Paladin ideas:

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Posted by Zebulost on September 12, 1999 at 05:21:54:

Paladins are the most expensive class (xp wise) to play, and the most restrictive to RP, and they are generally acknowledged as being rather weak.

They are in definite need of some revision, since they haven't changed significantly since before warriors got spec, APs got worldbind and unholy weapons, transmuters got shapes, invokers... etc.

Here is a couple of ideas for them:

skill 'mount': summons a warhorse for the paladin.
effects: +33% hp, + hitroll and damroll based on level (fighting from a mount gives a height and power advantage), occasional automatic kicks from the warhorse.
effects last until the paladin is injured to 50% of his HP, at which time the mount is considered slain. (this is effectively saying the mount has 1/3 the paladins hp, and takes 1/2 the damage done to the paladin. i.e. paladin with 300 hp gets 100 bonus hp but after taking 200 damage, the mount dies.)
suitably long time before another mount can be summoned.

supplication 'avatar': for a brief time the paladin becomes a vessel for his god.
effects: large increase in HP, hitroll and damroll, improved AC, resistance or immunity to lagging skills like bash and trip, etc.
when the effects expire, paladin is unable to call on his deity again for a while (worldbinded)

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