Useful 4th level spell for a paladin


Advice


I'm creating a 20th level NPC paladin who, as the prime paladin of his faith, has an intelligent Holy Avenger that's passed from paladin to paladin. This sword has the special purpose item power of being able to cast a 4th level spell at will (per table 6-9 in Ultimate Equipment). I've gone up and down the sorcerer/wizard spell list (I want the spell to come from that list) but can't figure out what spell to pick. What would be the most useful spell? The best I can come up with is Summon Monster IV.


Dimensional anchor would be great for a holy avenger

Stoneskin is a great buff to be granted by a high CL caster, especially if it can be recast at will... constant DR 10/Adamantine for the pally.

True Form could be devastating for enemies, and not a spell many would keep on their list unless there was a specific threat.

Dimension Door, Confusion, Crushing Despair, Resilient Sphere, Telekinetic charge (many lols had with that spell used on the paladin), Enervation, all are fun/interesting options.

EDIT: I think i like telekinetic charge the best tbh... it may not be "the best" spell, but it really makes sense for the most holy intelligent weapon. Paladin wants to get in front of a creature to stop it from charging party members? voom, he is there, and gets an extra attack on top of his full attack. Paladin is making a "bad choice" in the eyes of the sword? voom, the sword helps you make the right choice lol :P


Stubs McKenzie wrote:

Dimensional anchor would be great for a holy avenger

Stoneskin is a great buff to be granted by a high CL caster, especially if it can be recast at will... constant DR 10/Adamantine for the pally.

True Form could be devastating for enemies, and not a spell many would keep on their list unless there was a specific threat.

Dimension Door, Confusion, Crushing Despair, Resilient Sphere, Telekinetic charge (many lols had with that spell used on the paladin), Enervation, all are fun/interesting options.

EDIT: I think i like telekinetic charge the best tbh... it may not be "the best" spell, but it really makes sense for the most holy intelligent weapon. Paladin wants to get in front of a creature to stop it from charging party members? voom, he is there, and gets an extra attack on top of his full attack. Paladin is making a "bad choice" in the eyes of the sword? voom, the sword helps you make the right choice lol :P

Well, as far as I can tell the CL of the spells is based on the CL for the item itself, which is 18 for a Holy Avenger. I'll have to take a look at Telekinetic Charge, since I didn't really think about that spell at all.


Dimension Door is a bit OP, but would probably be one of the most powerful when wielded... the paladin could jump through doors and walls, bypass enemies at will with no AoOs, and generally move great distances every round, and still full attack since he would just be carried with the caster... the caster meanwhile couldnt have done anything else anyway, and therefore loses nothing by casting. Instant flanking, ganking of casters or archers, and escape every single round of the day... too much me thinks :)


Well if all arcane spells are available and not just 4th level paladin spells, id say Planar Ally. May seem OP, but as far as flavor is concerned, Id like to think a level 20 paladin can call forth to the heavens to have a "little help with this bbeg boss here". Id also recommend True Seeing if you want to make it more anti Mage / anti rogue. Which may I say, A rogue with Improved Invisibility, TWF and a full round action, starting combat with every hit on your paladin being a sneak attack... well kills. It doesnt hurt. It devastates. So my vote is on either of those :)


Stubs McKenzie wrote:
Dimension Door is a bit OP, but would probably be one of the most powerful when wielded... the paladin could jump through doors and walls, bypass enemies at will with no AoOs, and generally move great distances every round, and still full attack since he would just be carried with the caster... the caster meanwhile couldnt have done anything else anyway, and therefore loses nothing by casting. Instant flanking, ganking of casters or archers, and escape every single round of the day... too much me thinks :)

I don't have the books in front of me, or the time to look up rules atm, but I think this kint of "teleport bomb" was made impossible in pathfinder. You cannot act until the next round if you have been transported astrally. You need the feat dimensional agility to be able to act the same round after going through a dimension door. AFAIK.


The spell stops all actions of the caster after completion of the spell effect, but does not effect those you bring with you :). In this case the sword carries the paladin, then the paladin would full attack


Stubs McKenzie wrote:
The spell stops all actions of the caster after completion of the spell effect, but does not effect those you bring with you :). In this case the sword carries the paladin, then the paladin would full attack

No I think that's wrong. It goes for everyone, even people not casting the spell who have just come through and not yet acted. They have to wait to the next round to act. Again as far as I know (I'm pretty sure I've read this). Of course I still think it is a super useful ability to have at will, and if I had that sword I would consider dimensional agility.


I am on my phone, so linking sucks a bit.... here is the spell text

You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.

If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

The caster of the spell loses his turn, but others dont.. the spell repeatedly uses you referring to the caster specifically


It may be a case of a houserule then that I thought was an official rule.

Shadow Lodge

Absolutely a house rule. Check the bottom of this page.

FAQ wrote:

Dimension door says, "After using this spell, you can't take any other actions until your next turn." If the caster brings other creatures with them when they cast the spell, are the passengers unable to take any other actions until their next turn, or is that just for the caster?

That restriction only applies to the caster.


Stubs McKenzie wrote:
The spell stops all actions of the caster after completion of the spell effect, but does not effect those you bring with you :). In this case the sword carries the paladin, then the paladin would full attack

Does it really work that way? I thought that the special purpose power is something the intelligent item granted to the wielder, which means the wielder would be the one casting the spell.

On the other hand, if it was the sword that cast the spell, then wouldn't the range be limited to locations and positions the sword itself has seen/perceived?

Contributor

Xexyz wrote:

Does it really work that way? I thought that the special purpose power is something the intelligent item granted to the wielder, which means the wielder would be the one casting the spell.

On the other hand, if it was the sword that cast the spell, then wouldn't the range be limited to locations and positions the sword itself has seen/perceived?

The item casts the spell on the paladin's turn. I suppose the item must be able to sense/target/etc., but with the case of dimension door (agreed that this is probably the most powerful option), the item can just choose coordinates, or take coordinates from the paladin carrying the sword, so not really an issue here.


Dimension door is not limited to places you have been... you are thinking teleport. You may DD right into the middle of a castle wall, or table, etc on the other side of the door you are trying to bypass, and will just be shunted to the closest free square and take damage.

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