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![]() If a player takes "Powerful build" as a Feat, does that mean they JUST take no penalty to using oversized weapons OR Do they treat weapons of "Large" size as if they were using S/M/L weapons that were medium sized for ALL situations: Point of contention: If a Fighter using two weapons wielding anything other but 2 Light weapons has a higher penalty: http://www.d20pfsrd.com/feats/combat-feats/two-weapon-fighting-combat---fin al If the weapon in the Off Hand is a Light Weapon, the Penalties to hit are -2/-2 which is better than the -4/-4 So if a character has Powerful Build and Two Weapon Fighting feat, if they use two Large Sized Light weapons, is that -4/-4 or -2/-2? ![]()
![]() Should a Soulknife use up all of their Power Points via "Unlocked Talent" or another Psionic Class do they lose their Manifesting abilities? Same for an Aegis. Would they lose the ability to form their suit? Or does it mean they have full psionic class abilities that don't specifically use Power Points? ![]()
![]() Well, there's another "Paladin Thread" detailing how Paladins should be this or that and how the "other side" is wrong I'd like to keep this on the basics of the Paladin class. How the expected roles some feel the Paladins SHOULD play are IMO, not that great of an idea when one dissects the Paladin down to the Core Let's start with the iconic "Human Paladin" Let's use the "Elite Stats" 15 - 14 - 13 -12 - 10 - 8 So Let's build the Paladin Str 15 - Good
Okay this Paladin gets 2pts + 0 Int Bonus + 1 human = 3pts/level skill points of which Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int) are Class Skill. As for Feats, this Human Paladin gets 2 Feats, 1st Level and being Human The Paladin gets these class abilities at 1st level:
As we can see, Paladins aren't made for doing 2 things. They are fighters but the fight they excel at are against EVIL opponents. As for determining who is redeemable, etc, that should be left to preferably the clerics of their or allied faiths or trusted companions Even a cursory glance shows that if a Paladin were to divide up their skill points in the 6 skills of Diplomacy, Handle Animal, Heal, Knowledge Religion, Ride, and Sense Motive at 10th level, barring the Paladin not putting their Stat Bonuses into Intelligence (most likely Str and Wis), they'd finally have 5 Ranks in each of those 6 Skills That will mean the Paladin completely ignores Spellcraft and negatives for his armor when riding are not covered well But turning to what a Paladin does, I like the first paragraph in the SRD: "Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future." We already know that Paladins are a rare breed. Their very first job is to pledge their sword vs evil in battle. Next, their role is pretty specific as well" "Role: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting." I see a lot about battle, crusade, deadly opponent, martial, defending and continue to fighting. I don't see much about coddling evil but a great deal on fighting and killing evil. Now, I'm not saying that is the only and all it should be. Should a DM want to have a Paladin play as a Celibate, Merciful, Poverty, redeemer, etc, something like the old 3.5 BoED, great! Caveat: GIVE THEM THE FEAT FOR FREE AND GIVE THEM THE BENEFITS OF THOSE FEATS AS WELL That does 3 things: 1: Makes it far more clear how you expect the Paladin to be played 2: Makes it a gradual step by step "fall from Grace" - not to say, drinking heavily the night before, running his sword through the bar patrons, having his way with the bar maids and going across town and slaughtering the orphans won't get anything less than a stern warning 3: The crimes and the punishment are far more equitable. The Paladin getting frisky? Wham, bye-bye Celibacy (although that's not really what celibacy means) not Bye-Bye all Paladin powers Any thoughts? ![]()
![]() Howdy all, I have a player who has a Magus. Their PC's race is of the +1 LA variety but no racial die so they started at 2nd level character but only 1st level Magus with a +1 LA Now at 5th level character, 4th Magus/+1 LA, they want to take a Template to add to their character. The Template is layered, +1 LA for HD 1-5/ +2 LA for 6-10 HD/ +3 LA and 11+ HD Just checking how this would work: Should there be an "Experience Point Debt" to pay off OR Should I have them "level up" into the Template though there are no levels? I can see where there is really no difference but the latter introduces the "4th level character but needs to make it to 7th level to level up" That will get confusing ![]()
![]() I can't find this specifically about the Bladebound Magus so I'll ask here. A Bladebound Magus, say 3rd to 7th level where they have only 1 attack, can use his Blade to cast a Touch Spell as a melee strike as per Spellstrike. If they do Spellstrike, can they still take a swing with their Blade in a normal melee attack or do they suffer penalties? From my understanding, it would look like this: Melee no Spellstrike: Normal attack at full bonus vs Full AC, second hand can be used to make the Blade hit harder Melee w/Spellstrike: Normal attack at full bonus vs Full AC, second hand must be free Melee and Spellstrike: -4/-4 or -6/-10 for two attacks vs Full AC. As normal, the -6 stays with all subsequent attacks if he has multiple attacks. They can take the Spellstrike attack on any one of there attacks. Still the 2nd hand must be free Melee with Spell Combat (non "To Hit" spell): -2 to hit with all melee attacks, second hand must be free Melee w/Spellstrike with Spell Combat (non "To Hit" spell): -2 to hit with all melee attacks, second hand must be free Melee with Spell Combat ("To Hit" attack spell): -4 to hit with all attacks, second hand must be free Melee w/Spellstrike with Spell Combat ("To Hit" attack spell): not allowed If this is not where this belongs or you have already heard/argued/the rules been clarified somewhere else, I'd appreciate it |