LazarusLeonidas's page

Organized Play Member. 7 posts (8 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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Quijenoth wrote:

For years I have considered the basic assumption of a Paladin as a core class but what is always apparent is that the Paladin is just too much of a specialist class compared to the rest.

My suggestion was to turn the paladin into a prestige class along with the blackguard and instead have a knight class that would lead into these two. however from experience trying this, most people simply go fighter (mainly for the feats) and then paladin or blackguard.

Today though after reading over the comments on the prestige class document I thought about another option...

Why not turn the Paladin into a Knight class based off alignment?

At 1st level knights would choose an Oath of Allegiance to either a Good Church, an Evil Church or a Monarchy. Those that follow the Church of Good gain paladin spells and abilities while the Evil Church gains blackguard spells and abilities. Those who follow the Monarchy are effectively neutral and gain a different selection of abilities and spells.

I would also strongly recommend the shift from wisdom to charisma for Knights spells so that the neutral knights spells would reflect leadership and battle prowess, spells such as aide, bless, etc. would make a knight stand out from basic fighters.

Thoughts?

I stumbled upon your post tonight and just wanted to say, although your idea is correct, I.E. true medieval knights who were called Paladins were simply devout to the catholic/Christian church, but were called so, simply because they had an unwaivering faith and sense of loyalty to their liege.

In the "Players Handbook 2" WOTC had created a class called "Knight" who was in regards what you're talking about. A great fighter, with special capacities to his friends and a bane to his foes, you should check it out. He's a fighter with a tougher edge!


Jason Bulmahn wrote:

This is a valid concern. I am truly considering increasing the number of times per day you can use your weapon bond ability, or possibly allowing you to split up the total duration.

Two Questions: Does this aleviate the problem? Which option adds more utility without turning it into a situation where you basically always have the bonus?

Jason Bulmahn
Lead Designer
Paizo Publishing

*Possible solution*

Hello, I believe there could be a small concession in this specific problem in game mechanics. I'm a huge fan of Divine powers a Paladin can seek in his class progression. The 3.5 D&D book "Defenders of the Faith". It had divine feats and new spells. I've used 3 of them in both the Paladins I've played (One in Forgotten Realms with 3.5 rules and my current one in Pathfinder-ALPHA).They were 2 Feats: Divine Vigour: +10 to speed and +2 CON./ Divine Vengeance: grants an attack dealing 2d6 of pure divine energy Dmg on users weapon (any) / and the spell Divine Sacrifice: sacrificing a max. of 10HP can give a max of 5d6 of divine Dmg on next attack (1d6 per 2HP given) and stacks with smithe and other bonuses. The mechanics for all of these, was a sacrifice of a turn undead (Channel positive energy in Pathfinder). With these 3 Divine gifts to the Paladin, it's my opinion the awesome power of a Paladin in combat or defence of allies is a major boost to the class. My friends are always stunned at the max Dmg I inflict on foes when I stack all my powers.

Which brings me to the Divine bond, I think a sacrifice in of the same nature could be made to keep the bonuses and use of this "Divine Gift" bestowed on a Paladin's weapon. Without being a feat or spell, the Paladin could simply sacrifice 2 channel positive energy uses and in *roleplay terms* ask the Deity's spirit to remain bonded to his weapon, if it's dropped and last an extra amount equal to the sacrifice made. I.E. 2 more minutes as per the sacrifice in *game terms*. The use would still be once per day as it is a great power and have the same bonus mechanics. But the Paladin would not worry if the weapon is out his hands, a sacrifice has been made to strengthen the bond and make it last longer.

The weapon held by anyone else would not function with the abilities given by the spirit, as this is a deep bond between Divine user and Divine Spirit. The sacrifice could be more, but something has been given to make it last longer and not dissipate unnecessarily. Without over boosting this ability. Seeing as combat last in general 6 rounds in hard battles. What are your thoughts Jason and anyone out there who loves playing a Paladin. ;)


I'm registered in deviant art and I've enjoyed all of wen-M's artwork. I love it and have found his vision for fantasy RPG breathtaking. Everyone should see it first hand...


Paizo is one of those few companies able to really inspire its clients and never take them for granted!


I truly hope Desna gets her due. I just love this Goddess of luck, travel and dreams.


Just can't wait to play 3.5 in a setting rivalling my favourite world which was Forgotten Realms!


If anyone wants a reference concerning this RPG-verse, it's simple enough. If you've played any of the FF games (more specific the ones that are medieval but with a touch of steam punk tech.) Also any of the Suikoden games are a great visual reference in terms of how the world functions.

If played two different campaigns. One pre-scripted and the other more free form. The scripted one was written by Fantasy flight and is pretty straight forward. The flexibility truly depends on the GM. Our group was a fighter/summoner, a monk fighter, a psychic melee fighter and myself a mage (necromancer "non evil").

Magic for me was the aspect I wanted to explore, since i don't really enjoy it in the other settings as a player. And it was highly different and efficient defensively and offensively. And since I was playing a mage, the trick was to never really show i was casting a spell, or any of my necromantic ones. In that world, mages are few and there isn't a school of magic per se.

Being a mage wasn't extreme in the sense i couldn't cast what I wanted, only that normal people aren't used to see spells that change reality in a drastic way. But all in all the customizing of all the character templates is very extensive. You can be a fighter/mage and still be a very good fighter without any major drawbacks.

There are merits and flaws that greatly affect your character creation and the skills are widely ranged. Be careful and plan ahead, because leveling up isn't as fast paced as other settings. It's a percentage based game for skills and combat. And trust me combat is more deadly then I've seen in D&D 3.5 .

As for the setting, amazing and a lot of the world is still being explored. Not everything is known by the players in regards to history, ecology and fantasy creatures. Normal people don't interact a lot with it as D&D does. It's more supernatural that way and less "that's an undead. Undeads are vulnerable to healing spells, and etc."

Everything is a true discovery. So depending on your GM, it can be an FF game with RPG rules. Or it can be a true foreign experience for gamers and fill that little niche of a new world with a lot to offer.

And the art is so great!!!