One More Try On The Paladin Fix

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ZER0
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One More Try On The Paladin Fix

Post by ZER0 »

Hello. I'm back. Formerly known as Brobdingnagian. Anyway, I've been back to fiddling with classes recently and I've come up with a Paladin to replace the one I made here. I think I've gotten everything all balanced out (if still with a little too much writing), but I'm still unsure of some of the higher level abilities. Looking forward to criticism as always.

Of course, it goes without saying this is for the 3.5 edition of D&D.

The Paladin
"Since my concept differs in each campaign setting, I'm not sure what my flavour text should be."

Hit Die: d10
Class Skills: The Paladin's class skills (and the key ability for each skill) are

Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (history) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (-), Spot (Wis).

Skills/Level: 4 + Intelligence Bonus
BAB: Good (1/1) Saves: Fort: Good; Ref: Poor; Will: Good

Alignment: Varies, depending on what you and your DM discuss with regards to campaign setting. Normally Good, and abilities will be expressed as such.

Level, Benefit
1. Defensive Training, Aura of Good, Code of Conduct, Divine Insight, Puretorch Blade
2. Puretorch Blade +1d6, Invigorate
3. Divine Grace, Unshakable Resolve
4. Puretorch Blade +2d6, Prayer
5. Commanding Presence, Honour Shield
6. Puretorch Blade +3d6 (Minor Magic)
7. Peace, Righteous Resilience
8. Puretorch Blade +4d6, Destroy Non-Living
9. Divine Health, Purification
10. Puretorch Blade +5d6 (Moderate Magic)
11. Holy Strength, Improved Unshakable Resolve
12. Puretorch Blade +6d6, Plane Shift
13. Improved Righteous Resilience, Warmth
14. Puretorch Blade +7d6 (Major Magic)
15. Bastion of Hope, Holy Fire
16. Puretorch Blade +8d6, Banishment
17. Awe, Disjunction
18. Puretorch Blade +9d6 (Major Magic)
19. Miracle, Obliteration
20. Puretorch Blade +10d6, Ascension

The saving throw for any of a Paladin's supernatural or spell-like abilities is always 10 + 1/2 Paladin's class level + Paladin's Charisma modifier.

Code of Conduct: A Paladin must follow a strict code in order to remain a Paladin. From a roleplay perspective, anyone who chooses to become a Paladin normally follows this code willingly and would do so even if the option to be a Paladin was not there. The code can be different from campaign to campaign, but here are some general suggestions.
• A Paladin can not lie.
• A Paladin can not steal.
• A Paladin must act in favour of the greater good.
These are just suggestions, and may be added upon or removed entirely. Some DM’s may decide that a Paladin does not require a code at all, though that is not recommended. A Paladin who breaks his Code of Conduct loses all supernatural and spell-like abilities granted from this class.

Aura of Good (Su): Equal to that of a Cleric of a good deity.

Defensive Training (Ex): For the purposes of gaining the special abilities granted by armour or shields, a Paladin is considered to always have full BAB or maximum ranks in the required skill to gain special abilities in that armour, whichever is necessary, after a day of wearing it. The Paladin gains no actual skill ranks or BAB from this ability. Also, a Paladin may cause any of his melee attacks to deal non-lethal damage at no penalty.

Divine Insight (Su): A Paladin has an insight bonus equal to 10 + Paladin’s level on Sense Motive checks to oppose Bluff checks and Spot checks to oppose Disguise checks.

Puretorch Blade (Su): A Paladin may undertake a twelve-hour ritual to turn any melee weapon into a Puretorch Blade. Upon completion, the weapon becomes semi-intelligent (Int 2, Wis 12, Cha 6 – no ego), is named, and is constantly covered in a blue, heatless flame, emitting light equal to that of a torch. Sheathing the weapon suppresses the flame, as well as taking the weapon more than thirty feet away from the Paladin. A Puretorch Blade is only aware of itself, the Paladin who created it, and a thirty-foot area around it. A Puretorch Blade has an empathic link with a Paladin, and a Paladin can always discern the exact location of his Puretorch Blade.
A Puretorch Blade counts towards one of the eight magical item slots attuned to the Paladin at all times. A Puretorch Blade is a magical weapon and scales appropriately. At 6th level, a Paladin’s Puretorch Blade gains a minor magical effect chosen by the Paladin. At 10th level, it gains a moderate magical effect. At 14th level it gains a major magical effect, and again at 18th level.
A Paladin wielding his Puretorch Blade may elect to use his Charisma modifier instead of his Strength modifier for melee damage rolls. When striking evil aligned creatures, a Puretorch Blade deals an extra 1d6 damage for every two levels of the Paladin (rounded down). An evil creature holding a Puretorch Blade takes this damage every round.
A Paladin may only have one Puretorch Blade at a time, but may choose to dismiss or transfer the spirit of the weapon by conducting another twelve-hour ritual.

