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Water/Aquatic Paladin Build - Plz help
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<blockquote data-quote="Nyaricus" data-source="post: 2643838" data-attributes="member: 35678"><p>well, isnt his odd; i replied to this post like a week ago, but it isnt showing my post . . .hmmmm. Too bad, you missed out on a huge sprawl of compliments and such <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>Allow me to re-iterate. I LOVE IT!!!!!!!!! My campaign world is based off many of th themes created by Tolkien, but i have been thinking of creating another, alternative campaign world that would be a high magic and high fantasy world (think World of Warcraft, Forgotten Realms, Diablo, etc) Basically, one that is a little less serious and low-magic. This Ocean Paladin would fit in perfectly with that!!!</p><p></p><p>Into the nitty-gritty. . . You have a Water and Good Based Paladin, so on those merits . . .</p><p></p><p><strong>Aura of Good</strong> - you allow this to identify the paladin as a water creature as well. that may be a bad thing for them, depending on who comes a-knocking on their doors.</p><p><strong>Detect Evil</strong> - you allow the paladin to detect evil beings and fire beings and associates of fire beings that dont have the (fire) subtype</p><p><strong>Smite Evil</strong> - now you kinda go off your main theme > this is only useful against fire creatures, and not evil creatures. I'll discuss this in my conclusions</p><p><strong>Divine Grace</strong> - you get rid of this</p><p><strong>Lay on Hands</strong> - LoH's heals living cretaures, but damages fire creatures. Cool, but again, you don't allow it to be used against evil guys.</p><p><strong>Aura of Courage</strong> - you get rid of this</p><p><strong>Divine Health</strong> - you get rid of this</p><p><strong>Turn Undead</strong> - useable against fire creatures instead of undead.</p><p><strong>Spells</strong> - different spells to choose from, but they look okay</p><p><strong>Special Mount</strong> - Just a note > WotC gives the stats for a hippocampus in Savage Species, you might want to allow them as a mount (they are a magical beast, but you could just give them 2 Int and take away their ability to speak aquan, then they are equals to the heavy warhorse). Just an idea which i thought you might jump on. (besides, how is that heavy warhorse supposed to swim??)</p><p><strong>Remove Disease</strong> - you get rid of this.</p><p></p><p>you also add in Quench 3/day and Create Water at will (by 20th level).</p><p></p><p>I see a few problems here, but none that are unfixable or that terrible at all. This Paladin varient rocks, but you need to focus it a bit. </p><p></p><p>One of the main facets of the Paladin is that he is a zealot-ish knight in shining armour > this Ocean Paladin is a Crusader against Fire creatures (which are not necessarily evil, but are generall so). So whast the point of what i just said? Well, your Ocean Paladin isn't going to be worrying about Evil so much as Fire, so I'd edit his abilities to reflect that. let the standard paladin worry about Evil; this guy is about Water, Rain and Seas. In that same line of thought, the alignment should probably be changed to Neutral Good, unless someone sees a problems with that. The feel of this paladin being a community supporter, a leader but not a zealot lends to this. Also, since water is "good" but not necessarily lawful (if you think about it from your campaigns POV that you represent) it makes sense as well. His Aura of Good should be switched to <em>Aura of the Seas</em> or something liek that, to refocus this class into tis water role better.</p><p></p><p>Detect Evil should become Detect Fire, and only affect fire creatures (and untyped associates, and Smite Fire works as is, as does Turn Fire/Rebuke Water.</p><p></p><p>Remove disease and Quench are both 3rd level druid spells; yest you give different aquisition rates, and add in Create Water (which can eventually be used at will). Remove Disease and Quench are balanced against each other as spells, so switch them as is. to do otherwise would be overpowering IMO.</p><p></p><p>Divine Grace, Divine Health and Aura of Courage. You desided to axe all of these, but hold up just a second. Divine Health should get the axe, as this paladin focuses on the community and not himself. But Divine Grace fits this class so well! Charisma is desribed as being a prime ability, and it is a staple Paladin ability. Everything else in this class is balanced > why make them weaker?? Aura of Courage also should probably stay. Why? well, you describe this Paladin as a cornerstone of its community, and allowing him to give his allies courage fits that fairly well.</p><p> But where does that leave use? Assuming you bring back Divine Grace and Aura of Courage, we still are minus an ability. But what about the create water abiliity you wanted? this seems fair, actually. You can get sick, but you will always be able to give the needy a drink of water. Divine Health is a 3rd level ability, so what id do is start Create Water off at 1/day, and every 3 levels after increase it by 1/day (so 2/day at level 6) at level 18, allow it to be at will. It will never be over-powered that way, it fits the Ocean Paladin, and has a normal aquisition rate.</p><p></p><p>So, here is how i would work it out to be:</p><p></p><p><strong>Aura of the Sea</strong> - As Aura of Good, but substitute Good for Water and Evil for Fire</p><p><strong>Detect Fire</strong> - As Detect Evil, but substitute Good for Water and Evil for Fire</p><p><strong>Smite Fire</strong> - As Smite Evil, but you may smite those who have the (Fire) subtype, or those who associate with them</p><p><strong>Divine Grace</strong> - as the PHB Paladin</p><p><strong>Lay on Hands</strong> - Heals allies, but damages Fire Creatures or their associates</p><p><strong>Aura of Courage</strong> - As the PHB Paladin</p><p><strong>Create Water</strong> - creates water, per the spell, once a day, with one more use per day every 3 levels (6, 9, 12, 15) untill 18, where it becomes useful at will. This replaces Divine Health</p><p><strong>Turn Fire/Rebuke Water</strong> - as the Turn Undead ability, except with Fire/Water creatures with the (fire) or (water) subtype.</p><p><strong>Spells</strong> - As per the new spell list</p><p><strong>Special Mount</strong> - Same, but allow Hippocampus (5th) Shark (6th) and the Sea Cat (7th)</p><p><strong>Quench</strong> - this replaces Remove Disease.</p><p></p><p>there, now you have a perfectly balanced Water Paladin!!</p><p></p><p>comments?</p></blockquote><p></p>
