For those who think Paladin is boring.


Homebrew and House Rules


Hey Everyone,
I have done a fun little over-haul of the Paladin class. Now, this is all based around a campaign setting I wrote, so it may or may not be of any use to you. However, if you'd like to spice things up a bit, it'll definitly give you some good ideas. I divided the class into 6 sub-classes, each one based around an element/attribute. There is no down-load site for this, and it is all free of charge. I'm just looking to see if anyone is interested.


I'm not interested, but don't ask for interest, post the thing, you'll either be praised or boo'ed or somewhere in between - you don't need permission and don't ask for it. Just do it.

GP


gamer-printer wrote:

I'm not interested, but don't ask for interest, post the thing, you'll either be praised or boo'ed or somewhere in between - you don't need permission and don't ask for it. Just do it.

Yep.

I'd rather read it.


Because you guys wanted it:
PALADINS
Knight Protectors of the Temple and its followers, the Paladins live by a simple code of devotion. Oft times traveling with the roving Clerics of the Temple, they have their base on the grounds of the Temple of the Elements and can constantly be seen standing guard at its gates. Much like Clerics, a Paladin devotes his or her life to one of the Elements, living their life in an effort to emulate the attribute that which is favored by the Element they have given themselves over to. When a person shows the aptitude, they are approached by one of the Orders of Paladins, and taken into the membership. Their devotion grants them special abilities, and makes them viewed as amongst the most formidable fighters in all of Breakwater. Usually calm and dignified, it is not unusual to see a full range of emotion from group of Paladins, depending on how many of the Orders are present.
PALADIN CLASS CHANGES
The Paladin class has changed due to the fact that there are no longer any Gods to devote themselves to. A Paladin must now choose an Element to follow. Their special abilities granted by the Paladin class are thus no longer based upon Wisdom, but by the attribute correlating to the chosen Element, this includes spell casting. (i.e. A Paladin of Fire uses a high Charisma) Other changes are noted as follows. These changes are designed to not only make the class more versatile, but also more appropriate to the world of Breakwater.
At level 5, the Paladin also gains the new special ability Divine Intervention. This special ability may be used a number of times per day equal to ¼ their Paladin level, min. 1. Caster level for these abilities is equal to the caster levels gained from any class with divine spells. If she has not yet gained any divine caster levels from her current classes, she defaults to caster level one.
ELEMENT ATTRIBUTE
Earth Strength
Air Dexterity
Light Constitution
Water Wisdom
Dark Intelligence
Fire Charisma
*This table also applies to Conduits and their abilities and will be repeated in the Conduit section.
CLASS CHANGES
ALL
Detect Evil →Detect Alignment
Divine Grace →Now applies to appropriate attribute
Smite Evil →Smite (no alignment restrictions)
Divine Intervention →Special Ability granted by Element
Special Mount →Level 10 (as opposed to level 5)
Alignment Restriction →Alignment is now based upon Element

ORDER OF THE EARTH
>Divine Intervention: Strong Grip: (lvl. 5) A Paladin of Earth gains the use of Bull’s Strength as a personal range spell.
>Special Mount: (lvl. 10) When a Paladin of Earth gains a mount, it always possesses a burrowing speed.
>Code of Conduct: Paladins of Earth are loyal and strong. She prizes her strength above everything except its potential use in serving the greater good. Whether this greater good is personal, local or global, “good” or “evil” is of no important. Once a Paladin of Earth has dedicated to something, be it cause or person, she shall see it through to the end, no matter the cost. A Paladin of Earth is always Lawful.

ORDER OF THE WIND
>Divine Intervention: Quick Hands: (lvl. 5) A Paladin of Air gains the use of Wind Wall.
>Special Mount: (lvl. 10) When a Paladin of Air gains a mount, it always possesses a fly speed and at least good maneuverability.
>Code of Conduct: Paladins of Air are akin to a feather floating on a breeze. Graceful and erratic, a Paladin of Air is easily distracted by side tasks. His attention is intense on whatever he is doing, but is not likely to stay focused for too long. But do not mistake this inattention for complacency. Should he find his task important enough, he will complete it with extreme, even ruthless, efficiency. A Paladin of Air may not be Lawful.

ORDER OF THE LIGHT
>Divine Intervention: Guiding Light: (lvl. 5) A Paladin of Light gains the use of Daylight.
>Special Mount: (lvl. 10) When a Paladin of Light gains a mount, it always possesses Dark Vision 200ft. In addition, this mount’s vision can never be obscured or blocked by any means, either magical or mundane.
>Code of Conduct: Paladins of Light tend to be fascinated by Life and Death. Whether they seek to protect life, end it, or extend it through un-death, a Paladin of Light is always dedicated to bringing light to the mystery of the great beyond. They stand as the most revered and feared Order of Paladins. There members travel the world solo or in groups; healing the sick and wounded, or digging up graves to study those entombed. That these seeming polar opposites exist within the same Order leads the Paladin of Light to suffer no alignment restrictions.