Invigorate (Su): At 2nd level, a Paladin can use a move action heal a creature with a touch. This ability restores a number of hit points equal to the Paladin’s Charisma modifier (minimum 1) multiplied by his level and may be used 3/day. Any excess hit points generated by this ability become temporary hit points.

Divine Grace (Su): At 3rd level, a Paladin gains a bonus to all saving throws equal to his Charisma modifier.

Unshakable Resolve (Su): At 3rd level, a Paladin may use a swift action to become immune to mind-effects for 5 rounds.

Prayer (Sp): At 4th level, can use Prayer as a spell-like ability at will, with a caster level equal to his character level.

Commanding Presence (Su): At 5th level. a Paladin gains a competence bonus to his Diplomacy checks equal to his character level.

Honour Shield (Su): At 5th level, a Paladin may spend a swift action to gain a deflection bonus to his AC equal to his Charisma modifier for 5 rounds.

Peace (Su): At 7th level, a Paladin may use a full-round action cause any all unfriendly or hostile creatures within 50ft to become indifferent. The creatures must each make a Will saving throw or forget all reason for hostility or unfriendliness toward everyone. Any attack made on a creature by anyone immediately ends the effect for that creature; otherwise, it lasts 5 rounds. This is a mind-affecting ability.

Righteous Resilience (Su): At 7th level, a Paladin may spend a swift action to gain DR X/-, where X is equal to the Paladin’s character level /2 + 4, as well as an equal amount of energy resistance to all types of energy damage. This effect lasts for five rounds.

Destroy Non-Living (Su): At 8th level, a Paladin may spend a move action to instantly destroy any mindless, non-living creature with a CR no higher than 4 less than the Paladin’s that is within medium range.

Divine Health (Ex): At 9th level, a Paladin becomes immune to diseases, poisons, and curses.

Purification (Su): At 9th level, a Paladin may spend a move action to remove a single disease, poison, or curse, or remove all ability damage or drain from a single ability score with a touch. This ability may be used 3/day.

Holy Strength (Su): At 11th level, a Paladin may spend a swift action to gain a bonus to his Strength score equal to his Charisma modifier multiplied by 4 for 5 rounds.

Improved Unshakable Resolve (Su): At 11th level, a Paladin gains the benefits of Unshakable Resolve at all times.

Plane Shift (Sp): At 12th level, a Paladin may use Plane Shift as a spell-like ability at will. A creature successfully affected by a Paladin’s Plane Shift can not be affected by that same Paladin’s Plane Shift again for 24 hours.

Warmth (Su): At 13th level, a Paladin may use a standard action to touch a creature. The creature must make a Will save or immediately become Helpful towards the Paladin for 5 rounds. A creature already affected by Warmth may not make another saving throw against it. This ability is mind-affecting.

Improved Righteous Resilience (Su): At 13th level, a Paladin gains the benefits of Righteous Resilience at all times.

Bastion of Hope (Su): At 15th level, a Paladin may spend a swift action to assume a defensive stance. While in this stance, a Paladin can not move, attack, or use any of his abilities except those that are constantly active. He gains a bonus to his AC equal to twice his level, his DR and ER from all sources are quadrupled, he gains SR equal to his level +30, gains a +20 bonus on all saving throws, and can choose to increase his size by up to three size categories. A Paladin using this ability can not be moved against his will by any means.
Any creature within line-of-sight of the Paladin can not use any teleportation or plane-shifting ability (either into or out of the Paladin's line-of-sight) or any movement mode other than land or swim speed. Creatures already flying or climbing do not fall; they simply must began a descent immediately.
This ability may be used once per minute for up to five rounds.

Holy Fire (Su): At 15th level, a Paladin may inflict Holy Fire upon an evil-aligned creature struck by his Puretorch Blade. This flame burns for 5 rounds, and each round deals 1d6 Holy damage per 2 Paladin levels. Multiple uses of this ability do not stack. A Paladin may only use this ability once per round.

Banishment (Sp): At 16th level, a Paladin may use Banishment as a spell-like ability 3/day.

Awe (Su): At 17th level, a Paladin may use a full-round action cause every creature who can see him to make a Will saving throw or become panicked for one minute. Any creature that succeeds on their saving throw becomes shaken for one minute. A Paladin may choose to exclude any number of creatures from this effect. Any creature affected by this cannot be affected again for 24 hours. This is a sight-dependant, mind-affecting ability.

Disjunction (Su): At 17th level, a Paladin may choose to make a single magical item attuned to an enemy struck by his Puretorch Blade no longer magical, as Mordenkainen’s Disjunction. He may also use this ability to dispel a magical effect on anything struck by his Puretorch Blade, as Greater Dispel Magic (treat the Paladin’s character level as his caster level). This ability may only be used once per round.

