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{{Rating|rater=Jota
|rating=like
|reason=what What I really like about this is how thematic it is. It is hardly something for every character, but in its given niche it can be of great value, which is how feats should be (my opinion as a designer), rather than "if you are X you take Y on creation, Z at third, et cetera. I am not wholly convinced that it is appropriately placed at the high balance level. The mechanical benefits don't quite seem to measure up with Stand Still or Shock Trooper, for instance. It strikes me that the crusader benefit is more immediate and universal (Desert Wind access), whereas can see instances where a paladin might not want to take advantage of the divine grace switch (still need some Charisma for spells, smiting, turning - well, maybe not the last one, but pretty much every other class feature keys off Charisma -- if . If you're just in for the two level dip it'd be okay I guess)s fantastic, and though the spells are nice, on the basic paladin chassis (assuming you arenbecause Charisma isn't applying this homebrew) they're too little a combat stat, but I am not sure Constitution to all saves justifies a two level dip and adherence to late per Same Game Test logic. I'm also marginally wary the code of ''freedom of movement'' as conduct unless you have a three for some reasonstrictly Constitution-based class (which are generally, and perhaps rightfully, can't remember whyeschewed). Those thoughts notwithstandingMinor concerns over dip potential aside, I really like this.}}