Wand of Plane Shift?


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I noticed that paladins with the Oath against Fiends can cast Plane Shift as a 4th level spell.
Is now this spell capable of being cast from a wand? (Assuming that the paladin crafts himself the wand)
Any repercussion?


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Yup, this is completely craftable. Repercussions may include an increased need for the planar adaptation spell some slight stomach queasiness which is easily solved with some crackers. :)


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Yeah, don't expect the wand at your local wand-mart, but if you can find (or are) a high enough level paladin, this works.


Technically, yes, wands of it can exist.

But they should only be craftable by paladins with the craft wand feat.

If I were your GM you would need to be the paladin and have the feat craft wand. It would not be available for sale on the general market, as the likelihood of having a level 13 oath against fiends paladin with craft wands feat should be incredibly small. Thus, it would be extremely unlikely to see this available on the market.

By the same token, I don't allow the general existence of items based on the summoner spell list because it gets several spells at lower levels than wizards do. The summoner should really be modified to have 9th level spell casting progression.


That's not true. A paladin can supply the spell to anyone else who had the craft wand feat.

Grand Lodge

_Ozy_ wrote:
That's not true. A paladin can supply the spell to anyone else who had the craft wand feat.

Wrong. Potion makers, scroll writers, and wand crafters MUST know the spell to create the respective items in question.

And also keep in mind that the wand has to be made at the minimum caster level for said wand maker. which in the Paladin's case, would be 16th. As an offensive wand, the DC would still be based at the minimum stat neccessary, which in this case, would be a 14.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
LazarX wrote:
_Ozy_ wrote:
That's not true. A paladin can supply the spell to anyone else who had the craft wand feat.
Wrong. Potion makers, scroll writers, and wand crafters MUST know the spell to create the respective items in question.

Perhaps you could provide a source for those not in the know?


Quote:

To create a magic wand, a character needs a small supply of materials, the most obvious being a baton or the pieces of the wand to be assembled. The cost for the materials is subsumed in the cost for creating the wand: 375 gp × the level of the spell × the level of the caster. Wands are always fully charged (50 charges) when created.

The creator must have prepared the spell to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focuses the spell requires. Fifty of each needed material component are required (one for each charge). Material components are consumed when work begins, but focuses are not. A focus used in creating a wand can be reused. The act of working on the wand triggers the prepared spell, making it unavailable for casting during each day devoted to the wand's creation. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.)

Crafting a wand requires 1 day per each 1,000 gp of the base price.

Quote:

Cooperative Crafting

Your assistance makes item crafting far more efficient.

Prerequisites: 1 rank in any Craft skill, any item creation feat.

Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.

Cooperative crafting would allow for an exception, but would be required for two people to work on a wand together.

Of course, because of the requirements the paladin would already be able to craft it himself since the use of the feat would require him to have craft wand.


Quote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed).


Those are general item creature rules. The rules for crafting wands are more specific and must be followed.

Sovereign Court

I take the specific for wands over the general for all created items.


Wrong, the rules are the same for all items:

Quote:

To create a magic wand, a character needs a small supply of materials, the most obvious being a baton or the pieces of the wand to be assembled. The cost for the materials is subsumed in the cost for creating the wand: 375 gp × the level of the spell × the level of the caster. Wands are always fully charged (50 charges) when created.

The creator must have prepared the spell to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focuses the spell requires.

Quote:

To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled. The cost for the materials is subsumed in the cost for creating the item. Wondrous item costs are difficult to determine. Refer to Table: Estimating Magic Item Gold Piece Values and use the item prices in the item descriptions as a guideline. Creating an item costs half the market value listed.

If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require.

The language is same for all of the magic items, and the general rules regarding supplying prerequisites from other sources apply equally to all.


The idea that for scrolls, potions, and wands that only the creator can supply the spell is a myth.

Edit: what is different for spell trigger/completion is that the spell prerequisites can't be bypassed with a +5 DC. The ability to supply the spell from another source is the same as all the other item creation procedures.


EDIT: Ninja'd by four posts. Whatever, my point was solid, so I'm leaving my post. :)

Sigh.