Miracle (Sp): At 19th level, a Paladin may cast Miracle as a spell-like ability 1/day.

Obliteration (Su): At 19th level, an evil-aligned creature struck by a Paladin’s Puretorch Blade must make a Fortitude save or be destroyed instantly, along with anything they are carrying. A Paladin may only use this ability once per round.

Ascension: Upon reaching 20th level, a Paladin becomes an unstoppable force for Good. A Paladin may use his Invigorate, Purification, and Banishment abilities at will. A Paladin may spend a move action to use his Unshakable Resolve, Honour Shield, Righteous Resilience, or Holy Strength abilities on someone else with a touch. The duration of the aforementioned abilities, as well as the Peace, Warmth, and Awe abilities is increased to one hour. The Bastion of Hope ability no longer has a limit to duration or usage.
The Paladin’s type changes to Outsider with the (Good) subtype, and he becomes immune to ability damage or drain and negative levels. The Paladin no longer needs to eat, sleep, or breathe, and his native plane is considered to be a Celestial Plane of his choice upon gaining this ability. In addition, any time a Paladin dies, he is resurrected one hour later on his native plane as per a True Resurrection spell.

-------------------------------------------------------------------------------------

So, I took a few pages from the RoW Barbarian, obviously, and the Defensive Training was an idea from Judging Eagle - I don't know if he's still around here somewhere. I also made this assuming the magical item rules from the unfinished Book of Gears, though I can't seem to find a link to it. Oh well. Let me know what you guys think.

EDIT!

As an aside, I was thinking of giving the Puretorch Blade the option to use Charisma instead of Strength for extra damage. If you think that's balanced, I'll put it in.

EDIT!

Charisma for damage has become an option. Bastion of Hope has been altered to include a size increase. Added increased senses to the Puretorch Blade, as well as the ability to locate it exactly.

I think maybe it'd be easier to treat it similar to a Cursed item from the Book of Gears, allowing it to be summoned-to-hand as a free action. Though, that would make it quicker to draw than any other weapon. Move action maybe? Let me know.

EDIT!

Removed the (as it was so eloquently put to me) 'penis implant' aspect of the Puretorch Blade.

Added an anchoring effect to Bastion of Hope, for both movement and teleportation, and changed the usage to once per minute.

EDIT!

Fixed some tags and wording errors.
Last edited by ZER0 on Sat Jan 10, 2009 3:19 am, edited 9 times in total.
Absentminded_Wizard wrote:
4e PHB, p. 57 under "Target" (bolding mine) wrote:When a power’s target entry specifies that it affects you and one or more of your allies, then you can take advantage of the power’s effect along with your team-mates. Otherwise, “ally” or “allies” does not include you, and both terms assume willing targets. “Enemy” or “enemies” means a creature or creatures that aren’t your allies (whether those creatures are hostile toward you or not). “Creature” or “creatures” means allies and enemies both, as well as you.
Yes, according to 4e RAW, you are your own enemy.
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Maxus
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Post by Maxus »

It's quite a busy class...I'm too tired to actually comprehend a lot of the abilities, but...I have to ask...

Have you seen the Kantian Paladin Iaimeki did?
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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ZER0
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Post by ZER0 »

Yes I did, actually. It was constructed a little after I made my original version of this, and he certainly did it a fair sight better than I did. I certainly don't mean this to be superior to Iaimeki's Kantian Paladin. I just wanted to see my original idea actually come to something functional. Both seem just as good, and in some settings, having both classes may actually be feasible.
Absentminded_Wizard wrote:
4e PHB, p. 57 under "Target" (bolding mine) wrote:When a power’s target entry specifies that it affects you and one or more of your allies, then you can take advantage of the power’s effect along with your team-mates. Otherwise, “ally” or “allies” does not include you, and both terms assume willing targets. “Enemy” or “enemies” means a creature or creatures that aren’t your allies (whether those creatures are hostile toward you or not). “Creature” or “creatures” means allies and enemies both, as well as you.
Yes, according to 4e RAW, you are your own enemy.
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Post by Maxus »

ZER0 wrote:Yes I did, actually. It was constructed a little after I made my original version of this, and he certainly did it a fair sight better than I did. I certainly don't mean this to be superior to Iaimeki's Kantian Paladin. I just wanted to see my original idea actually come to something functional. Both seem just as good, and in some settings, having both classes may actually be feasible.
Allright, just checking.

I'll give it the review it deserves sometime when I'm not holding my eyes open...
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by Talisman »

I've been meaning to redo the pally myself...

