
KaeYoss |

I disagree with this, I think they are making very interesting characters, and the feat selections are made for reasons other than min/maxing. They are made because they make sense for that character. It's a breath of fresh air honestly. I'm getting tired of min/maxing, or as it has...
My point is that the main purpose of the preview is to preview the rules. That doesn't mean they cannot be optimised and don't fit the character, it means that those are secondary considerations in this instance.
And even if a character isn't optimised (both in regards to strengths/weaknesses and concerning making stats fit the personality), that doesn't mean you cannot optimise like that.

Majuba |

Hmm, I like the changes and the new concepts and abilities. The paladin is definitely more versatile. I'm actually hoping she isn't too good.
The Divine weapon bond… I take it the paladin can bond it to any weapon wielded, yes?
The Beta restricted it to a favored weapon of the Paladin's deity, no word on if that changed.

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The paladin's lay on hands ability has been revamped a bit. The paladin can use this ability a number of times per day equal to half her paladin level plus her Charisma modifier. With each use, she heals 1d6 points of damage per two paladin levels. When she uses this on others, it is a standard action, but she can heal herself using this ability as a swift action.
Oh, that's so hot. Lay on Hands as a swift action on self is a thing of beauty.
In addition to healing damage, using lay on hands also comes with a number of new benefits called mercies.
Very cool idea! Such conditions are so rarely worth using a spell to remove (since many give only a -2 to some rolls), so folding it into a healing effect is nice.
Seelah has the weapon bond option, which allows her to add +3 to her weapon up to three times per day, with each bonding lasting a number of minutes equal to her paladin level. Instead of adding simple bonuses, however, she can instead transform those bonuses into special weapon qualities of an equal bonus.
Again, hot, hot, hot. The Paladin kills the Kensai PrC and takes it's stuff!
In the end, it was decided that smite evil really should last until your evil foe is vanquished, making this ability useful even if you miss with your first attack. But we did not stop there, the amount of bonus damage dealt (that is, 1 point per paladin level) doubles if the selected foe is an evil outsider, dragon, or undead. Smite attacks also ignore any damage reduction the target might have. Finally, the paladin is protected from harm gaining a deflection bonus to her AC equal to her Charisma modifier against attacks made by the target.
Holy righteous wrath, Batman! That's a lot of stuff. I'm actually a little surprised by how good the Paladin is now, with these changes and the good Will save thrown on top.
It's too early to say, as I'm still on the fence about this notion, but it feels to me like the Paladin expanded in so many directions at once that it's lost any semblance of a singular focus. (Not that it ever really had one, with half-arsed spellcasting, not-quite-a-Fighter fighting ability, and a hodgepodge of healing hands, cure disease, detect evil, protection from evil, horse-friend, stuff.) On the other hand, other classes, that have traditionally been one-trick ponies, such as Sorcerers and Wizards, have also gone to play in other pastures with Bloodline abilities or School powers, expaning their former class ability list of 'spellcasting,' so perhaps it's only the same sort of progression.
I'm probably just knee-jerk reacting to change, and, IMO, in the case of classes like the Paladin and Monk, *necessary* change, but it feels a little 'kitchen-sinky.'
And yes, I'm aware of the inherent hypocrisy of praising each individual change (from a player POV) and then wringing my hands over whether or not it's 'too much' (from a DM POV).
I'm contrary like that, for I am legion and I contain multitudes.

anthony Valente |

minkscooter wrote:The problem of bunching around the paladin making the group vulnerable to area attacks is acknowledged but unanswered.That is the area that concerns me the most. I'm not certain, yet, that the value of the auras outweighs the "problem" of "bunching." Of course, in many underground settings it would outweigh the inability to spread out. But taken on the whole, I'm not sure 10 feet is really going to cut it.
I'll have to see how different playstyles feel about it, but I am fairly certain my group will chalk them up as almost "a waste of class abilities."
Although I bet it'll often be a dilemma, it does encourage tactical decision making: stay together to benefit from the aura, or spread out to mitigate AoEs? I like that better than a "have your cake and eat it too" situation. It seems to be a balancing factor to some otherwise potent auras (esp. Aura of Justice… I'm interested to see how powerful it is in play)