ORDER OF THE WATER
>Divine Intervention: Rain Hands: (lvl. 5) A Paladin of Water gains the use of Create Water.
>Special Mount: (lvl. 10) When a Paladin of Water gains a mount, it always possesses a swim speed and is capable of breathing under-water.
>Code of Conduct: Seeking to preserve knowledge, a Paladin of Water travels the world in hopes of recovering some long lost text or other forgotten learning. Often carrying magically protected journals, these Paladins write down anything new they feel is important to higher learning. They often travel in groups so as that which they have learned may be passed on should they fall. These journals can be found in the library within the Temple of Elements and comprise the bases of learning within this Order of Paladins. A Paladin of Water’s dedication to knowledge tends her alignment towards Lawful, and she may never be chaotic.

ORDER OF THE DARK
>Divine Intervention: Mind’s Eye: (lvl. 5) A Paladin of Dark gains the use of Detect Thoughts.
>Special Mount: When a Paladin of Dark gains a mount, it posses the ability to Shadow Step up to a number of times per day equal to its master’s Paladin levels. However, the total distance it may travel per day with this ability is equal to 10ft for each of its master’s Paladin levels. When the mount Shadow Steps, it carries with it the Paladin, his gear and anything the mount is carrying. It will not Shadow Step with any other rider.
>Code of Conduct: Cunning and devious, the Paladin of Dark studies his problem quickly and acts upon her decisions even quicker. Arrogant and often condescending, she rarely explains her action, preferring to simply get things over with and move on to the next problem. Even should she fail, she is not daunted. She simply studies the problem anew and tries a different approach. Paladins of Dark rarely travel with groups, disliking the restrictions placed upon them by having to deal with including others in their plans. Their marked independence puts them in stark contrast to the teamwork displayed by the other Orders of Paladins. A Paladin of Dark has no alignment restrictions.

ORDER OF THE FLAME
>Divine Intervention: Hands of Fire: (lvl. 5) A Paladin of Fire gains the use of Produce Flame.
>Special Mount: (lvl. 10) When a Paladin of Fire gains a mount, its speed is always doubled.
>Code of Conduct: Natural born leaders, a Paladin of Fire recruits others to his cause. Whether he selfishly lets them do the work and then claims all the glory, or nobly leads them by example, this Order is ever viewed as a kind of figurehead. Possessing an inner fire to match their outer, a Paladin of Fire is always deeply dedicated to their views and passions. They follow these dedications to the exclusion of all else, making them very dangerous if their passions should become uncontrolled. Due to the depth of their emotions, a Paladin of Fire may not be Neutral in any way.


Not that paladins can't use some flavor variety to differentiate one paladin order from another, possibly allowing for varying powers by members of each order - elemental?

I see elemental to represent neutrality. While such a thing as elemental evil exists, perhaps elemental good, these seem oddities from the basically neutral stance the elements represent. Thus Paladins (lawful good) are not philosophical bound to the neutral elements and don't seem to belong together (its like rice and ketchup.)

I would look at the possibility of allowing for varying powers for various kinds of good deities, to distinctualize paladins.

IMO, Paladins + elements = wrong, and I wouldn't allow it as a GM. Other variations of Paladin is certainly doable, but not involving elements I'm afraid.

GP


gamer-printer wrote:

Not that paladins can't use some flavor variety to differentiate one paladin order from another, possibly allowing for varying powers by members of each order - elemental?

I see elemental to represent neutrality. While such a thing as elemental evil exists, perhaps elemental good, these seem oddities from the basically neutral stance the elements represent. Thus Paladins (lawful good) are not philosophical bound to the neutral elements and don't seem to belong together (its like rice and ketchup.)

I would look at the possibility of allowing for varying powers for various kinds of good deities, to distinctualize paladins.

IMO, Paladins + elements = wrong, and I wouldn't allow it as a GM. Other variations of Paladin is certainly doable, but not involving elements I'm afraid.

GP

You seem to be mostly missing the point. The whole variant rule system is to help break Paladins out of the mold. They are still warriors of a path, just not all of the same path. More like warrior/clerics.


gamer-printer wrote:

Not that paladins can't use some flavor variety to differentiate one paladin order from another, possibly allowing for varying powers by members of each order - elemental?

I see elemental to represent neutrality. While such a thing as elemental evil exists, perhaps elemental good, these seem oddities from the basically neutral stance the elements represent. Thus Paladins (lawful good) are not philosophical bound to the neutral elements and don't seem to belong together (its like rice and ketchup.)

I would look at the possibility of allowing for varying powers for various kinds of good deities, to distinctualize paladins.

IMO, Paladins + elements = wrong, and I wouldn't allow it as a GM. Other variations of Paladin is certainly doable, but not involving elements I'm afraid.

GP

You seem to be missing the point. The whole variant is to break the mold. Paladines here-in are still warriors of a path or cause, just not all the SAME one. More like warrior/clerics.


There was talk that never developed about a "Templar" class, as in a Paladin that is not necessarily Lawful Good, but divine zealots with Paladin like powers for other alignments. I wish this had been developed - then the idea of neutrally aligned paladins would make sense, of course they wouldn't be called Paladins, rather Templar or something else.

