[Class] Paladin

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God_of_Awesome
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[Class] Paladin

Post by God_of_Awesome »

Paladin Alt name: Champion, Crusader
"In the name of my god, DIE!"

This is a return to the Champion class but this time making him outright a Paladin. Instead of over extending myself this time, I'll just use a limited number of example domains that can easily be associated with energy types; Fire, Water (Frost), Earth (Acid), Air (Sonic), Weather (Electric), Healing / Sun (Positive), Death (Negative), Good (Holy), Evil (Unholy), Law (Axiomatic) and Chaos (Anarchic). This is still alot and I'm okay with that.

The Paladin is no longer infallible. The age of Heavenly sponsorship and the age of selfish gods is upon us and every god demannds a champion. The amoral might of the elements is given warrior form and balance of all thing is given a dividing blade, the champions of undeath move freely amongst the living and Paladins of chaos and evil are now just as common as their predeccesor.

Playing a Paladin: Strength, Dexterity and Constitution are needed for a warrior and for a warrior of a god, well it depends on which mental trait is favored. Each domain has a different one. As for in battle strategy, well, you're a melee fighter with some limited healing and lots of magical powers centered around being a melee fighter. Heal when you can but mostly you will be hitting things. Alot.

Starting Age: As Paladin
Starting Equipment: As Paladin
Allignment: As Deity

Hit Die: As Paladin
BAB: Good
Saves: Varies

Skills Points: As Paladin
Class Skills: Knowledge (Religion) (INT), Ride (DEX), Sense Motive (WIS)

- New Spells
/ Class Feature Upgrade

01: Holy Weapon, Smite, Intangible Aura of Diplomacy, Detect
02: Spells, Divine Grace
03: Divine Health, Lay of Hands, Turn or Bolster /
04: Planar Aura, Divine Armor
05: Special Mount
06: - /
07: Secondary Domain
08: - /
09: Summon Planar Allies /
10: -
11: //
12: - /
13: By Your Powers Combined /
14: -
15: ///
16: -
17: Tertiary Domain /
18: - /
19: Avatar /
20: Godhood

Class Features

Weapon Proficiencies: The Paladin is proficient with all weapons and armor except the tower shield. Unless the tower shield is the favored weapons of her god. Then go tower shield.

Domains: The Paladin chooses a domain at 1st level and that will affect her abilities from then on out. Each domain favors a particular Mental ability (MEN) and grants its own set of class abilities.
Domain: Ability; Skills; Good Saves
Fire: Charisma; Intimidate (CHA), Get a Aggressive Negotiation synergy bonus to Diplomacy and a Interogate synergy bonus to Gather Information with Intimidate; Fort (Force of Personality feat by 1st Paladin level changes it to Will)
Water: Inteligence; Escape Artist (DEX), Swim (STR); Reflex
Earth: Wisdom; Knowledge (Geography) (INT), Survival (WIS); Will (Force of Personality feat by 1st Paladin level changes it to Fort)
Air: Wisdom; Speak Language (INT), Listen (WIS), Fly (Only if you already fly) (DEX), Jump (STR); Reflex
Weather: Charisma; Intimidate (CHA), Knowledge (Nature) (INT); Will
Healing: Wisdom; Heal (WIS), Gets a Knows The Body synergy bonus to Sense Motive and Wildlife First Aid synergy bonus to Survival with Heal; Fort (For undead it's Will)
Sun: Charisma; Diplomacy (CHA), Gets a Fear The Nice One synergy bonus to Intimidate and a How Can Someone So Honest Lie? synergy bonus to Bluff with Diplomacy; Will
Death: Inteligence; Knowledge (Arcana) (INT), Knowledge (The Planes); Will (For undead it's Fort)
Good: Wisdom; Gets a Taught By The Priests synergy bonus to Heal, a Appeal To The Common Good synergy bonus to Diplomacy, a Know The Angels synergy bonus to Knowledge (The Planes) and a Good Is Not Nice synergy bonus to Intimidate with Knowledge (Religion); Will
Evil: Inteligence; Gets a Know The Fiends synergy bonus to Knowledge (The Planes), a Affably Evil synergy bonus to Diplomacy, a Deal With The Devil synergy bonus to Bluff and a Wrath of Demons synergy bonus to Intimidate with Knowledge (Religion); Will
Law: Inteligence; Diplomacy (CHA), gets a Diplomat's Education synergy bonus to Knowledge (Local) and a Royal Respect synergy bonus to Knowledge (Nobility) with Diplomacy; Will
Chaos: Charisma; Bluff (CHA), gets a Bluff His Way Outs synergy bonus to Escape Artist and a Magician's Secrets synergy bonus to Sleight Of Hand with Bluff; Will

Aura (Ex): The Paladin has a particularly powerful aura corresponding to their alignment.

Holy Weapon (Su): To perform any of her abilities, the Paladin must haver her holy symbol which is her weapon, the one favored by her god. She also gets +1 / 3 enchantment bonus. If her god doesn't have a holy weapon then tough noogies, she can't be a Paladin.

