Are these abilities currently coded in game, is there any possibility they will be in the long haul to bring FK up to 3.5 rules?
According the the Players Handbook v3.5 the paladin is supposed to get at 2nd level an ability (constant) called Divine Grace which allows a bonus to all saving throws equal to that of the paladin's Charisma bonus.
Aura of Courage- A paladin is immune to Fear attacks magical or otherwise, each ally within 10 feet of the paladin gains a +4 morale boast to fear saves.
Remove disease- a paladin can produce a remove disease spell effect once per week and once again for every 3 levels after 6th level.
Right now (and forgive me if I am wildly wrong) but aside from quests (which holds true for all classes) and Layonhands the Charisma stat doesn't really reap too many benefits for the paladin who is required to put quite a few stat points into it so it would be good if a few more of the abilities that paladins get could benefit from it. If they do already then excellent but I don't think these abilities are in game?
Paladin Abilities
- Alvirin
- Sword Grand Master
- Posts: 255
- Joined: Mon Jun 04, 2007 7:20 pm
- Location: Streets of Waterdeep / On the road
Re: Paladin Abilities
That would be neat really.
Also bringing the (core) spell holy sword, that would make them stand more as a different class with its own very special particularities and aim
Also bringing the (core) spell holy sword, that would make them stand more as a different class with its own very special particularities and aim
Re: Paladin Abilities
I like that
With a prayer like that I could see some hefty component prices and maybe even a quest to get it, like a trade skill almost.Holy Sword-
This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 Holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evils) it also emits a magic circle against evil affect (as the spell) if the magic circle ends, the sword creates a new one on your turn as a free action. The spell is cancelled one round after the weapon leaves your hand, you cannot have more than one holy sword at any time.
if this spell is cast on a magic weapon, it's powers supercede any enchantments the weapon has, rendering the normal enhancements of the weapon inoperative for the duration of the spell. This spell is not cumulative with any other spell, this spell does not work on artifacts.
- Alvirin
- Sword Grand Master
- Posts: 255
- Joined: Mon Jun 04, 2007 7:20 pm
- Location: Streets of Waterdeep / On the road
Re: Paladin Abilities
Yea,
Those two class features and spell might complete them nicely
Those two class features and spell might complete them nicely