If I'm reading the spells right, can a sorcerer cast Mage Hand or Spark to escape ropes without an Escape Artist check? It seems Mage Hand might not need a somatic component in this regard since the spell says only you point a finger. Spark says "V or S" So can you just burn the rope as an unattended magical action? (albeit, very slowly by targeting the fibers?)
I decided to start with a silver weapon and cold iron. Figured his religious order might have been smarter than him and given them out in knowing of what one day the Paladin would face. For healing I am going with this feat chain: Fey Foundling
Figure that means at level 6. I am probably looking at 4d6 + 8 LoH. Which isn't so shabby.
Jaelithe wrote: But it is a common—specious, but common—tactic for those who despise such ideals to equate them with stupidity. It's the same basic premise with politics, we tend to demonize what we disagree with and don't understand. Humans fear the unknown and need to slap a label on it in order to feel better about their own ignorance. Hold that fire to the darkness, and delve down that dungeon corridor. In a sense it's exploring the darkness that exists in ourselves. My opinion is that part of the fun of playing a Paladin is that you're exploring the light side of other people, and trying to make the best of bad situations. In most real life situations, we wouldn't kill bandits by default or automatically murder hobo everything. Because it's a fantasy game, people tend to forget that. But the bandits have families too, and some of them steal for perfectly understandable reasons. My 2 copper is that bad DMs try to make Paladins fall as a goal, good DMs try to explore moral ambiguity as part of the overall plot of their story.
In the case of bandits, I'd see my character trying to turn them over to the local guards or magistrate. At very least taking their weapons and knocking them out. If it's a corrupt politician, the idea would be to expose him. For goblins, probably just scare them off with his horse or something. For undead, evil outsiders and so forth... Yeah, no quarter is drawn. That's what Oath of Vengeance is made of. Smite evil gets laid down and power attack w/ a side of charge. Undead are not redeemable. I think even a 7 wisdom Paladin realizes that. Now whether he realizes they're undead or not...
I'm new to Paladins in PF system, so I'm seeking some advice. Is it acceptable to play a young Paladin as a low Wisdom type that simply assumes "everyone is good, until proven evil"? I mean not play the typical Lawful Good douche with a meter stick up his bum. Just some idealistic young kid with a big sword doing the will of Desna (maybe akin to Gourry in the original Slayers anime). Can a Paladin really risk a fall by simply being too lax on 'evil'? I'd see his punishment of evil bandits as "Shame on you, don't do this again!". Or "do you promise you're *really* sorry?". I'm wondering how silly some DMs can get with the Paladin code thing. I go by the RAW rules of evil being 'detect evil'. Therefore a peasant bandit isn't really that evil because detect evil only works on 5HD or above creatures. Is that logic going to hold with most DMs? Does detect evil = true really mean murder time? Seems too one-dimensional and silly IMO
I played pallys 3.0 and 3.5 but I am sort of new to playing a Paladin in PF. So I am looking for advice on making an effective PF Paladin. Seems like they got really buffed from 3.0 days. New Smite and dropped WIS looks nice. The starting level is 1 and it's a 20 point buy. It's a home campaign, so it isn't set in Golarion. Other than that it uses standard Paizo. All books are allowed. What I'm going for is a standard young, naive Paladin. Not experienced or seasoned enough to be the typical "Lawful Stupid" douche that most players expect from Paladin. More of a naive kid with his heart in the right place, but he doesn't really "get it" when it comes to what being a Paladin is actually about. Race: Human
Abilities 18 STR
Focused Skills: Diplomacy
Feats: 1 - Power Attack (extra damage)
Intended: 3 - Greater Mercy
Traits: Reactionary
Drawback: Naive. Archetype: Oath of Vengeance Starting gear: Paladin kit
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