At a glance, I like most of what you've got here..a few issues, though:

I don't like how focused this class is on its weapon. Puretorch Blade is a cool mechanic, and I like the idea of a scaling weapon instead of ditching ol' Grandpa's heirloom sword as soon as something better comes along, but I don't like how losing the PTB strips the paladin of many of his class abilities.

The divine power is invested in the paladin, not the weapon. One of the (few) good aspects of the PHB paladin is that he can smite with a sword, dagger, pointy stick, or even unarmed strike.

Defensive Training: I don't like this just because it strongly encourages the paladin to be a heavy-armor-clad-shield-carrier...there's virtually no benefit for other builds, such as my chain-shirt-wearing paladin/rogue.

Invigorate: Move action is good. Temporary hp is good. Others only is bad; why can't a pally heal himself? Overall, this seems weak..slightly better than the standard lay on hands, but still weak.

Can it be used to damage undead? It doesn't appear so.

Unshakable Resolve: Explain to me why a paladin doesn't use a swift action every 5 rounds to activate this ability, becoming effectively immune to all mental attacks? There's no limit on either uses/day or recharge (i.e., wait x rounds before using it again).

Destroy Non-Living: Why? Mechanically, you can probably destroy constructs/undead/vermin/oozes of your CR - 4 with a full-round attack anyway. Thematically, it doesn't fit (except for undead, perhaps).

Plane Shift: Huh? Paladins = planar travelers extraordinaire? If nothing else, why is this at will?

Bastion of Hope: YOU SHALL NOT PASS! More defensive stuff. I'm ambivalent about this.

Holy Fire: Does this stack? Say I'm a level 16 pally, and it throw Holy Fire on some bad dude. He now takes 8d6 damage for the next 5 rounds. Can I throw Holy Fire on him again the next round? This works out to 8d6 - 16d6 - 16d6 - 16d6 - 16d6 - 8d6 = 80d6 over 6 rounds
Can I do it a third time? 8d6 - 16d6 - 24d6 (x3) - 16d6 - 8d6 = 112d6 over 7 rounds.

Awe: As written, this has a decent chance to send the paladin's allies fleeing in a blind panic. As amusing as that image is, I doubt it's what you intended.

Disjunction: I dislike this, but that's because I have issues with Mordenkainenian's Disjunctificationism itself.
Last edited by Talisman on Mon Nov 17, 2008 8:38 pm, edited 2 times in total.
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Post by ZER0 »

Okay, let's address each concern one at a time.

As for the reliance on the Puretorch Blade, it's a reason to keep it. If you don't want to lose it, make it your fist. That's a melee weapon.

Defensive Training.
Eh. It was kind of a 1st level balancing factor that was added as a manner of being equivalent to a 1st level RoW Fighter, suggested as a manner of comparing to the Fighter's learn-weapons-quick ability. I can take it or leave it - it's the non-lethal strikes that I'm more going for. The original idea was a Paladin who was also a pacifist when the situation allowed for it, hence a lot of defensive or combat-halting abilities.

Invigorate.
Hm. I meant to have that usable on anyone. Just an error of thought process there. I also have it somewhat more weak than maybe a proper healer should because I don't want the class to function at any point as a main healer. An no, it can't be used to harm undead, unless a particular DM wants to change it so. I've never been too fond of the way Positive and Negative Energy work, and I try to avoid using them at all costs.

Unshakable Resolve.
Add a claus where it can only be used in combat situations?

Destroy Non-Living.
Hm. Forgot to put a range on that. Mostly, since the class is meant for melee-defensive purposes, it adds the ability to deal with speedbumps without wasting time getting close to them. Thematically, this Paladin is supposed to protect life in all its forms, and so shouldn't have to worry about slowing down for things that aren't alive.

Plane Shift.
Well, he's supposed to become a sort of Celestial defender or something. Makes sense to add the ability to go to the Upper Planes to protect your buds or the Lower Planes to smite some demons. And it adds a melee save-or-die, though that's kind of an added bonus.

Bastion of Hope.
Stand in the door while the Rogue picks a lock into the next room, live long enough against the swarming demon horde for back-up to arrive, that sort of thing. To be honest, it's there more as a thematic thing. I can't see it really being all that useful except as a delay tactic.

Holy Fire.
No, it does not stack. I had that in the original - I forgot to put it back. Thanks for the reminder.

Awe.
I guess you missed this part of the description.
ZER0 wrote:A Paladin may choose to exclude any number of creatures from this effect.
Disjunction.
I'm kind of wary of Mordy's 9th-level Epic Spell myself, which is why I tried to make it so that it's more combat-oriented than just "Let's fvck up all the magic stuff in the world". Hit a dude, and disjoin a single magic item they're holding. Otherwise, all it can do is bust up illusions and force walls and the like. I mean, if a Paladin really wanted, he could just disjoin magic items that he's holding, but that's kind of... lame.