The Wraith |

anthony Valente wrote:In the Beta it's with the deity's chosen weapon only. Which might help differentiate them as Abadar and Erastil (crossbow and bow) are going to have very different looking paladins to Iomedae and Saerenrae (longsword and scimitar).Hmm, I like the changes and the new concepts and abilities. The paladin is definitely more versatile. I'm actually hoping she isn't too good.
The Divine weapon bond… I take it the paladin can bond it to any weapon wielded, yes?
True, but in the 'Beta-Plus' version (the playtest suggestion, which seems it's closer to the final version of the Paladin) here, the text says:
"The first bond allows her to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level."without mentioning "provided the weapon is her deity's favored weapon" anymore.
And this is good, IMHO: not all Paladins are required to follow a specific God (in several campaigns and by RAW, anyway).

anthony Valente |

KaeYoss wrote:
memorax wrote:Why give the Paladin the sunder feats? I just can'r see the reason for it. One it destroys the lootYou know, as rumour has it, there are heroes who care about other things than becoming rich. Often, they're do-gooders, like, oh, I don't know, paladins.
:P
I remember a guy like you in a game once. We fought the big evil demon with the big evil sword. We killed the demon. We identified the sword and found out it was really evil. So I destroyed it.
That caused the wizard in the group to fly into a hissy fit because we destroyed money. Nevermind that this was a frikkin sword of unholy power (yes, the epic stuff), which existed for only one reason: Killing Good people.
I remember things like this as well. I specifically remember yoinking a cleric's spells and other abilities for wanting to sell the BBEG's equipment, which was all evil/cursed, when he was a cleric of Palor.
I think you might have heard the howl of outrage, it was about 6 years ago, really high-pitched and whiney.
Ohhh… so THAT's what that sound was…

John John |

Looking good, if not a bit too much. I hope the paladin doesn't end up game breaking now, but that's something that I will have to see for myself. I kinda fear he will be too good against undead, who don't have so many hp (like outsiders and dragons do).
The only thing I find is unnecessary is the increase to his will save.

hogarth |

It's too early to say, as I'm still on the fence about this notion, but it feels to me like the Paladin expanded in so many directions at once that it's lost any semblance of a singular focus. (Not that it ever really had one, with half-arsed spellcasting, not-quite-a-Fighter fighting ability, and a hodgepodge of healing hands, cure disease, detect evil, protection from evil, horse-friend, stuff.) On the other hand, other classes, that have traditionally been one-trick ponies, such as Sorcerers and Wizards, have also gone to play in other pastures with Bloodline abilities or School powers, expaning their former class ability list of 'spellcasting,' so perhaps it's only the same sort of progression.
I'm probably just knee-jerk reacting to change, and, IMO, in the case of classes like the Paladin and Monk, *necessary* change, but it feels a little 'kitchen-sinky.'
That was kind of my first reaction (I would've been more satisfied if they had consolidated everything around uses of Channel Energy: smites, lay on hands, cure disease, mount summoning -- the whole magilla). But then I decided I don't care too much because I've never seen anyone play a paladin anyways.*
*That's not quite true; I played a paladin for half of an encounter in a RotRL PbP that went belly up.

anthony Valente |

Paul Watson wrote:anthony Valente wrote:In the Beta it's with the deity's chosen weapon only. Which might help differentiate them as Abadar and Erastil (crossbow and bow) are going to have very different looking paladins to Iomedae and Saerenrae (longsword and scimitar).Hmm, I like the changes and the new concepts and abilities. The paladin is definitely more versatile. I'm actually hoping she isn't too good.
The Divine weapon bond… I take it the paladin can bond it to any weapon wielded, yes?
True, but in the 'Beta-Plus' version (the playtest suggestion, which seems it's closer to the final version of the Paladin) here, the text says:
"The first bond allows her to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level."
without mentioning "provided the weapon is her deity's favored weapon" anymore.And this is good, IMHO: not all Paladins are required to follow a specific God (in several campaigns and by RAW, anyway).
From the preview, it sounds like the weapon bond can be applied to any weapon, but I would expect it to apply to one specific weapon. I'm thinking that it wouldn't be much of a "bond" to take any weapon and turn it into a divinely magical one. That would seem as too good of an ability over taking a bonded mount.
P.S. Someone's got to try a paladin in my next campaign!

