Divine Bond: Celestial Spirit Needs a Boost.


Classes: Cleric, Druid, and Paladin


Here's a problem, y'see--the paladin's ability to call a celestial spirit to enhance her sword is no good. Really no good.

First of all, I don't know how long the ability lasts. Poor writing that can be corrected with ease--it's supposed to be 1 minute/level, but the ability just says that the weapon "shed[s] light as a torch for 1 minute/level." That needs to be cleared up.

Second of all--and more importantly--this is weak. Weak, weak, weak, weak, weak. A +6 weapon at level 20? And the enhancements that you choose don't stack with those of your current weapon? And the list is extremely limited? Urgh. Just not worth it. If the bonuses stacked, then the ability might be worth taking.

When the paladin uses this ability, he should become the ultimate evil-smiter. He should be able to tear through demons and devils like nobody's business.

Here's my suggestion:

The paladin uses his divine bond ability and he gains a +1 enhancement bonus on attack and damage rolls, and this improves by +1 for every three levels the paladin has.

The paladin does an additional +1d8 points of damage to evil creatures. This improves by +1d8 for every four levels the paladin has.

The paladin's sword gives off light like a torch at fourth level. At eighth level, the sword gives off light as though casting a daylight spell; the spell level is equal to 1/2 the paladin's level (allowing him to dispel darkness spells), and it has a caster level equal to the paladin's level. In addition, any evil creature within the radius of bright light is dazzled.

(Basically, I'd like to see the paladin become what the shining blade of Heironeous should have been.)

Thoughts?


I would back this idea...works along the same line as the "always on" effects I have been fighting for for so long....


Bump for great justice.


Can someone at least tell me that my ideas are poop instead of ignoring them?


Psychic_Robot wrote:
Second of all--and more importantly--this is weak. Weak, weak, weak, weak, weak. A +6 weapon at level 20? And the enhancements that you choose don't stack with those of your current weapon?

From my reading, weapon properties don't stack with properties your weapon already has, but weapon properties that are different work normally. So a level 5 paladin can turn a +1 holy sword into a +1 merciful holy sword, but a level 8 paladin can't turn a +1 holy sword into a +3 holy sword (only a +2 holy sword, since the +2 enhancement bonus doesn't stack with the +1 enhancement bonus it already has). And you can't make a weapon "keen x2", but you knew that already.

Having said that, I can see that your interpretation is possibly the intended one. Yet another place where the language needs to be made more specific...


I could go for this idea but I am of the opinion Celestial Spirit should be a permanent addition instead of 1 minute per level. Each day at the time the paladin prays for spells he/she determines how the enchancement bonuses are spent. Since it only works on the God's favorite weapon we would get to use other weapons other than a long sword.

Doug


I agree that the enhancement bonuses to the weapon should be all day, but otherwise remain the same. The light effect can stay at daily uses and minutes per level duration, but the enhancement should be always on and selectable each morning.

Psychic_Robot wrote:


The paladin does an additional +1d8 points of damage to evil creatures. This improves by +1d8 for every four levels the paladin has.

The paladin's sword gives off light like a torch at fourth level. At eighth level, the sword gives off light as though casting a daylight spell; the spell level is equal to 1/2 the paladin's level (allowing him to dispel darkness spells), and it has a caster level equal to the paladin's level. In addition, any evil creature within the radius of bright light is dazzled.

Since far too many creatures are evil in alignment, I would limit the extra +xd8 damage to creatures with the Evil subtype if this is a permanent effect. I realize that is a rather narrow list, but evil aligned opponents tend to be too common. I wouldn't mind expanding it to affect creatures with the Chaotic subtype as well (granted it's still primarily outsiders and there is a lot of overlap).

As for upping the light effects, I see no problem there. I mentioned earlier that they could stay uses per day and minutes per level, with this boost I would definitely keep the limitation for the 8th level Daylight ability even if the torch like light ability were made constant (which wouldn't bother me).


I'm okay with the paladin beating the tar out of anything evil--his code of conduct kind of entitles him to getting bonuses.

Scarab Sages

UPDATE ALERT: A REVISED VERSION OF THE BETA PALADIN HAS BEEN POSTED BY JASON ON THIS THREAD.

Check it out, and save yourselves debating changes that have already occurred!

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