I'll fix up that stuff I missed.
Absentminded_Wizard wrote:
4e PHB, p. 57 under "Target" (bolding mine) wrote:When a power’s target entry specifies that it affects you and one or more of your allies, then you can take advantage of the power’s effect along with your team-mates. Otherwise, “ally” or “allies” does not include you, and both terms assume willing targets. “Enemy” or “enemies” means a creature or creatures that aren’t your allies (whether those creatures are hostile toward you or not). “Creature” or “creatures” means allies and enemies both, as well as you.
Yes, according to 4e RAW, you are your own enemy.
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Post by Bigode »

Tome links needed would be here (Unsorted Material basically means "Book of Gears", also included as appendix in the .pdf).

From the first version, it lost spellcasting and several class skills. Even if it's balanced with the old version (which didn't seem overpowered to anyone AFAIR - and I agree with you that it wasn't too complex), it's less interesting (IMO at least). With the Kantian paladin being a partial spellcaster and Leress' runic knight (despite being arguably still overpowered) being basically the full-casting paladin intended for the Tome of Virtue (not that F&K had to do with it, just pointing the similarity), I could get behind a spell-less paladin, but it had better get all of its skills back (plus Knowledge (planes) of course) at least.

Also: yours used to be pacifistic, which was a welcome distinction from the Kantian (not to say either was better or worse) - I suggest that if you're to have a code of conduct at all, it keep that. But you might also keep your eyes at making this and your previously-desired blackguard be the same class.

Defensive training: to be honest, I didn't like the part about armor in the first version either - it, IMO, encourages unidimensionality.

Puretorch blade: should be a class feature, not a penis implant. Anyway: it's not smart enough to either "say no" or "say anything useful", so WTF's its "semi-intelligence" for?

Destroy non-living: should've either a longer range or a lesser activation time, possibly both, if it's expected "not to lose time". And probably some kind of save, even if it happens to be hard.

Bastion of hope: it nullifies your offense, and it had better be damn awesome to be limited to 5 rounds/day at level 15. So I see gaining several size categories, being able to make melee attacks (your offense will still be more than a little crappy after that, what with not moving and not making ranged attacks) and line-of-sight dimensional lock at least (remember, CoWzillas don't relinquish their awesome spells when they do it, so yours better be better).

No balance problem with Cha instead of Str for damage as I see. If you waited a few levels, I doubt there'd be any with stacking them. But you do know that they'll still need Str for hitting, right?

Talisman: read again, paladin/rogues actually benefit more (by which I mean "at all, and possibly a lot") when using BAB-based armor.
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Post by Talisman »

Bigode wrote:Talisman: read again, paladin/rogues actually benefit more (by which I mean "at all, and possibly a lot") when using BAB-based armor.
"BAB-based armor"?
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Post by IGTN »

Talisman wrote:
Bigode wrote:Talisman: read again, paladin/rogues actually benefit more (by which I mean "at all, and possibly a lot") when using BAB-based armor.
"BAB-based armor"?
From RoW.
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Post by ZER0 »

The spellcasting clogged everything up, and the few removed skills were just basically taken out because they weren't needed.

As for the removal of the pacifist mentality, when I run my campaign, this class will be a pacifist, and so will the evil equivalent. But the basic structure itself is supposed to be general, hence the flexible code.

With regards to Defensive Training, it should be noted that this Paladin gets maximum benefit wearing Spiderweb Clothing, just as he does with a Dragonscale Suit. It's actually in place to encourage wearing of any armour rather than being stuck to just heavy (see RoW for those who don't know what I'm talking about).

As for the Puretorch Blade, 'semi-intelligent' + 'empathic link' + 'direction sense' means a Paladin is never gone from his power conduit. The empathic link lets him know if anyone's carrying it around, and besides, it's a free torch.

As for Destroy Non-Living... I don't see why anyone would need a greater range than 100ft, but I suppose it could be switched to medium range. Doesn't matter too much.

And with regards to Bastion of Hope... I could see a size category increase and a blocking of line-of-effect being appropriate. I'll add that in. Still no attacking, though. Kind of nullifies the point, even if the attacks take a severe penalty.