Look, you're all quoting the wrong bits at each other.

The part Claxon quotes is mentioned in every magic item entry.

The part _Ozy_ quotes is not the full text.

Relevant link.

Quote:
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.

Then, here...

Wands wrote:
Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity.

Okay, now that all of it has been properly cited, the discussion over which parts take precedence can continue.


Yes, you must meet the prerequisites for spell completion/trigger items, those prerequisites can be fulfilled by another caster.

As I stated.


Claxon wrote:

Technically, yes, wands of it can exist.

But they should only be craftable by paladins with the craft wand feat.

If I were your GM you would need to be the paladin and have the feat craft wand. It would not be available for sale on the general market, as the likelihood of having a level 13 oath against fiends paladin with craft wands feat should be incredibly small. Thus, it would be extremely unlikely to see this available on the market.

By the same token, I don't allow the general existence of items based on the summoner spell list because it gets several spells at lower levels than wizards do. The summoner should really be modified to have 9th level spell casting progression.

I disagree, do you know what the market is for that? Just because it is not accessible to some people but is accessible to others should not lessen the chances of finding it but heighten it! Summoners and paladins are unique in their ability to craft these things so any smart person would flood the market with those things and make a quick buck.

The Exchange Owner - D20 Hobbies

While a Wand of Plane Shift made by a Paladin would be strictly legal in terms of RAW, expect to run into home game GM's that would prohibit it because the spell isn't allowed because the spell is higher than 4th level in Wizard, Cleric, Druid spell list.


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felinoel wrote:
Summoners and paladins are unique in their ability to craft these things so any smart person would flood the market with those things and make a quick buck.

It is well known that high level Paladins are just in it for the money.


Dave Justus wrote:
felinoel wrote:
Summoners and paladins are unique in their ability to craft these things so any smart person would flood the market with those things and make a quick buck.
It is well known that high level Paladins are just in it for the money.

I said summoners and paladins.

Paladins in need of cash might be paladins trying to help out some cause. Perhaps a paladin of a lesser deity has found a local church of his deity in ruin and needs the cash to help fund repairs.

This is a revenue stream that is usually not available to them so they would of course take advantage of it.


Aren't paladins of that high level off fighting demons and devils? ;)

Plus, that's a pretty specific flavor of Paladin, most paladins don't get plane shift.


_Ozy_ wrote:

Aren't paladins of that high level off fighting demons and devils? ;)

Plus, that's a pretty specific flavor of Paladin, most paladins don't get plane shift.

Then not FLOODING the market but the summoners would definitely be flooding the market like crazy nonstop.


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Dave Justus wrote:
It is well known that high level Paladins are just in it for the money.

In my campaign world, most large paladin orders are funded almost exclusively by selling wands, potions, and scrolls of lesser restoration to magic item shops. Of course, you don't need to be so high level to make those.

Grand Lodge

strumbleduck wrote:
Dave Justus wrote:
It is well known that high level Paladins are just in it for the money.
In my campaign world, most large paladin orders are funded almost exclusively by selling wands, potions, and scrolls of lesser restoration to magic item shops. Of course, you don't need to be so high level to make those.

If that's the kind of story you wish to tell, more power to you. In my world Paladins who survive to that level, are so rare, they don't have time for such nonsense.


felinoel wrote:
Then not FLOODING the market but the summoners would definitely be flooding the market like crazy nonstop.

To what end? The market for wands in general, much less specific wands like these, would be extremely limited in most fantasy worlds.

The ones where you can't throw a stone and hit a mid- to high-level adventurer.


Yeah, summoners have an insane list. Maybe there's a secret cabal of wizards who go around and threaten summoners to keep them out of the market. ;)


LazarX wrote:
strumbleduck wrote:
Dave Justus wrote:
It is well known that high level Paladins are just in it for the money.
In my campaign world, most large paladin orders are funded almost exclusively by selling wands, potions, and scrolls of lesser restoration to magic item shops. Of course, you don't need to be so high level to make those.
If that's the kind of story you wish to tell, more power to you. In my world Paladins who survive to that level, are so rare, they don't have time for such nonsense.