Majuba |

Looking good, if not a bit too much. I hope the paladin doesn't end up game breaking now, but that's something that I will have to see for myself. I kinda fear he will be too good against undead, who don't have so many hp (like outsiders and dragons do).
I believe Undead will now have Charisma bonus to hit-points, in place of Constitution. (That was in the Beta towards the back I believe). Zombies and such will probably be up'd to 10 Cha or so so they don't have -5 to hp per die :)

Disenchanter |

Disenchanter wrote:Although I bet it'll often be a dilemma, it does encourage tactical decision making: stay together to benefit from the aura, or spread out to mitigate AoEs? I like that better than a "have your cake and eat it too" situation. It seems to be a balancing factor to some otherwise potent auras (esp. Aura of Justice… I'm interested to see how powerful it is in play)minkscooter wrote:The problem of bunching around the paladin making the group vulnerable to area attacks is acknowledged but unanswered.That is the area that concerns me the most. I'm not certain, yet, that the value of the auras outweighs the "problem" of "bunching." Of course, in many underground settings it would outweigh the inability to spread out. But taken on the whole, I'm not sure 10 feet is really going to cut it.
I'll have to see how different playstyles feel about it, but I am fairly certain my group will chalk them up as almost "a waste of class abilities."
That's interesting. I didn't consider it from that point of view.
I'll preface by saying that it isn't quite fair to compare Pathfinder classes to 3.5 "splatbook classes," since Paizo has no influence over those, but since the Pathfinder classes are meant to play well with them it isn't unfair either.
Comparing the Paladin's Auras to the other "aura" classes (Bard, Marshall, Divine Mind [Comp. Psion.]) the range is pitiful. I'm not expecting equal, but for these classes if their "auras" even have a range it is usually 60 feet, or 30 feet. (The Divine Mind is at 35 feet at 13th level and on it's way to 50 feet at 19th.) And from what we have seen, the Paladin's Auras aren't any more powerful than these other classes abilities.
I'm not saying the Paladin sucks compared to these other classes. But because of these classes, the 10 foot range seems very paltry.

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anthony Valente wrote:Disenchanter wrote:Although I bet it'll often be a dilemma, it does encourage tactical decision making: stay together to benefit from the aura, or spread out to mitigate AoEs? I like that better than a "have your cake and eat it too" situation. It seems to be a balancing factor to some otherwise potent auras (esp. Aura of Justice… I'm interested to see how powerful it is in play)minkscooter wrote:The problem of bunching around the paladin making the group vulnerable to area attacks is acknowledged but unanswered.That is the area that concerns me the most. I'm not certain, yet, that the value of the auras outweighs the "problem" of "bunching." Of course, in many underground settings it would outweigh the inability to spread out. But taken on the whole, I'm not sure 10 feet is really going to cut it.
I'll have to see how different playstyles feel about it, but I am fairly certain my group will chalk them up as almost "a waste of class abilities."
That's interesting. I didn't consider it from that point of view.
I'll preface by saying that it isn't quite fair to compare Pathfinder classes to 3.5 "splatbook classes," since Paizo has no influence over those, but since the Pathfinder classes are meant to play well with them it isn't unfair either.
Comparing the Paladin's Auras to the other "aura" classes (Bard, Marshall, Divine Mind [Comp. Psion.]) the range is pitiful. I'm not expecting equal, but for these classes if their "auras" even have a range it is usually 60 feet, or 30 feet. (The Divine Mind is at 35 feet at 13th level and on it's way to 50 feet at 19th.) And from what we have seen, the Paladin's Auras aren't any more powerful than these other classes abilities.
I'm not saying the Paladin sucks compared to these other classes. But because of these classes, the 10 foot range seems very paltry.
At the same time the Paladin's purpose isn't aura's. They're more of things tacked on to the paladin because it "makes sense." Marshals are definitely a buffing/aura-driven class and therefore their auras should be better. I think the Paladin aura's purpose was to apply to those melee up-front fighters like the ranger/rogue/fighter/cleric that's in the group that could use the assistance (especially fighters/rogues when it comes to will saves vs. charm).