Smite (Su): At 1st level, once per day, the Paladin may replace her Strength (Or Dexterity, whatever) with her Mental bonus for an attack roll as well as adding the following.
Fire: The stricken must make a Reflex save vs DC* or catch on fire. Every odd level, add 1d6 Fire damage for being on Fire for by this ability. If the Paladin hits someone already on fire, then the addition d6's are added automatically, no save.
Water: The stricken must make a Fortitude save vs DC* or catch on bluefire (As catching on fire normally except deals frost damage). Every odd level, add 1d6 Cold damage for being on bluefire for by this ability. If the Paladin hits someone already on fire, then the addition d6's are added automatically, no save. If its regular fire, it turns into bluefire.
Earth: The stricken must make a Reflex save vs DC* or their armor loses AC. 1 point of AC every odd level. First worn armor then natural armor. For ever point of natural armor lost, 1 point of Constitution is lost. A restoration spell gives both back.
Air: The stricken must make a Reflex save vs DC* or be levitate inches into the air, unable to move.
Weather: The stricken must make a Reflex save vs DC* or be stuck by lightning as if by the Call Lightning spell. Add 1d6 electric damage every odd paladin level (1d10 in stormy weather as Call Lightning).
Healing: The Paladin heals damage to themselves equivalent to the damage dealt.
Sun: Undead must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against undead.
Death: If the stricken dies by the Paladin's attack they come back as a zombie. The Paladin has a control limit of 1 zombie for every odd level. Uncontrolled zombies are still created and do whatever it is zombies do in your setting. The Paladin cannot control a zombie with a CR greater then hers.
Good: Evil Outsiders must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against Evil Outsiders
Evil: Goodly Outsiders must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against Goodly Outsiders
Law: Chaotic Outsiders must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against Lawful Outsiders
Chaos: Lawful Outsiders must make a Will save vs DC* or be destroyed. If the save fail, the attack still deals double damage against Lawful Outsiders
*DC is 10 + 1/2 Paladin's Paladin levels + MEN mod
Every 5 levels, the Paladin may Smite an additional time per day.

Intangible Aura of Diplomacy (Ex): At 1st level, the Paladin gains an intangible aura as below.
Fire: A +1 / level circumstance bonus with anything with the [Fire] type.
Water: A +1 / level circumstance Diplomacy bonus with anything with the [Water] type.
Earth: A +1 / level circumstance Diplomacy bonus with anything with the [Earth] type.
Air: A +1 / level circumstance Diplomacy bonus with anything with the [Air] type.
Weather: A +1 / level circumstance Diplomacy bonus with anything that flies that isn't the [Air] type.
Healing: A +1 / level circumstance Diplomacy bonus with anyone you ever healed.
Sun: A +1 / level circumstance Intimidate bonus with the undead.
Death: A +1 / level circumstance Diplomacy bonus with the undead.
Good: A +1 / 2 levels circumstance Diplomacy bonus with anything Good and a +1 / 2 levels circumstance Intimidate bonus with anything Evil. (Starting at 1st level and going up every odd level)
Evil: A +1 / 2 levels circumstance Diplomacy bonus with anything Evil and a +1 / 2 levels circumstance Intimidate bonus with anything Good. (Starting at 1st level and going up every odd level)
Law: A +1 / 2 levels circumstance Diplomacy bonus with anything Lawful and a +1 / 2 levels circumstance Intimidate bonus with anything Chaotic. (Starting at 1st level and going up every odd level)
Chaos: A +1 / 2 levels circumstance Diplomacy bonus with anything Chaotic and a +1 / 2 levels circumstance Intimidate bonus with anything Lawful. (Starting at 1st level and going up every odd level)

Detect (Sp): At 1st level, the Paladin can detect things as described below within 10' / level at-will.
Fire: She can detect any source heat and what it's being used for.
Water: She can detect any water and finds out it's quality, it's use, what living in it, etc. Tremorsense while underwater.
Earth: Tremorsense plus she can find precious metals and stones and determine what they are and their quality.
Air: Tremorsense even when she's not touching the ground. She can determine the quality of the air.
Weather: Instead of the above limit, she predicts the weather up to 10 miles / level from 1 day from the present / level.
Healing: You get Status instead.
Sun: Detect Undead*
Death: Detect Undead*
Good: Detect Evil*
Evil: Detect Good*
Law: Detect Chaos*
Chaos: Detect Law*
*Not limited by cone-shaped emanations. AoE instead.

Spells: At 2nd level, the Paladin gains the ability to cast spells from the Cleric spell list but only from her domain*. She casts spontaneously and has the same spells per day as a Cleric one less her level.

To prepare or cast a spell, the Paladin must have a Mental score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against the Paladin’s spell is 10 + the spell level + the Paladin’s Mental modifier. She receives bonus spells per day if she has a high Mental score.

*The Tome Domains, preferably.

Divine Grace (Su): At 2nd level, the Paladin gains a bonus equal to her Mental bonus (if any) on all saving throws.

Divine Health (Su): At 3rd level, the Paladin gains immunity to all diseases, including supernatural and magical diseases.

Lay of Hands (Su): At 3rd level, if the Paladin has a Mental score of 12 or higher, she can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Paladin level × her Mental bonus. The Paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay of hands is a standard action.

Alternatively, she may spend 10 point of healing to duplicate one of the following affect.
Fire: Rage*
Water: Water Breathing*
Earth: Stoneskin*
Air: Fly*
Weather: Gaseous Form*
Healing: Lesser Regenerate* (As Regenerate except it doesn't heal hit points, eliminate nonlethal damage or rid of exhaustion or fatigue)
Sun: Halt Undead
Death: Contagion*
Good: Charm Monster*
Evil: Dominate Person*
Law: Hold Person*
Chaos: Remove Curse*
*Touch attack

Turn or Bolster (Su): At 3rd level, the Paladin can turn and/or bolster things according to her domain. She may use this ability a number of times per day equal to 3 + her Mental modifier. She does so as a Cleric two levels lower would.
Fire: Bolster [Fire] type creatures. Turn [Water] type creatures.
Water: Bolster [Water] type creatures. Turn [Fire] type creatures.
Earth: Bolster [Earth] type creatures. Turn [Air] type creatures.
Air: Bolster [Air] type creatures. Turn [Earth] type creatures.
Weather: You can dispel any magical attempts to control the weather.
Healing: Bolster or Turn any creature you ever healed.
Sun: Turn undead.
Death: Rebuke undead.
Good: Bolster Good creatures. Turn Evil creatures.
Evil: Bolster Evil creatures. Turn Good creatures.
Law: Bolster Lawful creatures. Turn Chaotic creatures.
Chaos: Bolster Chaotic creatures. Turn Lawful creatures.

