And this week we have another perennial favourite of the melee classes tweaked to enhance high-level play - perhaps a slightly surprising one, as the class chosen was Paladins... but rather than sheer firepower, what they've gained is instead ... more flexibility. You might be noticing a pattern, here. ;)
(If you're wondering why I'm doing this,
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You're quite right - my intention was not to make them God-like - their Smites, Turn Undead, Lay on Hands, spellcasting and Special Mount were already scaling with level, so one had to be careful not to make the levels too godlike.
Rather, what they needed was a bit extra versatility - granting their mount (Which by late levels was starting to fall behind, especially when faced with a horde of minions with crossbows!) extra oompf was a useful boost that indirectly aided the Paladin, while the Paladins Mercy means that that Remove Disease ability is now worth taking for its sheer versatility.
May I ask who you are?
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... And I know just the thing: How's Holy Smite sound? Good-only attack spell only otherwise found in the Good domain... yeah, I see no harm in it. (Yeah, it's fairly weak, but a Paladin could still probably have a lot of fun nuking a minion horde with it...)
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Still, I see nothing wrong with the idea of them having Holy Smite either, and it would be rather thematic to call down Holy Light apon ones foes...
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