Owlbear

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Kipper82 wrote:


There are only a few spells that paladin's get lower then other classes and they are mostly buffs with short durations. Archon's trumpet would be an exception, but the dc would be low.

A tier 4 mythic character should be at least level 8, if not closer to 10, at which point a powerful buff once a day shouldn't be a huge issue (or even a trumpet with a low dc). If the player took mythic archon they would be able to get the spells at tier 2--more around 4th-6th level, which could be harder to deal with.

He brought up Mythic Paragon, which he already has. I ruled that the part saying, "This doesn't grant you access to mythic abilities...at a lower tier than you would normally need to be to get them" to mean you have to be tier 4 before you gain access to level 4 spells.

One of the killer spells he wants is Greater Angelic Aspect, a paladin 4 cleric 8 spell. Since I'm running Wrath of the Righteous he would be able to shred his way through demons once a day starting at 7th level. (He's playing a Summoner/Synthesist that's already a demon-cheese grater)
And I have to say Bloodsworn Retribution is a nightmare for any DM playing with intelligent "type A personality" players. I get a headache imagining myself adjudicating what is and isn't a valid oath once a day.


"All spells must come from the same class's spell list." I have a player running a Summoner who wants to use spells off the paladin spell list. At 4th tier he can take spells that clerics or oracles would need to be 15th level to cast. I have grave misgivings over how overpowered this could become but can't find anything published prohibiting it.


Weirdo wrote:
Pain isn't the goal. Pain is the means. The goal is avoiding a more destructive fight.

Thanks. Your whole post explains exactly what I meant.


awp832 wrote:

As I say with all of these threads;

Spells with the [evil] descriptor do not have the [evil] descriptor because of their effects. Sometimes their effects *seem* evil, like in the case of Create Undead, but that's just a correlation, it's not why the spells have the [evil] descriptor in the first place.

The reason that any spell has the [evil] descriptor is because it draws its power from an evil source.

How do you rationalize spells with the [mind-affecting] and [language dependent] descriptors?


Why do all spells that cause pain have the [Evil] descriptor? Causing pain is one of the fastest and most effecient ways to avoid a confrontation. I am house-ruling it out of my own game. I was just wondering why the designers would do it in the first place.


I have been ripping though messageboards looking for a way to handle paladins and haunts. I'm going to start running Harrowstone next week and have recently realized the paladin in the party will be immune to all the primary effects. There seem to be very few secondary effects. What if my party retreats and lets the paladin handle the Mosswater Marauder alone? I suppose it's unlikely he'll be able to Lay on Hands enough energy to destroy it. Hopefully he won't think to use wands. Will the paladin even see the Marauder? If not, will he be relegated to party support whenever they encounter a haunt? I can see how, initially, he would be excited to realize he's immune to some nasty stuff because of a second level class feature but I also see him becoming frustrated when his character can't experience haunt thrills-and-chills like the rest of the party.