If thread was premised with non-lawful good paladins as its main point, I could see something worth developing. But as long as you continue to name your version "paladin" then the elemental connection is still wrong.

To use paladin and stick with your premise is what I see as broken. Get rid of the word 'paladin', and just create a religiously tied warrior called something else and I'd be in more favor of this idea.

GP


mechanically I do not see the point of the attributes being applied to an element, even if I can see the association of the element with the attribute.. except maybe light and dark. It is hardly used regardless except to make for a few poor choices of element.

Likewise the powers of the elements is far from equal, create water and a mount with swim speed.. woot.

The mount ability at level 10 is a bit late to really be a part of the class, might as well drop it and replace it with another power.

I think this misses all the trademarks of classic paladins, by all means be creative and remove a few more abilities to replace them with overall roughly equal abilities, I see little reason to keep remove disease, laying on hands, smite evil or pretty much any other power paladins have as it is.

Keep the spells, change smite to an alignment of choice opposed to your own, don't bother with changing attributes by element unless you want to make them much more different from eachother than they are now, strength is just more useful than wisdom, intelligence or charisma for a warrior.

Perhaps give them some elemental qualities over the level, like natural armor, energy resistence, poison, crit immunity and movement modes.

Laying on hands might deal energy damage, while the elemental archon gets healed by energy from his chosen element.

Just some random ideas for you to work with, maybe you see something you like.


Hey who are these people who think the paladin is boring?

I want names!

They will be smited if they are smitable!...... ;)


I think this is an interesting idea that has little or nothing to do with paladins.
P.S. Paladins normally use charisma in pathfinder, not wisdom.


By all means people, take these ideas and do with them as you will. Adapt my ideas for your own use as much as you want. As to all of you not seeing the connection to the elements, if you had bothered to read the original posting, you'd have seen that these changes were all developed around a campaign setting I wrote. (and no I will not post it because it is over 30 pages long) That is why things are the way they are with the Elements, the mounts, and the class abilities. You'll just have to trust me that it does all make sense. But as I said, take the ideas and run with them.

Grand Lodge

I would just chuck the whole Paladin framework and call them something else... like Element Masters. Now if we could have a prestige class where you start as a 12 year old boy and master all four elements....


I can understand people looking at the changes purely from a mechanics standpoint. And if it helps, I would play one in your world. Seems like you gave your world's paladins a ton of flavor.


I never thought the Paladin was boring. Too restricted, an excuse for the GM to drag one's character over the coals or the bane of pretty much everyone else in the party, yes. But not boring.


Why is dark intelligence? That bothers me. Light should be intelligence, i.e. enlightenment.


meatrace wrote:
Why is dark intelligence? That bothers me. Light should be intelligence, i.e. enlightenment.

And where would you put Dark? Light is CON because without the sun, there is no life. Dark is INT because of metaphorical secrets hidden in the metaphorical dark. Somehow, I just feel that it is exactly what feels "right".


Sphen86 wrote:
meatrace wrote:
Why is dark intelligence? That bothers me. Light should be intelligence, i.e. enlightenment.
And where would you put Dark? Light is CON because without the sun, there is no life. Dark is INT because of metaphorical secrets hidden in the metaphorical dark. Somehow, I just feel that it is exactly what feels "right".

You are suggesting if not outright saying that knowledge is evil. This just goes along with the real world religions, where questioning and seeking knowledge is antithetical to faith. It just hits too close to home for me. The dark is ignorance, not intelligence. Knowledge and continual questioning of what we know is the beam of LIGHT that illuminates us in our darkness.

Without earth, heat, water there is no life as well.


meatrace wrote:
Sphen86 wrote:
meatrace wrote:
Why is dark intelligence? That bothers me. Light should be intelligence, i.e. enlightenment.
And where would you put Dark? Light is CON because without the sun, there is no life. Dark is INT because of metaphorical secrets hidden in the metaphorical dark. Somehow, I just feel that it is exactly what feels "right".

You are suggesting if not outright saying that knowledge is evil. This just goes along with the real world religions, where questioning and seeking knowledge is antithetical to faith. It just hits too close to home for me. The dark is ignorance, not intelligence. Knowledge and continual questioning of what we know is the beam of LIGHT that illuminates us in our darkness.

Without earth, heat, water there is no life as well.

Oh jeez, now I see the problem. I'm not the one automattically associating evil with something. You are the one at fault there, chief. You are assuming that Dark is evil and Light is good. That is simply not the case here. In this campaign setting, Light is not only used for life, but also for death. So it is neither good nor evil, as is the case for all the Elements, including Dark.

Grand Lodge

Subjective choices are subjective.

See also.

Dark Is Not Evil.

Light Is Not Good.

Ask your doctor if TVTropes is right for you. Side effects may include sleeplessness, blackouts, and depression. Use as directed.


Or the law of extremes that either bright light or total darkness both have the same result ie the blindness of the individuals at those extremes.........

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