I'll add in the Charisma for damage. Thanks for responding to that.
Absentminded_Wizard wrote:
4e PHB, p. 57 under "Target" (bolding mine) wrote:When a power’s target entry specifies that it affects you and one or more of your allies, then you can take advantage of the power’s effect along with your team-mates. Otherwise, “ally” or “allies” does not include you, and both terms assume willing targets. “Enemy” or “enemies” means a creature or creatures that aren’t your allies (whether those creatures are hostile toward you or not). “Creature” or “creatures” means allies and enemies both, as well as you.
Yes, according to 4e RAW, you are your own enemy.
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Post by Bigode »

ZER0 wrote:The spellcasting clogged everything up, and the few removed skills were just basically taken out because they weren't needed.
Knowledge (history, nobility) and Speak Language unneeded for a diplomat?
ZER0 wrote:As for the removal of the pacifist mentality, when I run my campaign, this class will be a pacifist, and so will the evil equivalent. But the basic structure itself is supposed to be general, hence the flexible code.
No problem in the end - I was just thinking about having a different Tome paladin.
ZER0 wrote:As for the Puretorch Blade, 'semi-intelligent' + 'empathic link' + 'direction sense' means a Paladin is never gone from his power conduit. The empathic link lets him know if anyone's carrying it around, and besides, it's a free torch.
Wouldn't it be easier to say "the paladin knows where the weapon is"? And of course take out the penis implant aspect ...
ZER0 wrote:And with regards to Bastion of Hope... I could see a size category increase and a blocking of line-of-effect being appropriate. I'll add that in. Still no attacking, though. Kind of nullifies the point, even if the attacks take a severe penalty.
No attacking might be workable, but how're you gonna block anything at level 15 without dimensional lock?
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brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by ZER0 »

Does anyone actually put ranks into History or Nobility and Royalty? I suppose I could put them in anyway - it's not like I'm forcing anyone to take them. Though, I did have a diplomancer with N+R for the synergy bonus...

As for Speak Language, I thought I left it in. Must've skipped over it. Thanks.

Knowing exactly where the weapon is would be easier, but the logistics of that seem like they'd fall apart too easily. Still, it'd be a reasonable thing. And I'm afraid I don't know what you're referring to by 'penis implant aspect'. My lingo is somewhat rusty.

Good point with the inability to block teleporting stuff. A Dimensional Anchor field or some such would seem appropriate, but what would be a reasonable range on it?
Absentminded_Wizard wrote:
4e PHB, p. 57 under "Target" (bolding mine) wrote:When a power’s target entry specifies that it affects you and one or more of your allies, then you can take advantage of the power’s effect along with your team-mates. Otherwise, “ally” or “allies” does not include you, and both terms assume willing targets. “Enemy” or “enemies” means a creature or creatures that aren’t your allies (whether those creatures are hostile toward you or not). “Creature” or “creatures” means allies and enemies both, as well as you.
Yes, according to 4e RAW, you are your own enemy.
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Post by Bigode »

ZER0 wrote:Does anyone actually put ranks into History or Nobility and Royalty? I suppose I could put them in anyway - it's not like I'm forcing anyone to take them. Though, I did have a diplomancer with N+R for the synergy bonus...
Fling whatever insults you might, but my characters have History more often than not, I think. Should be useful at least in the concept actually supposed to overcome prejudice and so on.
ZER0 wrote:Knowing exactly where the weapon is would be easier, but the logistics of that seem like they'd fall apart too easily. Still, it'd be a reasonable thing. And I'm afraid I don't know what you're referring to by 'penis implant aspect'. My lingo is somewhat rusty.
Could you give an example of it falling apart? "Penis implant" = I'm not even sure if it's a common term, but something to the extent of "without it, you can't ... do it."
ZER0 wrote:Good point with the inability to block teleporting stuff. A Dimensional Anchor field or some such would seem appropriate, but what would be a reasonable range on it?
I did say "line of sight" - dunno if others would consider it appropriate, but I don't see why not.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by Talisman »

I've taken Knowledge: N+R a few times, mostly when my PC was a noble or intended to move among them.

I'm not up on all the street slang the hep kids are using these days, but I'm pretty sure "penis implant aspect" = weapon...as in, "A greatsword, eh? Wonder whathe's compensating for! Heh heh heh..."
Bigode wrote:I did say "line of sight" - dunno if others would consider it appropriate, but I don't see why not
LoS seems a little excessive...not so much in a "dungeon," but I have images of a pally in the open plains shouting "Nobody moves!" Maybe...10' per level? That's a healthy 150' at 15th level. 50' + 10'/level? I dunno.
Bigode wrote:Fling whatever insults you might,
Wow, never thought I'd see Bigode getting so thin-skinned. Seriously, what insult?
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Post by Bigode »

