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ah, also yes paladins DO lose all class features other than proficiency when they fall. Sorry, forgot to mention that.


Alright this has a couple of pieces this thread could segment into so I'll try my best to break things down to see what we're dealing with,

1-) Was the Paladin justified in his attack on the illusionary monster?

2-) Is he justified in attempting to kill the bugbear wizard?

3-) Does slaying his love and not blaming himself count as evil enough to fall?

my two copper pieces

1-) This bit is arguable but I will note that after a certain level, a "touch" from monstrous creatures is just as terrifying if not moreso to an adventurer than a soldier swinging a sword. Consider the multitude of curses, diseases, and drains that monsters can use as touch attacks and that's not even counting touch range spells.

2-) Based on the letter the wizard foresaw this to be caused by his illusion and had no qualms about an innocent dying to get at the Paladin. (unless the resurrection spell failed for other reasons and the woman is still alive due to the wizard having a conscience...hmm that'd be interesting...though I guess it's also possible for the wizrd to be trapping her soul)

3-) Now here's where we get at the trickiest part with WILD table variation. I'd suggest if anything have his powers "flicker", not mechanically damaging or anything but enough to get his character to feel that his rage has blinded him to his love and is cutting his connection to his god/goddess. At this point he may have an in character moment of self-reflection, seek the aid of a priest, an atonement, or hell maybe even embrace his fall in desire of revenge.
Point is the general rule is that Paladins should not surprise fall, it feels bad to the player and takes away the richest part of the character development a Paladin's fall offers: being at the edge and deciding if it's worth it to jump. That's an awesomely rich RP moment, why take it away from your player and yourself by doing the whole "you suddenly don't have your powers" shtick?

I'll also note that my recommendations would change considerably based on how this all winds up roleplayed. Again there are ways for the wizard to be able to do this plan without moral qualms, and the Paladin could still be in a state of grief, driven by rage (not "good" but in no way evil so long as the rage is righteous and he doesn't let his rage overtake the rest of who he is).

Hopefully I was able to help a little! Remember the most important part is that everyone enjoys and looks forward to being at the gaming table!


Can you benefit from it in the same round? :
- Not really, at least not with a full-attack. It costs a standard action to use and you expend both your move and standard action to full-attack. However you'll still get the bonus to saves and skill checks you have to make in that round.

Next round?
- Slightly awkward wording in the ability but it basically just means until the start of your next turn.

P.S.: it's mostly a REALLY good support ability. But take a look at Quicken Spell Like Ability (a feat) and/or this item ( http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/headb and-of-fortune-s-favor ) if you'd like to get the benefit yourself.


http://paizo.com/paizo/faq/v5748nruor1fn#v5748eaic9oh4

Despite being called a free action that was a mistake on Paizo's part. The intent was to be able to use the ability at any time as a non-action, see above link for source.


Fairly cool, though while you might be able to rely on AC relying on hitpoints isn't the best idea for combat maneuver AoO because the AoO you trigger for a maneuver is treated as a penalty to the maneuver equal to damage dealt.

http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers


http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/phyla ctery-of-faithfulness

Here you go, have him find this, allow him to purchase it, allow him to craft it possibly in another item slot, but if you want to nip 3/4 of all paladin falling argument in the bud give this to him mechanically.

In this way the only time he should fall is when he makes a concious, in character decision to step away from the light of his god due to his own personal beliefs.


1-) No. The TL;DR Reason being because if you were not aware that you could do something to save a comrade you never made a conscious, evil decision.

2-) The rule of thumb is to never make a paladin fall if you have not warned him beforehand, if you want a non-metagame way of making that happen give me a second....


Some classes get ways to do it for some spells, if it's just a vanilla wizard odds are he's just using the persistent spell metamagic.

http://www.d20pfsrd.com/feats/metamagic-feats/persistent-spell-metamagic

If the odd thing was that he was doing so without seeming to adjust the spell level (like using his highest tier spell)he may have been reducing the level penalty in some way or simply using a metamagic rod.