GentleGiant |

minkscooter wrote:The problem of bunching around the paladin making the group vulnerable to area attacks is acknowledged but unanswered.That is the area that concerns me the most. I'm not certain, yet, that the value of the auras outweighs the "problem" of "bunching." Of course, in many underground settings it would outweigh the inability to spread out. But taken on the whole, I'm not sure 10 feet is really going to cut it.
I'll have to see how different playstyles feel about it, but I am fairly certain my group will chalk them up as almost "a waste of class abilities."
Besides the tactical considerations already mentioned, one could also work with "aura" feats. There may or may not be any kind of feats in the book, but it would be rather easy to make feats that would expand the radius of the aura. Call it Aura Mastery and let it be stackable, e.g. each time you take it you expand the radius of your aura 5'.

Salama |

Woah, Paladin looks really good!
Am I getting this right: When my party goes adventuring with Seelah and we face a Big Bad End Guy dragon, Seelah uses two smite evils, and gives everyone +4 to hit and +26 damage for 10 rounds in all of their attacks, as long as we stay together (10ft from Seelah)? For example if Valeros would be with us, he would gain these bonuses for all of his six attacks, dealing 156 points of damage per round from Seelah's smite evil ability alone (IF he hits with all of his attacks)? And of course we are adventuring with a monk, which I guess has a lot of attacks with his flurry. Or have I read something wrong?

yukarjama |

Woah, Paladin looks really good!
Am I getting this right: When my party goes adventuring with Seelah and we face a Big Bad End Guy dragon, Seelah uses two smite evils, and gives everyone +4 to hit and +26 damage for 10 rounds in all of their attacks, as long as we stay together (10ft from Seelah)? For example if Valeros would be with us, he would gain these bonuses for all of his six attacks, dealing 156 points of damage per round from Seelah's smite evil ability alone (IF he hits with all of his attacks)? And of course we are adventuring with a monk, which I guess has a lot of attacks with his flurry. Or have I read something wrong?
And with Harsk's hunter's bond ability,I assume that the BBEG will drop easily in a single round....

Salama |

Salama wrote:And with Harsk's hunter's bond ability,I assume that the BBEG will drop easily in a single round....Woah, Paladin looks really good!
Am I getting this right: When my party goes adventuring with Seelah and we face a Big Bad End Guy dragon, Seelah uses two smite evils, and gives everyone +4 to hit and +26 damage for 10 rounds in all of their attacks, as long as we stay together (10ft from Seelah)? For example if Valeros would be with us, he would gain these bonuses for all of his six attacks, dealing 156 points of damage per round from Seelah's smite evil ability alone (IF he hits with all of his attacks)? And of course we are adventuring with a monk, which I guess has a lot of attacks with his flurry. Or have I read something wrong?
Unless we find out that in the new bestiary dragons are one tough motherf...

Majuba |

Salama wrote:And with Harsk's hunter's bond ability,I assume that the BBEG will drop easily in a single round....Woah, Paladin looks really good!
Am I getting this right: When my party goes adventuring with Seelah and we face a Big Bad End Guy dragon, Seelah uses two smite evils, and gives everyone +4 to hit and +26 damage for 10 rounds in all of their attacks, as long as we stay together (10ft from Seelah)? For example if Valeros would be with us, he would gain these bonuses for all of his six attacks, dealing 156 points of damage per round from Seelah's smite evil ability alone (IF he hits with all of his attacks)? And of course we are adventuring with a monk, which I guess has a lot of attacks with his flurry. Or have I read something wrong?
I've no way to be sure, but I believe the rest of the party would only get a single smite... of course there's no such thing as a "single smite" in PFRPG, so who knows. If so.. *faints*

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I'm not saying the Paladin sucks compared to these other classes. But because of these classes, the 10 foot range seems very paltry.
actually the Paladin is getting back what he lost in the trasition from 2nd edition to 3.x, originally it was mostly an aura of protection from evil... 10 feet... its a constant effect, not a power, is not that he calls the aura... its his goodness, dedication, and virtue which empower the aura... ok I am ok with this...
still I might have read it wrong but where does it come the protection from element: cold 10?
Gaining the extra bonuses against evil outsiders might make things a little extreme, especially where BBEG's are concerned. I would be tempted to provide this bonus only when the paladin is on her home plane. I guess I'll just have to test it in play!
so you will make this useless if the paladin goes to hell to save a the soul of a damsel kinaped by this evil fiend, just ebcause he is not in his home plane? especially since his god/dess would exactly care where he does the good deed?

anthony Valente |

Yeah… looking at it from my experience, I'm contemplating what a party that included a cleric, a ranger (favored enemy undead), and a paladin would do in my soon-to-be-wrapped-up Age of Worms campaign.
I think I agree with others that undead probably got some kind of boost.
Another inference I think is that Pathfinder encounters might try to move away from encounters with 4 or less enemies (which seemed to be a staple for 3.5).