Divine Armor (Su): At 4th level, any armor the Paladin wears gains the following.
Fire: Fire immunity
Water: Frost immunity
Earth: Acid immunity
Air: Sonic immunity
Weather: Electric immunity
Healing: Negative Energy immunity
Sun: Negative Energy immunity
Death: Negative Energy immunity (Positive if undead)
Good: Unholy immunity
Evil: Holy immunity
Law: Anarchic immunity
Chaos: Axiomatic immunity

Planar Aura (Su): At 4th level, the Paladin has a tangible aura up to 60'. It can be suppresed at will.
Fire: Spells and spell-like abilities with the fire descriptor are maximized*.
Water: Spells and spell-like abilities that use, manipulate or create water are enlarged*.
Earth: Spells and spell-like abilities that use, manipulate, or create earth or stone are extended*.
Air: Spells and spell-like abilities that use, manipulate, or create air are empowered*.
Weather: Spells and spell-like abilities that use, manipulate, or create the weather are extended*.
Healing: Spells and spell-like abilities that use positive energy, including cure spells, are maximized*. Spells and spell-like abilities that use negative energy (including inflict spells) are impeded.
Sun: Spells and spell-like abilities that use positive energy, not including cure spells, are maximized*. Class abilities that use positive energy, such as turning and destroying undead, gain a +10 bonus on the roll to determine Hit Dice affected.
Death: Spells and spell-like abilities that use negative energy are maximized*. Class abilities that use negative energy, such as rebuking and controlling undead, gain a +10 bonus on the roll to determine Hit Dice affected.
Good: The area is considered strongly Good aligned.
Evil: The area is considered strongly Evil aligned.
Law: The area is considered strongly Law aligned.
Chaos: The area is considered strongly Chaos aligned.
*The spells must be cast within the aura's field. And yes, even enemies get the bonus.

Special Mount (Sp): At 5th level, the Paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade. The mount is whatever the deity feels like and is level appropiate. (CR = Your Paladin level - 3)

Once per day, as a full-round action, the Paladin may magically call her mount from the realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Paladin’s level. The mount immediately appears adjacent to the Paladin and remains for 2 hours per Paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the Paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Paladin may not summon another mount for thirty days or until she gains a Paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Paladin takes a -1 penalty on attack and weapon damage rolls.

The Paladin's mount levels up as the PHB one but with the following additions.
Domain: 11th level / 15th level
Fire: Command Fire creatures / Fire Resistance
Water: Command Water creatures / Frost Resistance
Earth: Command Earth creatures / Acid Resistance
Air: Command Air creatures / Sonic Resistance
Weather: Improved Speed (+50) / Electric Resistance
Healing: +2 HD, +2 NA, +1 Str / Negative Energy Resistance
Sun: Destroy Undead / Negative Energy Resistance
Death: Command Undead / Negative Energy Resistance (Or Positive if the mount is undead)
Good: Command Good creatures / Unholy resistance
Evil: Command Evil creatures / Holy resistance
Law: Command Lawful creatures / Anarchic resistance
Chaos: Command Chaotic creatures / Axiomatic resistance



Secondary Domain: At 7th, the Paladin may add a Secondary Domain from another domain of her god. She gets all the class skills of that domain. When using Smite, Detect, Lay of Hands and Summon Planar Ally (Below) she may choose to use the version of that domain instead of her Primary Domain. With the Intangible Aura of Diplomacy, Divine Armor and Planar Aura, she may choose to switch between the versions of her Primary and Secondary Domains. The abilities use the Mental ability of its particular domain. She may add the spells of this domain to her spells known. Her bonua spells per day is now decided by whichever Mental ability of the two domains is highest.

Summon Planar Ally(Sp): At 9th level, once per day and once more every odd level after, the Paladin may summon an ally or allies from an appropiate plane as long as their total HD is less then hers.
Fire: Plane of Fire
Water: Plane of Water and Ice
Earth: Plane of Earth and Acid
Air: Plane of Air and Sonic
Weather: Plane of Lightning, Ice, Acid and Sonic
Healing: Positive Energy Plane
Sun: Positive Energy Plane
Death: Negative Energy Plane
Good: Goodly Aligned Planes
Evil: Evil Aligned Planes
Law: Lawfully Aligned Planes
Chaos: Chaoticly Aligned Planes

By Your Powers Combined: At 13th level, when using Smite, Detect or Lay of Hands, the effects granted by her Primary and Secondary Domain are added together. With the Intangible Aura of Diplomacy, Divine Armor and Planar Aura, the effects granted by her Primary and Secondary Domain are added together. She may choose to with hold one or the other for any particular ability at-will.

Tertiary Domain: At 17th level, the Paladin gains a third Tertiary Domain. The above rules apply.

Avatar (Su): At 19th level, once per week for a number of minutes equal to her Paladin level, the Paladin may transform into an avatar of her god.

Godhood (Ex): The Paladin's god is so impressed with her, he promotes her to godhood. She wins DnD.
Last edited by God_of_Awesome on Wed Jan 20, 2010 7:55 am, edited 10 times in total.
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Leress
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Post by Leress »

There really isn't a reason to be anything but a Death Paladin. I rather do Strength damage and piddly Fire damage.
Koumei wrote:I'm just glad that Jill Stein stayed true to her homeopathic principles by trying to win with .2% of the vote. She just hasn't diluted it enough!
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Just a heads up... Your post is pregnant... When you miss that many periods it's just a given.
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God_of_Awesome
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Post by God_of_Awesome »

Hm... is their such thing as just Negative Energy damage?

Fixed: Death nerf.
Last edited by God_of_Awesome on Wed Jan 13, 2010 10:14 pm, edited 1 time in total.
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Leress
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Post by Leress »

God_of_Awesome wrote:Hm... is their such thing as just Negative Energy damage?