[QUOTE="Nyaricus, post: 2643838, member: 35678"] well, isnt his odd; i replied to this post like a week ago, but it isnt showing my post . . .hmmmm. Too bad, you missed out on a huge sprawl of compliments and such :D Allow me to re-iterate. I LOVE IT!!!!!!!!! My campaign world is based off many of th themes created by Tolkien, but i have been thinking of creating another, alternative campaign world that would be a high magic and high fantasy world (think World of Warcraft, Forgotten Realms, Diablo, etc) Basically, one that is a little less serious and low-magic. This Ocean Paladin would fit in perfectly with that!!! Into the nitty-gritty. . . You have a Water and Good Based Paladin, so on those merits . . . [b]Aura of Good[/b] - you allow this to identify the paladin as a water creature as well. that may be a bad thing for them, depending on who comes a-knocking on their doors. [b]Detect Evil[/b] - you allow the paladin to detect evil beings and fire beings and associates of fire beings that dont have the (fire) subtype [b]Smite Evil[/b] - now you kinda go off your main theme > this is only useful against fire creatures, and not evil creatures. I'll discuss this in my conclusions [b]Divine Grace[/b] - you get rid of this [b]Lay on Hands[/b] - LoH's heals living cretaures, but damages fire creatures. Cool, but again, you don't allow it to be used against evil guys. [b]Aura of Courage[/b] - you get rid of this [b]Divine Health[/b] - you get rid of this [b]Turn Undead[/b] - useable against fire creatures instead of undead. [b]Spells[/b] - different spells to choose from, but they look okay [b]Special Mount[/b] - Just a note > WotC gives the stats for a hippocampus in Savage Species, you might want to allow them as a mount (they are a magical beast, but you could just give them 2 Int and take away their ability to speak aquan, then they are equals to the heavy warhorse). Just an idea which i thought you might jump on. (besides, how is that heavy warhorse supposed to swim??) [b]Remove Disease[/b] - you get rid of this. you also add in Quench 3/day and Create Water at will (by 20th level). I see a few problems here, but none that are unfixable or that terrible at all. This Paladin varient rocks, but you need to focus it a bit. One of the main facets of the Paladin is that he is a zealot-ish knight in shining armour > this Ocean Paladin is a Crusader against Fire creatures (which are not necessarily evil, but are generall so). So whast the point of what i just said? Well, your Ocean Paladin isn't going to be worrying about Evil so much as Fire, so I'd edit his abilities to reflect that. let the standard paladin worry about Evil; this guy is about Water, Rain and Seas. In that same line of thought, the alignment should probably be changed to Neutral Good, unless someone sees a problems with that. The feel of this paladin being a community supporter, a leader but not a zealot lends to this. Also, since water is "good" but not necessarily lawful (if you think about it from your campaigns POV that you represent) it makes sense as well. His Aura of Good should be switched to [i]Aura of the Seas[/i] or something liek that, to refocus this class into tis water role better. Detect Evil should become Detect Fire, and only affect fire creatures (and untyped associates, and Smite Fire works as is, as does Turn Fire/Rebuke Water. Remove disease and Quench are both 3rd level druid spells; yest you give different aquisition rates, and add in Create Water (which can eventually be used at will). Remove Disease and Quench are balanced against each other as spells, so switch them as is. to do otherwise would be overpowering IMO. Divine Grace, Divine Health and Aura of Courage. You desided to axe all of these, but hold up just a second. Divine Health should get the axe, as this paladin focuses on the community and not himself. But Divine Grace fits this class so well! Charisma is desribed as being a prime ability, and it is a staple Paladin ability. Everything else in this class is balanced > why make them weaker?? Aura of Courage also should probably stay. Why? well, you describe this Paladin as a cornerstone of its community, and allowing him to give his allies courage fits that fairly well. But where does that leave use? Assuming you bring back Divine Grace and Aura of Courage, we still are minus an ability. But what about the create water abiliity you wanted? this seems fair, actually. You can get sick, but you will always be able to give the needy a drink of water. Divine Health is a 3rd level ability, so what id do is start Create Water off at 1/day, and every 3 levels after increase it by 1/day (so 2/day at level 6) at level 18, allow it to be at will. It will never be over-powered that way, it fits the Ocean Paladin, and has a normal aquisition rate. So, here is how i would work it out to be: [b]Aura of the Sea[/b] - As Aura of Good, but substitute Good for Water and Evil for Fire [b]Detect Fire[/b] - As Detect Evil, but substitute Good for Water and Evil for Fire [b]Smite Fire[/b] - As Smite Evil, but you may smite those who have the (Fire) subtype, or those who associate with them [b]Divine Grace[/b] - as the PHB Paladin [b]Lay on Hands[/b] - Heals allies, but damages Fire Creatures or their associates [b]Aura of Courage[/b] - As the PHB Paladin [b]Create Water[/b] - creates water, per the spell, once a day, with one more use per day every 3 levels (6, 9, 12, 15) untill 18, where it becomes useful at will. This replaces Divine Health [b]Turn Fire/Rebuke Water[/b] - as the Turn Undead ability, except with Fire/Water creatures with the (fire) or (water) subtype. [b]Spells[/b] - As per the new spell list [b]Special Mount[/b] - Same, but allow Hippocampus (5th) Shark (6th) and the Sea Cat (7th) [b]Quench[/b] - this replaces Remove Disease. there, now you have a perfectly balanced Water Paladin!! comments? [/QUOTE]
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