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Salama wrote:And with Harsk's hunter's bond ability,I assume that the BBEG will drop easily in a single round....Woah, Paladin looks really good!
Am I getting this right: When my party goes adventuring with Seelah and we face a Big Bad End Guy dragon, Seelah uses two smite evils, and gives everyone +4 to hit and +26 damage for 10 rounds in all of their attacks, as long as we stay together (10ft from Seelah)? For example if Valeros would be with us, he would gain these bonuses for all of his six attacks, dealing 156 points of damage per round from Seelah's smite evil ability alone (IF he hits with all of his attacks)? And of course we are adventuring with a monk, which I guess has a lot of attacks with his flurry. Or have I read something wrong?
play him intelligent :P

mdt |

Woah, Paladin looks really good!
Am I getting this right: When my party goes adventuring with Seelah and we face a Big Bad End Guy dragon, Seelah uses two smite evils, and gives everyone +4 to hit and +26 damage for 10 rounds in all of their attacks, as long as we stay together (10ft from Seelah)? For example if Valeros would be with us, he would gain these bonuses for all of his six attacks, dealing 156 points of damage per round from Seelah's smite evil ability alone (IF he hits with all of his attacks)? And of course we are adventuring with a monk, which I guess has a lot of attacks with his flurry. Or have I read something wrong?
That looks right, but...
Effectively, it's only the people on either side of the Paladin. It's only out to 10 feet, and if you leave that aura, you don't get the benefit. I'm assuming that's how it works, since all aura's only benefit while you are in the radius. So... nice and clumped up for an AOE, or a breath weapon, or bite/claw/claw/buffet/buffet/tail swipe combo (note that the Paladin in that case will become the 'Target or Preference' for the big bad black dragon, so he'll probably drop first round, honestly). And that clumping up around the paladin makes it very easy to tail swipe the entire party in one hit (talk about losing your spells as you try to cast them, nothing like having a dragon tail slam into you to force a spell-caster check).
Add on top of that the BBED is more likely to have some little grunts running around (spitting acid/fire/etc, depending on his color). A dozen 1st level kobolds running around the outside area of the fight throwing flask of acid/fire/etc at the PC's spaces (AOE, 5') is sure to ruin their day. And any self respecting BBED of sufficient level is going to have energy-alteration feats so he can breath a different element in his breath (Oh, you got acid resistance, how do you like sonics?).
Dragons is bad news, no matter what cool powers you got. Let them get their 'pants on' as a player in my games used to say, and they will wipe the floor with you, and usually kill one or two players before they escape. You might beat them, but it's very hard to kill them or do it without losing someone.

SuperSheep |

I too fear they have become too good, but also better pure healers than the clerics. Mind you the cleric is still a better overall booster, but as healbot the paladin may be encroaching a little too much on the cleric's territory since they get free healing and status removal all in one. That's two spells burned. They're admittedly doing d6 heals instead of d8 heals, but if they're getting mingled together that's really, really good.
The problem stems that everything tides from the Paladin's now having their casting and channeling stat being the same making it their primary stat while the Cleric's casting stat is different than their channeling stat. So if you get a +2 bump to your primary stat at 8th (wis for cleric and cha for paladin), a +2 bump to your secondary stat at 12th, and a +4 bump to your main stat by 16th. But add to this that targeted lay-on-hands starts out as a status-removing Lesser Restoration at 3rd and now it seems that the Paladin will eventually be the better healer unless the Cleric thinks of his primary stat as charisma.
At 4th level
Cleric (14 cha): 2d6 channel 5/day
Paladin (18 cha): 2d6 lay-on-hands 6/day (or channel 3/day)
At 8th level
Cleric (14 cha): 4d6 channel 5/day
Paladin (20 cha): 4d6 lay-on-hands 9/day (or channel 4/day)
At level 12
Cleric (16 cha): 6d6 channel 6/day
Paladin (22 cha): 6d6 lay-on-hands 11/day (or channel 5/day)
At level 16
Cleric (18 cha): 8d6 channel 7/day
Paladin (22 cha): 8d6 lay-on-hands 14/day (or channel 7/day)

Charlie Brooks RPG Superstar Season 9 Top 4, RPG Superstar 2015 Top 32 |

Hm...the paladin hasn't been badass in a long time. Cool to see it come back to its own.
The game will get bonus points if they make holy avenger swords kick ass again, too.
Paladins are one of the few classes that I don't worry about being overpowered. The paladin's code tends to be one of the few role-playing restrictions that works to balance out extra abilities in my games.