Fixed: Death nerf.
The closest you will get to that is Vile Damage (Book of Vile Darkness)

http://www.iourn.com/dnd/miscellany/viledamage.htm
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Re: [Class] Paladin

Post by Quantumboost »

God_of_Awesome wrote:Turn or Bolster (Su): At 3rd level, the Paladin can turn and/or bolster things according to her domain. She may use this ability a number of times per day equal to 3 + her Mental modifier. She does so as a Cleric two levels lower would.
Fire: Bolster [Fire] type creatures. Turn [Water] type creatures.
Water: Bolster [Water] type creatures. Turn [Fire] type creatures.
Earth: Bolster [Earth] type creatures. Turn [Air] type creatures.
Air: Bolster [Air] type creatures. Turn [Earth] type creatures.
Weather: You can dispel any magical attempts to control the weather.
Healing: Bolster or Turn any creature you ever healed.
Sun: Turn undead.
Death: Bolster undead.
Good: Bolster Good creatures. Turn Evil creatures.
Evil: Bolster Evil creatures. Turn Good creatures.
Law: Bolster Lawful creatures. Turn Chaotic creatures.
Chaos: Bolster Chaotic creatures. Turn Lawful creatures.
As written, turning Domains are *ridiculously* better than bolstering Domains, due to turning letting you actively destroy things while bolstering... lets you prevent clerics and other paladins from roasting your allies, if they happen to already be of the type you can bolster.

Also, are you supposed to actually be able to turn "people who are Evil-aligned" as a Goodadin, for example, or "people of the [Good] subtype"? As written, you can have the Law domain and run around Turning elves. Granted, it's just an AoE fearlike or deathlike effect, but still seems odd.
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Re: [Class] Paladin

Post by Sunwitch »

God_of_Awesome wrote: Weapon Proficiencies: The Paladin is proficient with all weapons and armor except the tower shield. Unless the tower shield is the favored weapons of her god. Then go tower shield.
OK.
God_of_Awesome wrote: Domains: The Paladin chooses a domain at 1st level and that will affect her abilities from then on out. Each domain favors a particular Mental ability (MEN) and grants its own set of class abilities.
Domain: Ability; Skills; Good Saves
Fire: Charisma; Intimidate (CHA), Get a Aggressive Negotiation synergy bonus to Diplomacy and a Interogate synergy bonus to Gather Information with Intimidate; Fort (Force of Personality feat by 1st Paladin level changes it to Will)
Water: Inteligence; Escape Artist (DEX), Swim (STR); Reflex
Earth: Wisdom; Knowledge (Geography) (INT), Survival (WIS); Will (Force of Personality feat by 1st Paladin level changes it to Fort)
Air: Wisdom; Speak Language (INT), Listen (WIS), Fly (Only if you already fly) (DEX), Jump (STR); Reflex
Weather: Charisma; Intimidate (CHA), Knowledge (Nature) (INT); Will
Healing: Wisdom; Heal (WIS), Gets a Knows The Body synergy bonus to Sense Motive and Wildlife First Aid synergy bonus to Survival with Heal; Fort (For undead it's Will)
Sun: Charisma; Diplomacy (CHA), Gets a Fear The Nice One synergy bonus to Intimidate and a How Can Someone So Honest Lie? synergy bonus to Bluff with Diplomacy; Will
Death: Inteligence; Knowledge (Arcana) (INT), Knowledge (The Planes); Will (For undead it's Fort)
Good: Wisdom; Gets a Taught By The Priests synergy bonus to Heal, a Appeal To The Common Good synergy bonus to Diplomacy, a Know The Angels synergy bonus to Knowledge (The Planes) and a Good Is Not Nice synergy bonus to Intimidate with Knowledge (Religion); Will
Evil: Inteligence; Gets a Know The Fiends synergy bonus to Knowledge (The Planes), a Affably Evil synergy bonus to Diplomacy, a Deal With The Devil synergy bonus to Bluff and a Wrath of Demons synergy bonus to Intimidate with Knowledge (Religion); Will
Law: Inteligence; Diplomacy (CHA), gets a Diplomat's Education synergy bonus to Knowledge (Local) and a Royal Respect synergy bonus to Knowledge (Nobility) with Diplomacy; Will
Chaos: Charisma; Bluff (CHA), gets a Bluff His Way Outs synergy bonus to Escape Artist and a Magician's Secrets synergy bonus to Sleight Of Hand with Bluff; Will
A lot of... words, for something that's not going to have much of an effect on actual gameplay. Not powerful enough to contribute to the character in any meaningful way. Otherwise I guess it's okay. Just, kind of meh.
God_of_Awesome wrote: Aura (Ex): The Paladin has a particularly powerful aura corresponding to their alignment.
OK.
God_of_Awesome wrote: Holy Weapon: To perform any of her abilities, the Paladin must haver her holy symbol which is her weapon, the one favored by her god. She also gets +1 / Paladin level to her attack roll. If her god doesn't have a holy weapon then tough noogies, she can't be a Paladin.
Bye bye RNG. Might it make more sense to go with the +1/3 levels enhancement bonus that the Tome rules run with the assumption of?
God_of_Awesome wrote: Smite (Su): At 1st level, the Paladin adds her Mental bonus to her attack rolls as well as below.
Fire: Add 1 point of Fire damage per level.
Water: Add 1 point of Frost damage per level.
Earth: Add 1 point of Acid damage per level.
Air: Add 1 point of Sonic damage per level.
Weather: Add 1 point of Electric damage per level.
Healing: Heal 1 point of damage to yourself per level.
Sun: Add 1 point of damage to the undead per level.
Death: Add 1 point of damage per level (Heals undead).
Good: Add 1 point of damage to Evil per level.
Evil: Add 1 point of damage to Good per level.
Law: Add 1 point of damage to Chaos per level.
Chaos: Add 1 point of damage to Law per level.
Bye bye RNG even more. Also, the abilities here aren't balanced at all. Sun should at least be 2/level, so that it isn't 100% inferior to Fire, which deals extra damage to undead and actually does anything at all versus stuff that happens not to be. Otherwise it's just more numbers; not very interesting.
God_of_Awesome wrote: Intangible Aura of Diplomacy (Ex): At 1st level, the Paladin gains an intangible aura as below.
Fire: A +1 / level circumstance bonus with anything with the [Fire] type.
Water: A +1 / level circumstance Diplomacy bonus with anything with the [Water] type.
Earth: A +1 / level circumstance Diplomacy bonus with anything with the [Earth] type.
Air: A +1 / level circumstance Diplomacy bonus with anything with the [Air] type.
Weather: A +1 / level circumstance Diplomacy bonus with anything that flies that isn't the [Air] type.
Healing: A +1 / level circumstance Diplomacy bonus with anyone you ever healed.
Sun: A +1 / level circumstance Intimidate bonus with the undead.
Death: A +1 / level circumstance Diplomacy bonus with the undead.
Good: A +1 / 2 levels circumstance Diplomacy bonus with anything Good and a +1 / 2 levels circumstance Intimidate bonus with anything Evil. (Starting at 1st level and going up every odd level)
Evil: A +1 / 2 levels circumstance Diplomacy bonus with anything Evil and a +1 / 2 levels circumstance Intimidate bonus with anything Good. (Starting at 1st level and going up every odd level)
Law: A +1 / 2 levels circumstance Diplomacy bonus with anything Lawful and a +1 / 2 levels circumstance Intimidate bonus with anything Chaotic. (Starting at 1st level and going up every odd level)
Chaos: A +1 / 2 levels circumstance Diplomacy bonus with anything Chaotic and a +1 / 2 levels circumstance Intimidate bonus with anything Evil. (Starting at 1st level and going up every odd level)
OK. I think you made a typo under Chaos though, since apparently they're good at intimidating evil stuff.
God_of_Awesome wrote: Detect (Sp): At 1st level, the Paladin can detect things as described below within sixty feet for up to 10 mins/ level.
Fire: She can detect any source heat and what it's being used for.
Water: She can detect any water and finds out it's quality, it's use, what living in it, etc. Tremorsense while underwater.
Earth: Tremorsense plus she can find precious metals and stones and determine what they are and their quality.
Air: Tremorsense even when she's not touching the ground. She can determine the quality of the air.
Weather: Within sixty miles the Paladin predicts the weather up to 1 day/ level.
Healing: You get Status instead.
Sun: Detect Undead*
Death: Detect Undead*
Good: Detect Evil*
Evil: Detect Good*
Law: Detect Chaos*
Chaos: Detect Law*
*Not limited by cone-shaped emanations. AoE instead.
Not sure why you need the per day limit. Level 1 tremorsense isn't that big a deal, and 10 min/level will quickly make its way into at-will with something like detection. Would be less weird to just make it at will.
God_of_Awesome wrote: Spells: At 2nd level, the Paladin gains the ability to cast spells from the Cleric spell list but only from her domain*. She casts spontaneously and has the same spells per day as a Cleric one less her level.
OK.
God_of_Awesome wrote: To prepare or cast a spell, the Paladin must have a Mental score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against the Paladin’s spell is 10 + the spell level + the Paladin’s Mental modifier. She receives bonus spells per day if she has a high Mental score.

