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They also have basically a much better fighting based prestige class to move into: Overhaul Classes - Divine Champion - which gets a lot more abilities and improves the Smite Evil ability.

Overhaul Buffs

  • Smite Evil: Increased the base Smite Evil to be 2 uses/day plus add Extra Smiting at level 10, so it gets 5 uses at 10 this way. Hardcoded sadly otherwise else could balance to be over a more suitable level range.
  • Lay on Hands: Increased usage as levels increase, from 1/day to 1 every 2 levels (1, 3, 5, 7, up to 10 at level 19). Divine Champion can be left on one use.
  • Bonus Feats: Level 11 and 19 Paladins can choose a Paladin bonus feat (which can be extended once we add more Paladin specific feats):
    • Combat Casting, Divine Might, Divine Shield, Empower Spell, Extend Spell, Extra Turning, Greater Spell Focus, Maximize Spell, Quicken Spell, Silent Spell, Spell Focus, Still Spell
  • Remove Disease increases in uses at 6, 9, 12 etc. up to 6 uses at level 18. NWN2 did this.

Spells

Paladins does get the unique spell Holy sword (Level 4 spell (at paladin level 14/15) - Holy Avenger item property on a whim) but that's it, so adding more unique Paladin only spells adds some progression of abilities up to level 15.

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Could also copy a few spells in from other classes. Key ones might be Raise Dead (again helping the party) and some of the stat buffing spells (charisma, wisdom at least). Then any new Cleric spells which overlap Paladin are preferred.

Other potential changes

Some potential changes to boost the class: (Some ideas here)

  • Add Cantrips to the Paladin spellbook and move Virtue and other rubbish spells to that level.
  • Free Extra Smiting (in 3.5E Paladins get 5 uses by level 20, sadly NWN mechanics this ability usage is hardcoded so needs this feat). Likely add around level 10.
    • Could also potentially increase the base Smite Evil to be 2 uses/day so it equals out to 5 uses at 20 this way, would give a better feeling earlier on.
  • Have Remove Disease increase in uses at 6, 9 etc. (in 3E it increases the amount it's used "per week" but make it "per day" should be fine in NWN with its faster paced combat and annoying disease affecting party members). NWN2 did this.
  • Aura of Courage - Have this also be an spell-feat to provide an aura that allies get +4 vs. Fear in an aura
    • Pathfinder adds Aura of Justice/Faith/Righteousness with various bonuses, could use as a basis for improvements.
  • Bonus Feats - Maybe 11 and 19 like dalelands. This list probably needs a bit of tweaking (maybe some combat feats as well).
    • Combat Casting, Divine Might, Divine Shield, Empower Spell, Extend Spell, Extra Turning, Greater Spell Focus, Maximize Spell, Quicken Spell, Silent Spell, Spell Focus, Still Spell
    Boost Lay on Hands usage - Pathfinder does "Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier." but basically having it be 1 use every 2 levels should be sufficient and improve the higher level paladins significantly. This just needs more feats adding.

If we get further changes to feats or whatever in the game could consider adding some capstone or changes to Smite Evil that then apply bonuses. Could actually maybe do this in the OnPhysicalAttacked of creatures allowing these to be detected on the attack however you can't tell if they hit.

Other aspects: New feats. Turn Undead based:

  • Divine Vengeance - adds (one attacks worth) bonus damage vs. Undead (use a On Hit effect that is removed once used up).
  • Divine Vigor - adds a bit of bonus movement speed and +2 constitution
  • Divine Cleansing - Pretty bad - but hey +2 Fortitude for a number of rounds is still something
  • Divine Resistance - Pretty good 5 resistance to energy attacks
  • Divine Shield - A not bad bonus to your shield AC. Good for low magic modules

Yes Clerics also get them but they are more feat starved with the bonus feats Paladin now gets (could also up the bonus feats Paladins now get).

Overhaul Description

Code Block
Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test - an opportunity to demonstrate bravery, to learn tactics, and to do good in the world. Divine power protects these warriors of virtue, warding off harm, protecting them from disease, healing them and their allies, and guarding against fear. Divine power also guides their sword arms, making them among the most effective warriors against undead and evil outsiders. Many of the paladin's special abilities also benefit from a high Charisma score.

WARNING: To cast a spell, a paladin must have a Wisdom score of 10 + the spell's level. For example, to cast a 2nd-level spell, a paladin must have a Wisdom of 12.

- Alignment Restrictions: Lawful good only.
- Hit Die: d10.
- Proficiencies: All simple and martial weapons, all armor, and shields.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Heal, Lore, Parry, Persuade, Ride, Taunt.
- Primary saving throw(s): Fortitude.
- Base attack bonus: High (+1 per level).
- Spellcasting: Paladin Spells. Divine (Wisdom-based, all spells are known, spell slots must be filled with specific spells, spell failure from armor is ignored).
- Ex-Paladins: A paladin that is no longer lawful good cannot gain levels until their alignment is lawful good again.

ABILITIES:

1: Divine Grace - The paladin adds their charisma bonus (if positive) to all saving throws.
 Divine Health - The paladin is immune to disease.
 Lay on Hands - The paladin can heal a creature, or damage undead, depending on their level and charisma modifier. The uses of this increase every odd number levels up to 10 uses at level 19.
2: Aura of Courage - The paladin is immune to fear.
 Smite Evil - The paladin can make a special attack against evil creatures twice a day, and applies their charisma modifier to their attack roll, and their class level to the damage delivered.
3: Turn Undead - the cleric can force undead to flee in terror. This ability may be activated three times per day, plus the character's charisma modifier. The character's level and charisma are used to determine how many undead are turned.
 Remove Disease - The paladin may remove disease once per day. Uses of this increase every 3 levels thereafter (6, 9, etc.) up to 6 uses at level 18.
5: Summon Mount - Summons to the paladin a faithful, magical beast — a warhorse mount. NOTE: Mounts require module support.
10: Extra Smiting - The paladin may now smite evil a total of 5 times per day.
11: Bonus Feat - The paladin may choose a bonus feat from this list: Combat Casting, Divine Might, Divine Shield, Empower Spell, Extend Spell, Extra Turning, Greater Spell Focus, Maximize Spell, Quicken Spell, Silent Spell, Spell Focus, Still Spell
19: Bonus Feat

EPIC LEVELS:

You, the epic paladin, stand at the forefront of the battle against chaos and evil in the world. You shine as a beacon of hope to all who fight the good fight.

Hit Die: d10.
Skill Points at Each Additional Level: 2 + Int Modifier.
Bonus Feats: The epic paladin gains a bonus feat every three levels after 20th.

Epic Paladin Bonus Feats List:
Armor Skin, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Prowess, Epic Reputation, Great Smiting, Improved Combat Casting, Overwhelming Critical, Perfect Health, Planar Turning.

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