Posted by Adventure seeker on September 12, 1999 at 07:36:07:
In Reply to: Paladin ideas posted by Zebulost on September 12, 1999 at 05:21:54:
You know some of us might like the challenge presented in playing a paladin. To make them stronger may just take away that challenge. If you wanted something less challenging perhaps you should seek another class. Don't get me wrong, a few changes in the scheme of the paladin wouldn't hurt. > 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. > supplication 'avatar': for a brief time the paladin becomes a vessel for his god.
> 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.
> 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.
> 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)