*The Tome Domains, preferably.
OK.
God_of_Awesome wrote: Divine Grace (Su): At 2nd level, the Paladin gains a bonus equal to her Mental bonus (if any) on all saving throws.
OK.
God_of_Awesome wrote: Divine Armor (Su): At 2nd level, any armor the Paladin wears gains a bonus equal to her Mental bonus as follows.
Fire: Fire resistance
Water: Frost resistance
Earth: Acid resistance
Air: Sonic resistance
Weather: Electric resistance
Healing: AC bonus
Sun: Negative Energy resistance
Death: Negative Energy resistance (Positive if undead)
Good: Unholy resistance
Evil: Holy resistance
Law: Anarchic resistance
Chaos: Axiomatic resistance
ER sucks. Give out a lot of it. Seriously, immunity isn't unreasonable. A fire genasi taking Genie and the fire sphere already has immunity to fire upon reaching level 4 and doesn't suffer any downsides. Fire mage gets 2/level. Your mental ability score is eventually not even going to compare to the piddly 1d6/level energy damage that will routinely be tossed around by mid levels.
God_of_Awesome wrote: Divine Health (Su): At 3rd level, the Paladin gains immunity to all diseases, including supernatural and magical diseases.
OK.
God_of_Awesome wrote: Lay of Hands (Su): At 3rd level, if the Paladin has a Mental score of 12 or higher, she can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her Paladin level × her Mental bonus. The Paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay of hands is a standard action.
Nearly disposable. Use a mechanic that people actually care about (per-day refresh, heal as attack/swift action, holding overflow from max HP like IGTN's paladin, or something original), or get rid of it completely.
God_of_Awesome wrote: Alternatively, she may do the following based on her domain:
Fire: Deal Fire damage equal to her Paladin level × her Mental bonus.
Water: Deal Frost damage equal to her Paladin level × her Mental bonus.
Earth: Deal Acid damage equal to her Paladin level × her Mental bonus.
Air: Deal Sonic damage equal to her Paladin level × her Mental bonus.
Weather: Deal Electric damage equal to her Paladin level × her Mental bonus.
Healing: Those with the Healing domain simply get x2 healing.
Sun: Deal damage equal to her Paladin level × her Mental bonus to the undead.
Death: Deal damage equal to her Paladin level × her Mental bonus. (Heals undead.)
Good: Deal damage equal to her Paladin level × her Mental bonus to Evil creatures.
Evil: Deal damage equal to her Paladin level × her Mental bonus to Good creatures.
Law: Deal damage equal to her Paladin level × her Mental bonus to Chaotic creatures.
Chaos: Deal damage equal to her Paladin level × her Mental bonus to Lawful creatures.
At level 10, this'll be something like 70 damage as a standard action once per day. I can not bring myself to care about that.
God_of_Awesome wrote: Turn or Bolster (Su): At 3rd level, the Paladin can turn and/or bolster things according to her domain. She may use this ability a number of times per day equal to 3 + her Mental modifier. She does so as a Cleric two levels lower would.
Fire: Bolster [Fire] type creatures. Turn [Water] type creatures.
Water: Bolster [Water] type creatures. Turn [Fire] type creatures.
Earth: Bolster [Earth] type creatures. Turn [Air] type creatures.
Air: Bolster [Air] type creatures. Turn [Earth] type creatures.
Weather: You can dispel any magical attempts to control the weather.
Healing: Bolster or Turn any creature you ever healed.
Sun: Turn undead.
Death: Bolster undead.
Good: Bolster Good creatures. Turn Evil creatures.
Evil: Bolster Evil creatures. Turn Good creatures.
Law: Bolster Lawful creatures. Turn Chaotic creatures.
Chaos: Bolster Chaotic creatures. Turn Lawful creatures.
Doesn't bolster just make it harder for people to turn or control stuff? What actual use is that in play, especially when you lack the ability to control stuff (which by RAW is actually a good reason not to bolster in the first place)?
God_of_Awesome wrote: Planar Aura (Su): At 4th level, the Paladin has a tangible aura up to 60'. It can be suppresed at will.
Fire: Spells and spell-like abilities with the fire descriptor are maximized.
Water: Spells and spell-like abilities that use, manipulate or create water are enlarged.
Earth: Spells and spell-like abilities that use, manipulate, or create earth or stone are extended.
Air: Spells and spell-like abilities that use, manipulate, or create air are empowered.
Weather: Spells and spell-like abilities that use, manipulate, or create the weather are extended.
Healing: Spells and spell-like abilities that use positive energy, including cure spells, are maximized. Spells and spell-like abilities that use negative energy (including inflict spells) are impeded.
Sun: Spells and spell-like abilities that use positive energy, not including cure spells, are maximized. Class abilities that use positive energy, such as turning and destroying undead, gain a +10 bonus on the roll to determine Hit Dice affected.
Death: Spells and spell-like abilities that use negative energy are maximized. Class abilities that use negative energy, such as rebuking and controlling undead, gain a +10 bonus on the roll to determine Hit Dice affected.
Good: The area is considered strongly Good aligned.
Evil: The area is considered strongly Evil aligned.
Law: The area is considered strongly Law aligned.
Chaos: The area is considered strongly Chaos aligned.
You'll want to specify whether the effect is had when the spell is cast from within the area or cast upon the area. Also you might want to put in some rule to make it so that your opponent can't take advantage of your aura to do more damage and stuff.
God_of_Awesome wrote: Special Mount (Sp): At 5th level, the Paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade. The mount is whatever the deity feels like and is level appropiate.

