Variant Paladin (simple)

Sammael said:
Remove the 1st level feat. Paladins are too frontloaded as is.
Yeah, that's a fact. Aside of course, from the fact that your smite evil is useless at low levels but great at high levels (with extra smite feat, even more).

So I think I'll do as you suggest.
 

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I really, really like that final version: lose the spells and disease, but gain 4 feats starting at 5 and from then every 5th level. That may even be slightly less powered (edit: than a normal paladin), but it still seems like a great idea.

Edit: Another benefit to dumping spells is not having to put skill points into spellcraft or concentration.
 
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evilbob said:
I really, really like that final version: lose the spells and disease, but gain 4 feats starting at 5 and from then every 5th level. That may even be slightly less powered, but it still seems like a great idea.
Yes indeed. Even though it might be less powered, I'd play that version without thinking twice about it. Nice build ahead:

Human Paladin, 16 CHA and STR

1st: Power attack, Tower shield prof, buy masterwork long-sword (for feat at third)
3rd: Ancestral Relic (BoED)
4th: +1 Cha
5th: Divine Shield (CW) (for an AC of about 28 against CR 5 critters for about 7 fights per day: you are THE meat shield !)
6th: Divine Vigor or Divine Might (TOUGH choice)
8th: +1 Cha (with probably +2 Cha cloak: 20 Cha (+5) Boom baby).
9th: Improved critical: long-sword (JUST in time for that ancestral relic long-sword to become a +1 holy weapon: bring on those demons !)
10th: Extra turning (4 more uses of divine feats per day)
12th: +1 Cha, Extra turning (Oooo yeah. MILK it)
15th: Extra smite, Extra smite (triple-deuce level: you go from 3 to 8 smite evil per day; +6 (?) to hit, +15 damage. Wa-Bang !)
16th: +1 Cha
18th: Whatever feat you didn't take at 6th maybe... who knows ?

That's for a non-riding focused paladin. Of course, the feat progression would be different if you go lance and mounted feats. Also interesting.

Thanks guys !
 
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evilbob said:
Edit: Another benefit to dumping spells is not having to put skill points into spellcraft or concentration.
And you don't need that 14 Wis for the spells. Another flexible aspect.

I have changed my first post to reflect the changes.
 
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Trainz said:
And you don't need that 14 Wis for the spells. Another flexible aspect.
Wow - you're right. That makes it about 10 times better. One huge paladin problem was the fact that they basically require 4-5 really good stats.

Also, I like this better than the variant mentioned in CW. More options.
 

evilbob said:
Wow - you're right. That makes it about 10 times better. One huge paladin problem was the fact that they basically require 4-5 really good stats.

Also, I like this better than the variant mentioned in CW. More options.
Yeah. Now it's possible to have Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 15 and not feel like you're getting the shaft with a measly 28 point buy.

There are many UA paladin variants, and I found none desirable. If you're going to make the effort to create variants, at least make them attractive. To be fair, there's a lot of good stuff in UA, mainly the alternate XP system IMO.
 

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