]My only critique is the domain power. I like the idea of a single domain power, but that requires worship of a god, and I do not require my paladins to believe in a god if they can demonstrate righteousness on some personal "driven" level.[/B] In my world it's the reverse. I don't allow non-deity Clerics, because divine power (which I separate from the "natural" power Druids and Rangers get) ALWAYS comes from a god, and your use of it is subject to their approval. Their abilities aren't the result of training, it's a direct gift from a deity who approves of your actions. That's why the Domain thing fits so well. If you don't want to force Paladins to pick a god, I'd suggest having Evil ones swap the disease abilities for Poison Use (see DMG), which by the way is the granted power of a new Domain I made just for the evil Paladins. Convenient, eh? [B]My only nitpick is that you allow the [i]heal mount[/i] spell to heal companions. You said it yourself... companions/servants have more cool powers. [/B] I didn't really give all the information. What I meant is, make two tables that are balanced but different. I really didn't like the standard progression so I tweaked it heavily, combining the Mount table for Paladins with the Blackguard's table, and throwing in some stuff from the Celestial and Infernal templates. The terms "Mount" and "Companion" aren't really restrictive; I was assuming that anything big enough to ride would be a Mount and anything less is a Companion. Being large is both a plus and a minus; while having something to ride is a plus, you can't usually bring a horse into a dungeon, or a tavern, or when you Teleport, etc. A Mount will have movement bonuses, a higher Natural Armor modifier, more STR, and in general gets more physical abilities like DR. A Companion focuses more on Spell Resistance, DEX, elemental resists and so on. By level 20 both tables end up with roughly the same list of abilities, but when you get them and how strong they are will vary. For example, in the PHB Mounts get SR (level+5) at some high level. In these rules, Companions get SR (level+5) earlier, and Mounts get SR (level) later. But, to compensate, Mounts get a Barbarian-like DR. A Companion isn't inherently more powerful than a Mount, it's just a different focus. That's why "Heal Mount" should work on both. I was thinking of reworking it as a more open-ended system where every few levels you could pick a few Mount abilities to add/improve. Still working out the kinks, though, but it adds some nice possibilities: high-level Mounts being able to Teleport or Plane Shift, for example. If you don't like this, just say that all four Paladin subtypes use the standard Mount rules in the PHB. [/QUOTE]
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The (quintessential) paladin prestige class
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