Saving a church of your deity is not nonsense to a paladin.

Cthulhudrew wrote:
felinoel wrote:
Then not FLOODING the market but the summoners would definitely be flooding the market like crazy nonstop.

To what end? The market for wands in general, much less specific wands like these, would be extremely limited in most fantasy worlds.

The ones where you can't throw a stone and hit a mid- to high-level adventurer.

To the end that they are as common as the others of the same level really.

_Ozy_ wrote:
Yeah, summoners have an insane list. Maybe there's a secret cabal of wizards who go around and threaten summoners to keep them out of the market. ;)

You jest but that is the only possible thing that could happen for the worlds run by the above people who don't permit summoner-made magic stuffs.


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OilHorse wrote:
I take the specific for wands over the general for all created items.

I saved this quote because it's come up before:

Sean K Reynolds wrote:
Quote:

Spell-Trigger & Spell-Completion Items

- a constant debate I've seen here on the boards and around my own gaming table (with 2 DMs we have 2 different house rules). (1) Does the *crafter* (the person with the feat) personally have to have the spell? Examples: Can a Sorcerer (with the spell) and Wizard (with the feat) team up to create a scroll of one of the Sorc's spells known?
(2) The same thing would apply towards any other combination of classes where 1 character has the creation feat and another (or multiples) have the spells
(3) Would there possibly be a question of divine vs arcane getting in the way (such as wizard with scribe scroll and cleric with flame strike)?
(4) Here's another variation: Could a sorc (or any other arcane class) teach a wizard a spell to put in his spellbook directly? Or would they be forced to go through the scroll creation route?
(5) Even trickier: could a multiclass Wiz/Sorc (say 5 & 5) transcribe their spells known into their spellbook?

Quick answer, as these have come up several times in the thread.

1) That sort of team-up works fine.
2) That sort of team-up works fine.
3) It's not a problem.
4) That's not clear, but isn't technically part of the item crafting rules.
5) No official rule for this, but I'd let him (I recall we had a discussion about that back at Wizards for 3E, and Jonathan felt it wasn't a problem).

I don't know if it's RAW, but when both SKR and Johnathon Tweet, the guy who literally created the system we are all playing, say that team-ups should be allowed for crafting wands, I think that makes it RAI.

...
and since apparently people are apparently discussing house rules now, I'll say that my rewritten summoner has its spell list adjusted so that its spells are the same level as they appear on the sorcerer/wizard list. Non-sorcerer/wizard spells on the summoner list use their cleric level instead, and their druid level if they are neither wizard nor cleric spells. Spells which appear on the summoner list but not wizard, cleric, or druid have their level multiplied by 3/2 (rounded up) in my house rules.
Also, my rewritten summoner only has four levels of spellcasting, substantially reduced spells known, and the same number of spells per day as a paladin.


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137ben wrote:
OilHorse wrote:
I take the specific for wands over the general for all created items.

I saved this quote because it's come up before:

Sean K Reynolds wrote:
Quote:

Spell-Trigger & Spell-Completion Items

- a constant debate I've seen here on the boards and around my own gaming table (with 2 DMs we have 2 different house rules). (1) Does the *crafter* (the person with the feat) personally have to have the spell? Examples: Can a Sorcerer (with the spell) and Wizard (with the feat) team up to create a scroll of one of the Sorc's spells known?
(2) The same thing would apply towards any other combination of classes where 1 character has the creation feat and another (or multiples) have the spells
(3) Would there possibly be a question of divine vs arcane getting in the way (such as wizard with scribe scroll and cleric with flame strike)?
(4) Here's another variation: Could a sorc (or any other arcane class) teach a wizard a spell to put in his spellbook directly? Or would they be forced to go through the scroll creation route?
(5) Even trickier: could a multiclass Wiz/Sorc (say 5 & 5) transcribe their spells known into their spellbook?

Quick answer, as these have come up several times in the thread.

1) That sort of team-up works fine.
2) That sort of team-up works fine.
3) It's not a problem.
4) That's not clear, but isn't technically part of the item crafting rules.
5) No official rule for this, but I'd let him (I recall we had a discussion about that back at Wizards for 3E, and Jonathan felt it wasn't a problem).

