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Smite Evil seems slightly OP, especially since it is working on all damage rolls and is now a DEBUFF and not a BUFF.

Unless I am mistaken, once the paladin has debuffed an undead with SE, any Channel Energy from the paladin vs that undead should deal normal damage + SE damage bonus.

Now let's say a Paladin of Nethys takes a level of sor/wiz. He can freely use arcane wands. Said paladin (8 pal/1 sor) has a 7th lvl magic missile wand, using it he should be able to release 5 missiles worth each 1d4 + 9 and "slightly" more vs his nemesis.

Some will say won't work on such spells or only on 1 missile... Well what about touch and ranged touch spells: 7th scorching ray wand, same paladin would deal (very likely considering his bab and ranged touch) 4d6 + 8 on each ray. That's 8d6 + 32 vs Mr evil outsider.

Guess I don't need to give examples with a paladin taking a cleric level and be able to use clerics wand, nor sorting out magic items dealing damage.

Domain/School/Bloodline powers : pretty nice damage boost for those damaging ablilities.

There's also the oriented UMD paladin.

All right most of this implies spending some cash.

And of course, when meleing well smite evil is handy as discussed throughout this thread.


Nother question about HoA and thrown weapon in general.

using a 2 handed weapons with HoA or throwing one, should I expect to use 1.5 Str or just normal damage ?


As written in Enlarge description :
Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size.

So what about a +1 returning dagger, is it leaving possession of thrower and thus shrinks before returning to its owner at before his next turn? Let's say the owner can catch the returning dagger without trouble.

Then what about hand of apprentice? It seems to me the hand allows mages to retain possession (that is ownership) of the weapon since there is no possibility for mages to lose the weapon, hence no shrinking and larger type of damage.

Or am I misunderstanding the meaning of possession?


Thanks for the answers, mysterious magic is a good way to explain how bypassing the form and working on the true type.

I'd be totally sold if favored ennemy and hunter's bond were supernatural abilities and not extraordinary.

Sure ranger combat training and way of fighting could explain how better he fights his ennemy (and whatever their form), but i really don't believe into blending in a single style all combat moves and still be efficient: 2 favored ennemies = 2 differents way of fighting and thinking (some common moves can work sure, just not to the point of awarding bonuses).


4 + 1/2 Charisma, actually. 8 + Cha, then 2 charges per use.

So a level 16 Cleric with a 16 Charisma could channel 6/day.
A level 16 Paladin with a 16 Charisma would have 11 Lay on Hand uses, or could channel 5/day.

By level 20 the Paladin would have equal uses, not more. 13 uses of Lay on Hands, or 6 uses of Channel Energy. And he has to wait until then to even equal the Cleric uses. Levels 1 - 17 the Paladin will have less uses than a level 1 Cleric with equal Charisma.

It's also expected that he's unable to keep his Charisma as high as the pure caster. The Paladin needs to also worry about Strength and Constitution. The clerics main worries, being a full caster, are Wisdom and Charisma, and so can focus on them more.

Your God of Knowledge,
Nethys

Ooops, forgot to divide the Charisma, you are right Paladin can only hope to catch the cleric by level 20 ... and I guess it's fair at that level.

I disagree on the paladin inability to keep his Charisma as high as a pure caster. Head slot works for Wisdom and Charisma, Cleric needs both while Paladin needs mainly to worry about Charisma on that slot (well can be argued).

Clerics only have one feat for extra channels, Paladin can get more with Extra Lay hands.

Sure it mainly depends on the builds, but I was just wondering if Paladins being better at channeling energy than cleric at any point was surprising. Though it's slightly harder than I thought at first.


fanguad wrote:

The cleric's Channel Energy does increase with level. At level 20, both Paladins and Clerics heal for 10d6 points of damage. The Cleric can (probably) do it more times per day, though.

Yes, channel energy scale in power the same way for both class.Yet a level 16 Paladin can channel energy up to 4 + Cha, while the 20 cleric can only do that up to the basic 3 + cha.


Polymorph rules are indeed clearer, but i still have trouble with some type targetting abilities. I have trouble buying a ranger getting jumped by a druid in bear shape, could deal more damage and hit better the bear because it's an orc and ranger has orc as favored ennemy.
That's what house rules are for I guess.


What happens to that Elf druid shaped into an animal when a ranger with elf as favored ennemy hit him? Do the bonus apply or is the druid not an elf anymore enough to warrant the bonus?

That mean evil outsider wizard decides to polymorph into a human, what about smite evil? Wizard remains evil for sure but what about the outsider status and the x2 damage from smite evil ?

If human Druid takes elemental form, will cleric's channel energy heal work on him?


Clerics channel energy ability doesn't scale with level while paladins have theirs scaling. That means a level 16 paladin outchannel a cleric 20.

Is this working as intented, or am I missing something?