Talisman wrote:I'm not up on all the street slang the hep kids are using these days, but I'm pretty sure "penis implant aspect" = weapon...as in, "A greatsword, eh? Wonder whathe's compensating for! Heh heh heh..."
Wasn't I talking about a weapon, without which the paladin's pretty literally impotent?
Talisman wrote:LoS seems a little excessive...not so much in a "dungeon," but I have images of a pally in the open plains shouting "Nobody moves!" Maybe...10' per level? That's a healthy 150' at 15th level. 50' + 10'/level? I dunno.
15th-level enemies (damn well including, you know, fiends) might laugh off flying that distance ... and the paladin cannot even try to follow. BTW, is the "exploit" of the paladin, say, teleporting around (using an item that casts a spell, so that's neither "moving" nor "using an ability") wanted? BTW^2, if it isn't, what is a paladin actually intended to do with their actions?
Talisman wrote:Wow, never thought I'd see Bigode getting so thin-skinned. Seriously, what insult?
No insult. I quite literally said he's welcome to start insulting me for using a supposedly "useless" skill a lot (I'm well-aware and more that Knowledge skills being useful requires GM-player cooperation). :D Also, getting called thin-skinned by a fvcking Nazi duck doesn't sit well (Awesome avatar, from where?) ...
Last edited by Bigode on Mon Nov 24, 2008 8:17 pm, edited 2 times in total.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by Talisman »

Bigode wrote:15th-level enemies (damn well including, you know, fiends) might laugh off flying that distance ... and the paladin cannot even try to follow. BTW, is the "exploit" of the paladin, say, teleporting around (using an item that casts a spell, so that's neither "moving" nor "using an ability") wanted? BTW^2, if it isn't, what is a paladin actually intended to do with their actions?
Fair enough.

Bigode wrote:Also, getting called thin-skinned by a fvcking Nazi duck doesn't sit well (Awesome avatar, from where?) ...
:D
Got it at this website. All sorts of crazy articles there. Here's the menu.
MartinHarper wrote:Babies are difficult to acquire in comparison to other sources of nutrition.
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Post by ZER0 »

Hm. In that case, with regards to the penis implant...
Zero wrote:a Paladin who does not have a Puretorch Blade attuned to him can not use any of his supernatural or spell-like abilities
Meaning, the price for the Paladin doing his cool shit means taking up one of his magic items slots (this is assuming I understand the Book of Gears ruling towards a maximum of eight magic items). No such thing as a free lunch. He doesn't need to have it on him or near him, and it can even be inside an anti-magic field; as long as it's taking up one of his slots, he can do his thing. A Barbarian has to be raging, a Wizard has to prepare, a Paladin needs to take up an item slot of which there are not very many.

As for Bastion of Hope, I do have to admit, the original theorising behind the idea was... uninspired. It was meant for the Paladin to just get in the way of stuff while he buddies regrouped or something. I'd forgotten how difficult that would be at 15th level. Maybe if the assuming/dropping of the stance was a free action, then the Paladin, on his turn, could drop the ability, move somewhere else if necessary, then put it back up. Of course, I'm not entirely comfortable with a Paladin dropping it, attacking, then making himself nearly invulnerable again.

I think with a Dimensional Anchor field that only prevents teleporting into, not teleporting out, as well as a change in the limitation. 5 rounds per minute?

Let me know.
Absentminded_Wizard wrote:
4e PHB, p. 57 under "Target" (bolding mine) wrote:When a power’s target entry specifies that it affects you and one or more of your allies, then you can take advantage of the power’s effect along with your team-mates. Otherwise, “ally” or “allies” does not include you, and both terms assume willing targets. “Enemy” or “enemies” means a creature or creatures that aren’t your allies (whether those creatures are hostile toward you or not). “Creature” or “creatures” means allies and enemies both, as well as you.
Yes, according to 4e RAW, you are your own enemy.
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Post by Bigode »

ZER0 wrote:Meaning, the price for the Paladin doing his cool shit means taking up one of his magic items slots (this is assuming I understand the Book of Gears ruling towards a maximum of eight magic items). No such thing as a free lunch. He doesn't need to have it on him or near him, and it can even be inside an anti-magic field; as long as it's taking up one of his slots, he can do his thing. A Barbarian has to be raging, a Wizard has to prepare, a Paladin needs to take up an item slot of which there are not very many.
First off, if the blade stays in one of these conditions for some time, it'll cease taking a slot. But anyway, don't fvcking do it: there's disarming/sundering/etc. and we don't want making it be your fists to be mechanically superior, right? And if we do, then should go ahead and write "puretorch fists" and I wouldn't mind at all (except that it'd be good if they could be switched out). As for your examples, screw them: fighters need nothing, jesters need nothing, knights need nothing, conduits need nothing ... and your limitation's crappier both mechanically and thematically than those of barbarian and wizard.
ZER0 wrote:As for Bastion of Hope, I do have to admit, the original theorising behind the idea was... uninspired. It was meant for the Paladin to just get in the way of stuff while he buddies regrouped or something. I'd forgotten how difficult that would be at 15th level. Maybe if the assuming/dropping of the stance was a free action, then the Paladin, on his turn, could drop the ability, move somewhere else if necessary, then put it back up. Of course, I'm not entirely comfortable with a Paladin dropping it, attacking, then making himself nearly invulnerable again.