Once per day, as a full-round action, the Paladin may magically call her mount from the realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the Paladin’s level. The mount immediately appears adjacent to the Paladin and remains for 2 hours per Paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the Paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the Paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The Paladin may not summon another mount for thirty days or until she gains a Paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the Paladin takes a -1 penalty on attack and weapon damage rolls.

The Paladin's mount levels up as the PHB one but with the following additions.
Domain: 11th level / 15th level
Fire: Command Fire creatures / Fire Resistance
Water: Command Water creatures / Frost Resistance
Earth: Command Earth creatures / Acid Resistance
Air: Command Air creatures / Sonic Resistance
Weather: Improved Speed (+50) / Electric Resistance
Healing: +2 HD, +2 NA, +1 Str / Negative Energy Resistance
Sun: Destroy Undead / Negative Energy Resistance
Death: Command Undead / Negative Energy Resistance (Or Positive if the mount is undead)
Good: Command Good creatures / Unholy resistance
Evil: Command Evil creatures / Holy resistance
Law: Command Lawful creatures / Anarchic resistance
Chaos: Command Chaotic creatures / Axiomatic resistance
The PHB mount sucks and is by no means "level appropriate" like your text says it is. Give out CR = level - 3 or something.
God_of_Awesome wrote: Disease (Sp): At 6th level, the Paladin chooses* between contagion and remove disease. Paladins with the Heal domain automatically get remove disease and Death domain gets contagion. She can produce the chosen effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

*If you're using the Creeping Darkness model, then only Neutral Paladins can choose. Good Paladins automatically get remove disease and Evil ones contagion.
100% disposable. Replace it with something that doesn't suck. No one has ever cared about per-week remove disease or contagion. The cleric can expend spell slots it doesn't even care about anymore on either one each day by the time this paladin can use it more than once per week. And neither one is even a useful spell.
God_of_Awesome wrote: Secondary Domain: At 7th, the Paladin may add a Secondary Domain from another domain of her god. She gets all the class skills of that domain. When using Smite, Detect or Lay of Hands, she may choose to use the version of that domain instead of her Primary Domain. With the Intangible Aura of Diplomacy, Divine Armor and Planar Aura, she may choose to switch between the versions of her Primary and Secondary Domains. The abilities use the Mental ability of its particular domain. She may add the spells of this domain to her spells known. Her bonua spells per day is now decided by whichever Mental ability of the two domains is highest.
Okay. Although I'm beginning to think that with the limited number of spells known this thing gets it would be alright to hand them out as at will SLAs. Dunno yet.
God_of_Awesome wrote: Summon Planar (Sp): At 9th level, once per day and once more every odd level after, the Paladin may summon an ally or allies from an appropiate plane as long as their total HD is less then her.
Fire: Plane of Fire
Water: Plane of Water
Earth: Plane of Earth
Air: Plane of Air
Weather: Not A Goddamn Clue
Healing: Positive Energy Plane
Sun: Positive Energy Plane
Death: Negative Energy Plane
Good: Goodly Aligned Planes
Evil: Evil Aligned Planes
Law: Lawfully Aligned Planes
Chaos: Chaoticly Aligned Planes
OK, cool. Weather reminds me of Pandemonium, though that's just one outer plane. Hm.
God_of_Awesome wrote: By Your Powers Combined: At 13th level, the Paladin's Primary and Secondary work together. When using any ability (Including Special Mount) that uses the Domains, add the effects of her Primary and Secondary domain together. For bonus spells, add the Mental bonuses of the two domains together (Even if they use the same Mental ability).
The first ability's wording is a little weird. I didn't really understand what it was supposed to do when I first read it. In any case, it's probably fine. Also, for the latter, be aware that people who choose two domains that use the same mental ability are going to be much better off than the other guys because they don't suffer as much MAD.
God_of_Awesome wrote: Avatar (Su): At 19th level, once per week for a number of minute equal to her Paladin level, the Paladin may transform into an avatar of her god.
Okay, no mechanics yet so really nothing to mark here.
God_of_Awesome wrote: Godhood (Ex): The Paladin's god is so impressed with her, he promotes her to godhood. She wins DnD.
:shocked:
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Re: [Class] Paladin

