#1 The rebalanced paladin
Posted: Fri Jan 05, 2007 9:43 am
Fantasy Gaming, SciFi and Irreverence
http://libriumarcana.games/forum/
.Refreshing the pool brings the Paladin's pool of healing back up to the maximum (Paladin level * Charisma Bonus). She may fill her healing pool a number of times per day equal to 1 + half her Charisma modifier (rounded down).
Come now, thats pretty frigging ridiculous, especially for 15 points of your total lay on hands. The poison and disease removal is fine and dandy, and an altogether good idea. Revitalizing touch is also too cheap. Just combing over it, the abilities should the the cost of a spell-effect*5 in Lay on Hands. Ability damage is lesser restoration, 3rd level, so 15 points/point of ability damage would be great for that. The refreshing touch should come way before the revitalizing touch. Break enchantment is good, and the cost is heavy enough to represent that this is a rough one. One might consider actually lowering the point cost for that ability, especially considering it's not guaranteed to work.Energizing Touch (Su)
Beginning at 19th level, Paladin may remove negative levels from a subject whenever she spends at least 15 points from her lay on hands pool per negative level the target is afflicted with (It is possible for only a portion of negative levels to be restored if the paladin does not spend enough to cure them all). This is in addition to hit points restored.
First of all, AGAIN the Paladin is stepping on the toes of the Dragon Shaman. And the Marshall. Given he can't grant a move action, or breath fire (actually, with spell compendium, I guess he did, and that 'variant' give the paladin a little boost in spellcasting as well).Aura of Resolve (Ex)
Beginning at 13th level, the paladin gains Aura of Resolve. While this ability is active, the Paladin grants the ability to reroll one Fortitude save every round to any ally within a 30ft radius of her. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.
Aura of Faith (Ex)
At 18th level, the paladin gains Aura of Faith. While this ability is active, the Paladin grants the ability to reroll one Will save every round to any one ally within a 30ft radius of her. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.
Fairly often.Rogue 9 wrote:Just to point out, rerolling saves 1/day isn't much of a crowning ability for a prestige class. A cleric can get that at level 1. *Glances at the Luck domain.*
Edit: And also, how often do you really see paladins played? I mean, seriously.
Which is why I wasn't addressing you.Cynical Cat wrote:Fairly often.Rogue 9 wrote:Just to point out, rerolling saves 1/day isn't much of a crowning ability for a prestige class. A cleric can get that at level 1. *Glances at the Luck domain.*
Edit: And also, how often do you really see paladins played? I mean, seriously.
Yes, they are quite workable and I've seen similar ideas well executed. The Champion class is Monte Cook's paladin equivalent in Arcana Evolved and its very cool. Essentially its a base class and features, with additional powers and abilities based on what the character is a Champion of.Comrade Tortoise wrote:As for Nitram's ideas, I think it could be workable. There are certainly different types of Paladins and having them specialize like that could make them far more playable.
Unsurprised.Rogue 9 wrote:Heh. Apparently, there's an item in the new Magic Item Compendium that lets paladins use lay on hands to cure ability damage and stuff... with the exact same progression that the version of this paladin rebuild that was up about a year ago used. Coincidence?