I think with a Dimensional Anchor field that only prevents teleporting into, not teleporting out, as well as a change in the limitation. 5 rounds per minute?
Uninspired perhaps, but far from uninspiring. As for needing to move, it might well be possible to retool it until the need vanishes. But, aside from me liking preventing enemy escape as an element, not preventing teleporting out doesn't actually work: the enemies can just go to wherever the important stuff you were trying to gain time for's actually going on - you lose.

---

Talisman: the only things keeping me from flailing in horror are a) I expected something like that to have happened, but most importantly b) I don't think children should be allowed to watch the normal versions of those cartoons either ...
Last edited by Bigode on Wed Nov 26, 2008 1:48 pm, edited 1 time in total.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by ZER0 »

I see your point on that. Penis implant gone.

I think I've made Bastion of Hope more effective. There's an anchoring aspect to it now. It allows a save, so it's won't necessarily bring a battle to a complete halt, but it should be actually worth using.
Absentminded_Wizard wrote:
4e PHB, p. 57 under "Target" (bolding mine) wrote:When a power’s target entry specifies that it affects you and one or more of your allies, then you can take advantage of the power’s effect along with your team-mates. Otherwise, “ally” or “allies” does not include you, and both terms assume willing targets. “Enemy” or “enemies” means a creature or creatures that aren’t your allies (whether those creatures are hostile toward you or not). “Creature” or “creatures” means allies and enemies both, as well as you.
Yes, according to 4e RAW, you are your own enemy.
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Post by Bigode »

I could get mostly behind the current writeup, but I'm not sure the save's warranted.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by ZER0 »

Eh. I don't know if it would be appropriate to make it completely impassable.
Absentminded_Wizard wrote:
4e PHB, p. 57 under "Target" (bolding mine) wrote:When a power’s target entry specifies that it affects you and one or more of your allies, then you can take advantage of the power’s effect along with your team-mates. Otherwise, “ally” or “allies” does not include you, and both terms assume willing targets. “Enemy” or “enemies” means a creature or creatures that aren’t your allies (whether those creatures are hostile toward you or not). “Creature” or “creatures” means allies and enemies both, as well as you.
Yes, according to 4e RAW, you are your own enemy.
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Post by Bigode »

Aside from ... jumpers, not like you're doing anything to their combat capacity, and you shoot yourself in the foot to a good extent to do it.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by ZER0 »

Heh. Dungeonomicon Monks are awesome.

Good point. This is 15th level, after all.

On a completely different thing altogether, did you know Nightwalkers can fly? Like, as one of their natural movement methods. Do they wave their arms really fast or something?
Absentminded_Wizard wrote:
4e PHB, p. 57 under "Target" (bolding mine) wrote:When a power’s target entry specifies that it affects you and one or more of your allies, then you can take advantage of the power’s effect along with your team-mates. Otherwise, “ally” or “allies” does not include you, and both terms assume willing targets. “Enemy” or “enemies” means a creature or creatures that aren’t your allies (whether those creatures are hostile toward you or not). “Creature” or “creatures” means allies and enemies both, as well as you.
Yes, according to 4e RAW, you are your own enemy.
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Post by Bigode »

They emit gases (look the beholder up). But, sorry - what do Dung monks (shortening courtesy of JE) have to do with anything? Uh, am I crazy, or have people been recently denied the ability to ... climb?
Last edited by Bigode on Sat Dec 06, 2008 12:38 am, edited 1 time in total.
Hans Freyer, s.b.u.h. wrote:A manly, a bold tone prevails in history. He who has the grip has the booty.
Huston Smith wrote:Life gives us no view of the whole. We see only snatches here and there, (...)
brotherfrancis75 wrote:Perhaps you imagine that Ayn Rand is our friend? And the Mont Pelerin Society? No, those are but the more subtle versions of the Bolshevik Communist Revolution you imagine you reject. (...) FOX NEWS IS ALSO COMMUNIST!
LDSChristian wrote:True. I do wonder which is worse: killing so many people like Hitler did or denying Christ 3 times like Peter did.
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Post by ZER0 »

The Dung Monk reference was a response to the point about jumping - Dung Monks have their Jump DC's greatly reduced.

As for climbing, it'd have to be climbing based on climb checks, which is slow-going and leaves people vulnerable, since Bastion of Hope anchors down everything except land speed and swim speed.
Absentminded_Wizard wrote:
4e PHB, p. 57 under "Target" (bolding mine) wrote:When a power’s target entry specifies that it affects you and one or more of your allies, then you can take advantage of the power’s effect along with your team-mates. Otherwise, “ally” or “allies” does not include you, and both terms assume willing targets. “Enemy” or “enemies” means a creature or creatures that aren’t your allies (whether those creatures are hostile toward you or not). “Creature” or “creatures” means allies and enemies both, as well as you.
Yes, according to 4e RAW, you are your own enemy.
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