Post by God_of_Awesome »

Quantumboost wrote:
As written, turning Domains are *ridiculously* better than bolstering Domains, due to turning letting you actively destroy things while bolstering... lets you prevent clerics and other paladins from roasting your allies, if they happen to already be of the type you can bolster.

Also, are you supposed to actually be able to turn "people who are Evil-aligned" as a Goodadin, for example, or "people of the [Good] subtype"? As written, you can have the Law domain and run around Turning elves. Granted, it's just an AoE fearlike or deathlike effect, but still seems odd.
Hm, well, only Death is just Bolster. I could change it to Command Undead instead. Would that be better?


Mauver wrote:A lot of... words, for something that's not going to have much of an effect on actual gameplay. Not powerful enough to contribute to the character in any meaningful way. Otherwise I guess it's okay. Just, kind of meh.
This one I was just having fun with.
Mauver wrote:Bye bye RNG even more. Also, the abilities here aren't balanced at all. Sun should at least be 2/level, so that it isn't 100% inferior to Fire, which deals extra damage to undead and actually does anything at all versus stuff that happens not to be. Otherwise it's just more numbers; not very interesting.
Hmmm, if I've broken RNG, should I keep Sun the same and nerf everything else? Or let Sun do double damage to the undead and same to everything else?
Mauver wrote:Nearly disposable. Use a mechanic that people actually care about (per-day refresh, heal as attack/swift action, holding overflow from max HP like IGTN's paladin, or something original), or get rid of it completely.
Could you elaborate on those examples? What if I x10'd it all?
Mauver wrote:100% disposable. Replace it with something that doesn't suck. No one has ever cared about per-week remove disease or contagion. The cleric can expend spell slots it doesn't even care about anymore on either one each day by the time this paladin can use it more than once per week. And neither one is even a useful spell.
I'll have to think of something.
Mauver wrote:OK, cool. Weather reminds me of Pandemonium, though that's just one outer plane. Hm.
I was getting an idea to give access to the Plane of Lightning and the Plane of Ice together.
Mauver wrote:The first ability's wording is a little weird. I didn't really understand what it was supposed to do when I first read it. In any case, it's probably fine. Also, for the latter, be aware that people who choose two domains that use the same mental ability are going to be much better off than the other guys because they don't suffer as much MAD.
I realized the troubling wording early on but I couldn't for the life of me think of anything better.

Also, I realized the trouble with domains with the same mental ability, I just didn't know what to do about it besides go 'NO!' which seemed like a bad option itself.
Mauver wrote:Okay, no mechanics yet so really nothing to mark here.
Actually, their is. It's just, unfortunatley, in Deities and Demigods where Avatars are described. I could propably replace this with some better.
Mauver wrote::shocked:
I realized that they may be right about the 20 capstone not being worth bothering with beyond 'You Win' so... I did that, yeah.


As for all your other suggestion, that is the one I didn't ask about, I see your point with them and am going to use them.
Last edited by God_of_Awesome on Thu Jan 14, 2010 5:44 am, edited 1 time in total.
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Re: [Class] Paladin

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God_of_Awesome wrote:
Mauver wrote:A lot of... words, for something that's not going to have much of an effect on actual gameplay. Not powerful enough to contribute to the character in any meaningful way. Otherwise I guess it's okay. Just, kind of meh.
This one I was just having fun with.
If you insist. I'd be inclined to have some special effects in there like some kind of at-will SLA or whatever.
God_of_Awesome wrote:
Mauver wrote:Bye bye RNG even more. Also, the abilities here aren't balanced at all. Sun should at least be 2/level, so that it isn't 100% inferior to Fire, which deals extra damage to undead and actually does anything at all versus stuff that happens not to be. Otherwise it's just more numbers; not very interesting.
Hmmm, if I've broken RNG, should I keep Sun the same and nerf everything else? Or let Sun do double damage to the undead and same to everything else?
The RNG breaker is adding an extra modifier to attack rolls; the rest is the imbalanced part. If you allowed them to substitute their chosen ability for STR it would be less screwy. As for the additional damage abilities, I'd personally like to see more effects other than just extra damage. Inflict a status effect or come up with some kind of special mechanic. At later levels you should be able to banish stuff opposed to you with your sword, as an example.
God_of_Awesome wrote:
Mauver wrote:Nearly disposable. Use a mechanic that people actually care about (per-day refresh, heal as attack/swift action, holding overflow from max HP like IGTN's paladin, or something original), or get rid of it completely.
Could you elaborate on those examples? What if I x10'd it all?
x10 might make it a bit wild. But probably not. I'd suggest something more along the lines of IGTN's Healing Touch here: http://tgdmb.com/viewtopic.php?t=39063. It's easier to fit it into your action economy and works in a similar way to what people are used to.

or Caedrus' old rebalanced paladin which can be found in a few different places; try googling "rebalanced paladin onewinged4ngel" or something like that. While the class itself still has trouble at higher levels, the lay on hands thing works alright and I like the idea of having extra effects attached to the mechanic.

