Scottomir |
I've been playing my paladin now for two-and-a-half years, and along the way my group and I have felt we had to consider making variants of particular paladin abilities. In the early levels, we honestly felt the paladin needed some help to be more playable. Then I hit Level 11, got Aura of Justice, and added at least +132 damage per round to the party's output! My GM wanted that one reined in (not an uncommon reaction from what I've seen on these boards). Below are the variants we've been using or considering, and I'd be interested in reading reactions and feedback. Thanks!
The standard paladin class as written makes it virtually impossible for them to use shields, which is opposed to the iconic image of the holy knight. This variant below (a new automatic ability, actually) allows the paladin to be a shield-wielding knight and still cast spells and lay on hands.
Paladin’s Shield (Su)
At 1st level, a shield carried by a paladin becomes imbued with Law and Good. The shield functions as the paladin’s holy symbol and divine focus for casting divine spells. Furthermore, the paladin can use lay on hands and cast divine spells that have a somatic (S) component as if the hand carrying the shield were a free hand without losing the shield bonus to AC. This ability can apply only to a single shield at a time, and the effect ends as soon as the paladin is no longer carrying the shield. This ability cannot be applied to an anarchic or evil-aligned shield. Any spell or effect that masks the paladin’s alignment or aura also masks the shield.
The first type of Divine Bond as written is too restrictive as a standard action. This variant below allows the paladin use the first type of Divine Bond more easily and flexibly – but at the cost of shorter maximum duration.
Divine Bond (Su)
Except for the following changes to the first type of bond, this class feature otherwise functions as written in the standard description. The paladin enhances his or her weapon as a swift action (instead of a standard action). Starting at 5th level, a paladin can use this ability for a number of rounds per day equal to twice his or her class level + Charisma modifier (instead of once per day at 5th level and one additional time per day for every four levels). These rounds do not need to be consecutive, but the same bonuses can be continued on the same weapon in consecutive rounds as a free action. If not continued, the spirit automatically departs from the weapon at the start of the paladin’s next turn. The paladin can choose to dismiss the celestial spirit as a free action.
A paladin who takes the Divine Defender archetype instead enhances his or her armor as a swift action and for a number of rounds per day, as described above for a weapon. This archetype feature otherwise functions as written in the standard description.
The following variants are meant to prevent the exploitive potential of Aura of Justice as written while making it a free, constant effect (like all other auras), with some of the benefit shifted to Aura of Faith (making it more useful than it is otherwise).
Aura of Justice (Su)
At 11th level, a paladin extends some benefits of smite evil to nearby allies. Each ally within 10 feet of the paladin adds the paladin's Cha bonus (if any) to attack rolls against the target of smite evil and gains a deflection bonus equal to the paladin's Charisma modifier (if any) to AC against attacks made by the target of the smite. Evil creatures gain no benefit from the ability. This ability functions only while the paladin is conscious, not unconscious or dead. If more than one paladin with aura of justice smites the same target only the greater Charisma bonus applies, but allies can benefit at the same time from multiple auras of justice against different targets.
Aura of Faith (Su)
At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of the paladin is treated as good-aligned for the purposes of overcoming Damage Reduction. Additionally, any attack made against an enemy within 10 feet of the paladin automatically bypasses any DR the creature might possess if it is the target of the paladin’s smite evil. Evil creatures gain no benefit from this ability. This ability functions only while the paladin is conscious, not unconscious or dead.