In the playtest, I will be playing a Goblin Paladin. But in my honest opinion, goblins, like the 1/e half-orcs, should be too chaotic in nature to become Paladins. I think they should only be able to take alignments along the chaotic axis.
Don't get me wrong, I love goblins. As I've mentioned before, I have a Goblin DK on WoW and she is my main on horde. I just feel that for tabletop RPGs, it'd just be more realistic for them not to be lawful good Paladins. Now, if they make it to where Paladins can be any alignment, it would make more sense.
Just my thoughts.
The book says under Champion Powers in the Paladin class that "You gain the ability to cast the lay on hands champion power by spending 1 Spell point."
Does this mean you automatically get it? Why is it worded this way? It seems to me they were trying to do with this like they did with heal for the cleric, except Paladins don't prepare their powers at the beginning of the day, they can instantly cast any of them by spending 1 spell point and an action (that is if I'm reading it correctly).
For Domain and Advanced Domain, don't you have to take Cleric Dedication first? Or does the Paladin get it now?
Alright, guys, it's just a playtest. Nothing to get worked up over. Paladin_knight is just trying to tell you how to maximize your damage. What you do after that is up to you. You don't have to take his advice.
Personally, HWalsh, I'm on your side. And that's the great thing about these games. You can do what you want. You can just file away his advice for another character. That's what I'm going to do.
There's really no point getting worked up over something that may not even reach the final product in the same condition.
True. But baby steps
I'm going to be playtesting the dawn campaign path soon and I'm going to be playing a Paladin that also serves as a healer. I know I should get Cleric Dedication and Basic Dogma:Emblazon Symbol. Any other advice for this build? Ancestry/General feats, etc.
Would it be too much to go Fighter Dedication as well to get Double Slice and equip 2 sawtooth sabers?
Do you have to roll on both attacks? Can you quote from the book to back up your answer?
I'm asking because a friend of mine is really skeptical. He believes that Power Attack is way better than Double slice because you have to roll for both attacks, meaning in the long run, Power Attack does more damage.
I found it. If you take Cleric Dedication, it then allows you to take Basic Dogma which gives you a cleric feat:Emblazon Symbol.
I didn't see a lot of healing and none to do with zeals. Thinking of taking powers that make me seem angelic and control the weather. I especially like the ones where I can do ranged wind attacks.
I wasn't expecting a detailed list lolJust looking for the names to make it easier to look up. I'll take a look myself. All spells listed as "Powers" a Paladin can use, right?
Has anyone on here made a Champion Powers list to make it easier to reference?
Powers, spells and cantrips are all listed in the same chapter as they are not limited to any particular class (in theory). This allows for future books to reference them more easily as more classes are added that have these abilities and need to reference them. I would suggest the chapter name needs to be changed from Spells, though. Perhaps Magic would be a better title.
I wasn't saying completely taking them out of the spells chapter, I was saying reference them with the class, like a short description of what they do and go check the spell chapter for the full effect. Just having them listed with the class would make it easier to look up
If you use the Bastard Sword, would it be better to take Basic Maneuver to gain Power Attack?
While I'm all for Paizo going their own direction, I'm not a fan of some of their ideas. I'm not sure how I feel about Attack of Opportunity being able to be picked up by certain classes. I don't like how they made all weapons just straight out one damage die. I haven't seen a spellcaster in action yet so I cannot validate those claims but spellcasters should be glass cannons. Rogues have been made pretty much useless. I think ancestry and background feats overcomplicate things. I have to say, so far I'm not impressed with 2e. I've been playing Pathfinder since its inception, including the playtest, but I'm honestly considering hopping back over to D&D. Sorry Paizo, but at this rate, WotC still have you beat. I also understand that this is a playtest, so I will hold off hopping over until I've seen the finished product.
As you're requesting feedback, I would suggest making the rulebook easier to circumnavigate. Instead of having to look through the whole book to see what things do, put it in the most relevant places. Everything needed for character creation should be in that chapter. You shouldn't have to look 2-3 chapters just to figure out what all your character can do.
Obviously, feats, skills, and spells should be in other chapters, that's understandable. Just everything mentioned should be in those chapters as well.
So weapons would be level +2 for master and level +3 for legendary? I assume you add str/dex mod to this as well?