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Why give the Paladin the sunder feats? I just can'r see the reason for it. One it destroys the loot and second ir's not that easy to break stuff in the game. Hopefully the iconics in the final book have a better feat selection.
To set Seelah up for becoming a blackguard as the bonus preview perhaps? Sunder is required for Blackguard...
SuperSheep...remember, clerics have all their heal spells as well...including HEAL itself which the paladin I believe still won't have access to. So while the Paladin CAN heal as well with their special abilities, they fall behind in the additional healing...a good balance in my personal opinion.

SuperSheep |

One thing I haven't seen clarified is how you determine the range for auras. Do you pick one corner or intersection of the square you're sitting in or does the aura apply as long as all the target's squares are 10 ft from any corner? Also do you count double diagonals as 15' or 10'?
Basically in the following which squares are hit by the aura if X is the person casting it.
A B C D E
F G H I J
K L X M N
O P Q R S
T U V W X
Y Z 0 1 2
3 4 5 6 7
Can I simultaneously get K and N in my aura?
Can I get A and E in my aura?
If there's a large ally in locations (U V Z 0) are they in my aura even though part of them isn't within 10 feet?
Also references to FAQ or RAW would be very helpful. Honestly I'd really like some pictures and diagrams for this kind of stuff?

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One thing I haven't seen clarified is how you determine the range for auras. Do you pick one corner or intersection of the square you're sitting in or does the aura apply as long as all the target's squares are 10 ft from any corner? Also do you count double diagonals as 15' or 10'?
Basically in the following which squares are hit by the aura if X is the person casting it.
A B C D E
F G H I J
K L X M N
O P Q R S
T U V W X
Y Z 0 1 2
3 4 5 6 7Can I simultaneously get K and N in my aura?
Can I get A and E in my aura?
If there's a large ally in locations (U V Z 0) are they in my aura even though part of them isn't within 10 feet?Also references to FAQ or RAW would be very helpful. Honestly I'd really like some pictures and diagrams for this kind of stuff?
yes/no/yes
the aura is a radius, not a diameter, thus it's 10 each direction. the second square of a diagonal distance is counted as 15', the large creature that is partially touching is within the 10' radius, so does receive it.

Salama |

That looks right, but...Effectively, it's only the people on either side of the Paladin. It's only out to 10 feet, and if you leave that aura, you don't get the benefit. I'm assuming that's how it works, since all aura's only benefit while you are in the radius. So... nice and clumped up for an AOE, or a breath weapon, or bite/claw/claw/buffet/buffet/tail swipe combo (note that the Paladin in that case will become the 'Target or Preference' for the big bad black dragon, so he'll probably drop first round, honestly). And that clumping up around the paladin makes it very easy to tail swipe the entire party in one hit (talk about losing your spells as you try to cast them, nothing like having a dragon tail slam into you to force a spell-caster check).
Add on top of that the BBED is more likely to have some little grunts running around (spitting acid/fire/etc, depending on his color). A dozen 1st level kobolds running around the outside area of the fight throwing flask of acid/fire/etc at the PC's spaces (AOE, 5') is sure to ruin their day. And any self respecting BBED of sufficient level is going to have energy-alteration feats so he can breath a different element in his breath (Oh, you got acid resistance, how do you like sonics?).
Dragons is bad news, no matter what cool powers you got. Let them get their 'pants on' as a player in...
Yes of course. I didn't mean that dragons would be a walk in the park. I was just putting paladins new powers in to perspective. Valeros would do 156 points of damage from Seelah's ability in one round, but he'll never hit with all of those attacks. For example Arkrhyst from Rise of the Runelords (cr 15) has AC of 39, poor Valeros would need a 12 to hit with his first attack, and more with the rest. So yes, they are in trouble even with Seelah =). Still, there are lot of BBEG's I've run which would certainly drop in one round if the party gets near it with these abilities. I think that Bestiary will make certain monsters tougher and more in line with power-ups that the characters are getting. Bottom line still is that while smite evil is good, aura of justice is really one damage dealing badass ability =).

