Overhaul Changes
Paladin is a tough class to improve since it's weighted for level 1 dips (Divine Grace). The need to have both good combat stats in strength, constitution and also a spellcasting stat in Wisdom with Charisma also being used for their abilities Divine Grace and Lay on Hands and Smite Evil.
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.
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.
Some additional spells that could be added:
- Lionheart - NWN2 spell that provides immunity to fear. This is more a party helping spell due to their Aura of Courage though.
- Draconic Might - Adds bonus stats, armor. Wiz/Sor/Paladin though.
- Undead Bane - Paladin only spell to enhance a weapon versus Undead
- Favor of the Martyr - Paladin only spell, it supresses a ton of horrible effects. In NWN probably worth making it cleanse them + make immune for the duration.
- Glory of the Martyr - Paladin only spell, Shield Other plus it does an explosion if you die. Needs Shield Other.
- Sacred Haven - +2 AC (dodge?), and no loss of dex to AC. Can also lay on hands on them (would need special NUI interaction for this).
- Seek Eternal Rest - Paladin only. Improves Turn Undead.
- Word of Binding - A paladin only spell that is a reflex save or the target can't use their hands and can't move fast. Not sure how best that's done via. the effects we have though. Daze possibly? Allows movement but no spellcasting or attacks. But I think it stops all spellcasting so verbal only spells also can't be cast.
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.
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.
Overhaul Description
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. 2: Aura of Courage - The paladin is immune to fear. Smite Evil - The paladin can make a special attack against evil creatures 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. 5: Summon Mount - Summons to the paladin a faithful, magical beast — a warhorse mount. NOTE: Mounts require module support. 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.