I don't know if it's RAW, but when both SKR and Johnathon Tweet, the guy who literally created the system we are all playing, say that team-ups should be allowed for crafting wands, I think that makes it RAI.

...
and since apparently people are apparently discussing house rules now, I'll say that my rewritten summoner has its spell list adjusted so that its...

Unusual nerfing...?

Not sure why you bring it up?

Grand Lodge

felinoel wrote:
LazarX wrote:
strumbleduck wrote:
Dave Justus wrote:
It is well known that high level Paladins are just in it for the money.
In my campaign world, most large paladin orders are funded almost exclusively by selling wands, potions, and scrolls of lesser restoration to magic item shops. Of course, you don't need to be so high level to make those.
If that's the kind of story you wish to tell, more power to you. In my world Paladins who survive to that level, are so rare, they don't have time for such nonsense.

Saving a church of your deity is not nonsense to a paladin.

Cthulhudrew wrote:
felinoel wrote:
Then not FLOODING the market but the summoners would definitely be flooding the market like crazy nonstop.

To what end? The market for wands in general, much less specific wands like these, would be extremely limited in most fantasy worlds.

The ones where you can't throw a stone and hit a mid- to high-level adventurer.

To the end that they are as common as the others of the same level really.

_Ozy_ wrote:
Yeah, summoners have an insane list. Maybe there's a secret cabal of wizards who go around and threaten summoners to keep them out of the market. ;)
You jest but that is the only possible thing that could happen for the worlds run by the above people who don't permit summoner-made magic stuffs.

So your Paladins save their churches.... by wielding wands of plane shift???


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LazarX wrote:
felinoel wrote:
LazarX wrote:
strumbleduck wrote:
Dave Justus wrote:
It is well known that high level Paladins are just in it for the money.
In my campaign world, most large paladin orders are funded almost exclusively by selling wands, potions, and scrolls of lesser restoration to magic item shops. Of course, you don't need to be so high level to make those.
If that's the kind of story you wish to tell, more power to you. In my world Paladins who survive to that level, are so rare, they don't have time for such nonsense.

Saving a church of your deity is not nonsense to a paladin.

Cthulhudrew wrote:
felinoel wrote:
Then not FLOODING the market but the summoners would definitely be flooding the market like crazy nonstop.

To what end? The market for wands in general, much less specific wands like these, would be extremely limited in most fantasy worlds.

The ones where you can't throw a stone and hit a mid- to high-level adventurer.

To the end that they are as common as the others of the same level really.

_Ozy_ wrote:
Yeah, summoners have an insane list. Maybe there's a secret cabal of wizards who go around and threaten summoners to keep them out of the market. ;)
You jest but that is the only possible thing that could happen for the worlds run by the above people who don't permit summoner-made magic stuffs.
So your Paladins save their churches.... by wielding wands of plane shift???

No silly! Not wielding, but selling!


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LazarX wrote:


So your Paladins save their churches.... by wielding wands of plane shift???

When you can't convince people to come to your church, you bring your church to them.


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Sir Agariel:" Sir Lordan, we planned an assault to the hellish castle, and we have all the resources given by the king."
Sir Lordan:" I see. Are our troops well equipped and trained?"
Sir Agariel:" I'm sorry, Sir Lordan, but our troops are mostly made by untrained volunteers. They are strong willed, yet they can't stand a battle now."
Sir Lordan:" Understood. We need to spend more resources than our first expectation."
Sir Agariel:" Reason is yours, Sir Lordan. We might be powerful, but we still are just two swords."
Sir Lordan:" Bring me the Paizo-group-of-optimizers-players. It is said, in the legend, that they can alter any fate."
Sir Agariel:"Yes, Sir Lordan."
Time passes...
Sir Agariel:" Sir Lordan, they say that they cannot meet you. They say that we are actually a mere example of what can be done with optimization, all inside their imagination. They still had compiled a short list of advices."
Sir Lordan:" That's very un-respectful in our regard. Nonetheless, read what they wrote. It might help us anyway, Sir Agariel."
Sir Agariel:" That's strange, I can read: "Dump wis, sword-and-board doesn't work, exploit your class ability." This looks like a blasphemy."
Sir Lordan:" It could be a prophecy, instead. What can be done?"
Sir Agariel:" Well, royal analysts say that our rare power of moving through the planes is unmatched when money is the must. By accounting this information, we could pay for another 30 people's equipment and training."
Sir Lordan:" What we are supposed to do?"
Sir Agariel:" They say that we must "spend a feat on craft wands" to have that power. I'm not sure, but maybe it means that we should learn how to transfer our magic into other objects.
Sir Lordan:" I shall learn myself how to achieve this power. As if even I don't unsheathe my own sword, we shall bless our god with the victory of goodness."
Sir Agariel:" You are an example of enlightenment and sacrifice for all of us, Sir Lordan."