SuperSheep |

memorax wrote:Why give the Paladin the sunder feats? I just can'r see the reason for it. One it destroys the loot and second ir's not that easy to break stuff in the game. Hopefully the iconics in the final book have a better feat selection.To set Seelah up for becoming a blackguard as the bonus preview perhaps? Sunder is required for Blackguard...
SuperSheep...remember, clerics have all their heal spells as well...including HEAL itself which the paladin I believe still won't have access to. So while the Paladin CAN heal as well with their special abilities, they fall behind in the additional healing...a good balance in my personal opinion.
I guess this is based on my personal play experience. I don't find that I usually blow my spells on healing that often. I usually cast them as buffs and such using channel as my primary healing capacity. I usually also carry a couple of status removing spells (Lesser Restoration, Restoration, Neutralize Poison, Cure Disease, Remove Curse) dropping them for healing if nobody needs it, but if the Paladin gets these for free in addition to healing when they do lay-on-hands it's like getting a free spell tacked onto moderately good healing. Also all their lay-on-hands are high level while only a few of my spells are going to be top-notch spells. I guess I'm looking for costs on some of these. Or are they all just free.

SuperSheep |

SuperSheep wrote:One thing I haven't seen clarified is how you determine the range for auras. Do you pick one corner or intersection of the square you're sitting in or does the aura apply as long as all the target's squares are 10 ft from any corner? Also do you count double diagonals as 15' or 10'?
Basically in the following which squares are hit by the aura if X is the person casting it.
A B C D E
F G H I J
K L X M N
O P Q R S
T U V W X
Y Z 0 1 2
3 4 5 6 7Can I simultaneously get K and N in my aura?
Can I get A and E in my aura?
If there's a large ally in locations (U V Z 0) are they in my aura even though part of them isn't within 10 feet?Also references to FAQ or RAW would be very helpful. Honestly I'd really like some pictures and diagrams for this kind of stuff?
yes/no/yes
the aura is a radius, not a diameter, thus it's 10 each direction. the second square of a diagonal distance is counted as 15', the large creature that is partially touching is within the 10' radius, so does receive it.
Yes, but if this were a flamestrike (radius 10 feet), which is also radius I would have to pick an intersection and I couldn't get both K and N. Are aura's different?

Majuba |

At level 16
Cleric (18 cha): 8d6 channel 7/day
Paladin (22 cha): 8d6 lay-on-hands 14/day (or channel 7/day)
So at 16th level the Paladin catches up with the cleric for Channeling...
Paladins *do* get Heal though, per Beta, for 3 uses of Lay on Hands. We'll see what made the final - it's far less needed now with all the mercies, for removing things like poison and all.
Can somebody explain this armor?: mithral full plate of speed
That is a "Special Armor" in the DMG/Beta (maybe the web enhancement) - it's +1 Mithral Full Plate, with 10 rounds of Haste usable per day (which do not need to be consecutive, activated as a free (maybe swift now) action). Edit: *looks at the swarm of ninjas*
Yes, but if this were a flamestrike (radius 10 feet), which is also radius I would have to pick an intersection and I couldn't get both K and N. Are aura's different?
They pretty much have to be, yes. For the record, using an intersection for spells' area was a decision in 3.5 (a smart one I feel), so it hasn't been the default standard forever.

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guille f wrote:Can somebody explain this armor?: mithral full plate of speedDoes this mean that Mithril doesn't require the +1 before you add additional abilities?
This is a unique type of armor, and while I cannot reveal the exact stats in the final rules, the older 3.5 rules are available here.
Mithral Full Plate of SpeedAs a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.
Speed while wearing a suit of mithral full plate is 20 feet for Medium creatures, or 15 feet for Small. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of -3. It is considered medium armor and weighs 25 pounds.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, haste; Price 26,500 gp; Cost 18,500 + 640 XP.
Your God of Knowledge,
Nethys
Salama |

Can somebody explain this armor?: mithral full plate of speed
This is a specific magic armor. Mithral full plate of speed.
It can be found from Beta too.
Edit: Ninja'd!!!