God_of_Awesome wrote:
Mauver wrote:100% disposable. Replace it with something that doesn't suck. No one has ever cared about per-week remove disease or contagion. The cleric can expend spell slots it doesn't even care about anymore on either one each day by the time this paladin can use it more than once per week. And neither one is even a useful spell.
I'll have to think of something.
Yeah, the x/week remove disease was always one of the more insulting aspects of the core paladin.
God_of_Awesome wrote:
Mauver wrote:OK, cool. Weather reminds me of Pandemonium, though that's just one outer plane. Hm.
I was getting an idea to give access to the Plane of Lightning and the Plane of Ice together.
OK.
God_of_Awesome wrote:
Mauver wrote:The first ability's wording is a little weird. I didn't really understand what it was supposed to do when I first read it. In any case, it's probably fine. Also, for the latter, be aware that people who choose two domains that use the same mental ability are going to be much better off than the other guys because they don't suffer as much MAD.
I realized the troubling wording early on but I couldn't for the life of me think of anything better.

Also, I realized the trouble with domains with the same mental ability, I just didn't know what to do about it besides go 'NO!' which seemed like a bad option itself.
An anti-thematic but workable idea is just to double the higher of the two modifiers for the purpose of bonus spells. Other than that... I guess you could find some way to provide an incentive for MADing? I dunno.
God_of_Awesome wrote:
Mauver wrote:Okay, no mechanics yet so really nothing to mark here.
Actually, their is. It's just, unfortunatley, in Deities and Demigods where Avatars are described. I could propably replace this with some better.
Yikes. That's a pretty scary book, though I've never really looked at avatars. If you think the rules in there are workable for avatars you might want to copy-paste it into the class.
God_of_Awesome wrote:
Mauver wrote::shocked:
I realized that they may be right about the 20 capstone not being worth bothering with beyond 'You Win' so... I did that, yeah.
You might at least want to allow a save for the game. Also, it's not a bad idea to stick in some kind of flavourful ability for the final battle or something like that. Stuff like the Samurai's scroll of wisdom comes to mind for the fluffier aspect.
God_of_Awesome wrote: As for all your other suggestion, that is the one I didn't ask about, I see your point with them and am going to use them.
Good, I'm marginally useful for something.

EDIT: Just noticed the change you made to the holy weapon. Still might screw the RNG a bit. I suggest +1/3 enhancement bonus (specifically enhancement) to attack and damage, as tends to be the standard in Tome games. You may also want to think about adding scaling abilities depending on domain to the weapon. Fire paladins should just have flaming beatsticks, always. Good paladins have holy weapons no matter what. That could even replace the damage bonus you have there right now, which is a bit boring as it stands.
Last edited by Sunwitch on Thu Jan 14, 2010 7:41 am, edited 1 time in total.
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Re: [Class] Paladin

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God_of_Awesome wrote:Hm, well, only Death is just Bolster. I could change it to Command Undead instead. Would that be better?
Just make it Rebuke. Like the Cleric gets. The Weather equivalent also is... questionable... since it's basically a glorified dispel magic.

The rest of the "Bolster" things can probably be changed to Rebuke as well, supposing you change the references to alignments to alignment subtypes ([Evil] instead of Evil). That might cause issues with the Healing domain, since its turn/bolster criterion is insane, but I don't care that much because it's already insane.
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Post by God_of_Awesome »

Okay, I changed Smite ALOT.

Instead of 'Do so damage per level' I gave them each an invidual affect, mostly 'Make so save vs such or such and such happens.' But I have a problem; *I don't know what would be an appropiate save DC for any of them, **I don't know the catch on fire rules but I can just look that up, *** I don't know if I should have a Save DC against becoming an undead for Death and **** I got nothin' for the allignments.
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Post by Sunwitch »

God_of_Awesome wrote:*I don't know what would be an appropiate save DC for any of them
Um, 10 + 1/2 level + chosen mental ability mod?
God_of_Awesome wrote:**I don't know the catch on fire rules but I can just look that up
Something to do with reflex saves, going prone to put it out, and 1d6 fire damage each turn. I usually wind up semi-bullshitting it.
God_of_Awesome wrote: *** I don't know if I should have a Save DC against becoming an undead for Death
I guess the idea is you undeadify them and then rebuke/control them or something; that being the case you might want to add a save, yes.
God_of_Awesome wrote:**** I got nothin' for the allignments.
Banishes opposite alignment? I dunno.
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Post by God_of_Awesome »

Mauver wrote: Um, 10 + 1/2 level + chosen mental ability mod?
The problem with that is that not all the domains are equal (Speaking of which, I should propably scale them) so the ones with more powerful affects need lower DCs and vice versa.
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Post by Jilocasin »

Yeah, you've gotta make them scale in some level appropriate way. As it is, the water and earth smite abilities are absolutely amazing. Water is actually probably a little better, I can think of some things that are immune to petrification off the top of my head, I can't think of anything that's immune to forced subtype alteration induced drowning (although after refreshing my memory on the drowning rules I guess it could take awhile). Also with the right damage output healing is pretty damn good too.

I did want to chime in and say that your capstone makes me giggle. :biggrin:
Last edited by Jilocasin on Mon Jan 18, 2010 5:19 am, edited 1 time in total.
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Post by God_of_Awesome »

Okay, changed Smite some more:

Added suggested DC.
Scaled abilities.
And changed Earth, Water and even Death a bit.
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Post by God_of_Awesome »

Just noticed I didn't put Smite as once per day.
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Post by God_of_Awesome »

The following changes have been made:
  • Smite powers for the alignment domains have been added.
  • The Detect power for the Weather domain has been better worded.
  • Instead of energy attacks, more interesting affect have been added to Lay of Hands for each domain.
  • Divine Armor has been moved to 4th level
  • Added appropiate energy plane access to Summon Planar Ally even though I'm sure their really isn't a Plane of Acid or Sonic. Really, whatever. Also gave Weather Domain access to all energy planes except Fire.
  • By Your Powers Combined has been reworded to make more sense.
  • 17th level was a dead level so I added Tertiary Domain.
Last edited by God_of_Awesome on Wed Jan 20, 2010 7:55 am, edited 1 time in total.
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