It's a variant class feature, but
http://www.d20srd.org/srd/variant/classe...ssFeatures is CG.
Here's the interesting thing about Holy Liberator: it never mentions Paladin once except in connection to the spell list and Celestial Companion (and that one is only so it benefits from the same Paladin spells that also affect a Paladin's Divine Mount). That could potentially mean that Divine Grace could conceivably stack with a Paladin's Divine Grace because they're two different sources.
(10-26-2020, 05:51 AM)Selina Parcellus Wrote: [ -> ]It's a variant class feature, but http://www.d20srd.org/srd/variant/classe...ssFeatures is CG.
Here's the interesting thing about Holy Liberator: it never mentions Paladin once except in connection to the spell list and Celestial Companion (and that one is only so it benefits from the same Paladin spells that also affect a Paladin's Divine Mount. That could potentially mean that Divine Grace could conceivably stack with a Paladin's Divine Grace because they're two different sources.
I was looking at that Variant page but I was looking for a Fighter that gets Diplomacy and Sense Motive. I guess I should have been looking at Paladin.
I see threads online where people are arguing if you can get double Divine Grace and most think you can't but it's never been officially ruled upon. It's kind of like smite. Both classes get smite so would they just stick with the 1 smite or do both classes still get a smite? I would probably lean toward not getting double divine grace (Even though I really like Tomeal and would love to boost his saves.
)
The Paladin Variant also has Cure Disease and the H.L. gets Remove Fatigue instead.
So now I have to decide if I should just go with the Freedom Paladin.
The H.L. would have been done in 10 levels. Freedom Paladin is a major change and a lot slower progression but it does have Lay on Hands and Turn Undead that would be useful to the party.
It's your choice. Like you said, they're very similar in style and structure. Paladin you can start taking right away and progresses a bit more slowly. HL might take a level or two but is more condensed.
[OoC:I don't quite understand why the torque is necessary for the casting of spells, and what would happen if the party lost the Torque?]
(10-28-2020, 05:46 PM)Kubo Wrote: [ -> ][OoC:I don't quite understand why the torque is necessary for the casting of spells, and what would happen if the party lost the Torque?]
The Torque zone is kind of like a giant wild magic zone. While we're inside it spells might be altered. There's also a chance living creatures can be mutated too.
It is basically a check to avoid wild magic
out of character I think the anti-torque wand is a 5th level protection from chaos
Honestly wish I had the money to spare for subscription. I forged up a nice-looking mini that is pretty close to how I view Selina currently. Oh well.
Not paying the money for a subscription, I just hit my Print Screen button and took a screenshot. Had me a little photoshoot lol