This is for the people who thinks that the only people who matters are the PC (with little to no interest in spending resources on people outside the group). And also for the people who believe that paladins should only smite harder or lay-on-hands better. They are about winning over the evilness, and not winning over a single fiend.


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Your angels weren't reading this thread. They don't need to spend the feat to get craft wand, they just need to find a willing wizard and cut him in for a piece of the action.

Grand Lodge

Rogar Stonebow wrote:
LazarX wrote:
felinoel wrote:
LazarX wrote:
strumbleduck wrote:
Dave Justus wrote:
It is well known that high level Paladins are just in it for the money.
In my campaign world, most large paladin orders are funded almost exclusively by selling wands, potions, and scrolls of lesser restoration to magic item shops. Of course, you don't need to be so high level to make those.
If that's the kind of story you wish to tell, more power to you. In my world Paladins who survive to that level, are so rare, they don't have time for such nonsense.

Saving a church of your deity is not nonsense to a paladin.

Cthulhudrew wrote:
felinoel wrote:
Then not FLOODING the market but the summoners would definitely be flooding the market like crazy nonstop.

To what end? The market for wands in general, much less specific wands like these, would be extremely limited in most fantasy worlds.

The ones where you can't throw a stone and hit a mid- to high-level adventurer.

To the end that they are as common as the others of the same level really.

_Ozy_ wrote:
Yeah, summoners have an insane list. Maybe there's a secret cabal of wizards who go around and threaten summoners to keep them out of the market. ;)
You jest but that is the only possible thing that could happen for the worlds run by the above people who don't permit summoner-made magic stuffs.
So your Paladins save their churches.... by wielding wands of plane shift???
No silly! Not wielding, but selling!

Like I said, if that's the kind of Paladin stories you want to tell, fine. To me, that's like Green Lantern saving the Corps and the universe, by opening up a Haberdashery.


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There are some spells magic items that require the spell to be cast by the crafter.

An FAQ if it has not been linked to yet.


No, none of them do. You can always use a spell from another source. This has been confirmed repeatedly by the devs.

The faq you are linking to merely says that some item's prerequisites can't be bypassed by a +5 increase to the DC.

Dude, this was laid out just a few posts back.

Grand Lodge

_Ozy_ wrote:

No, none of them do. You can always use a spell from another source. This has been confirmed repeatedly by the devs.

The faq you are linking to merely says that some item's prerequisites can't be bypassed by a +5 increase to the DC.

Dude, this was laid out just a few posts back.

As I understand it, the only spells that you can get from an outside provider, are the ones that you could bypass by upping the DC in the first place.


LazarX wrote:
_Ozy_ wrote:

No, none of them do. You can always use a spell from another source. This has been confirmed repeatedly by the devs.

The faq you are linking to merely says that some item's prerequisites can't be bypassed by a +5 increase to the DC.

Dude, this was laid out just a few posts back.

As I understand it, the only spells that you can get from an outside provider, are the ones that you could bypass by upping the DC in the first place.

How are you getting that? There's nothing in the wording to suggest this would be the case.

Somewhat irrelevant anyway: the issue has been discussed by SKR as quoted above and confirmed as legal.


LazarX wrote:
_Ozy_ wrote:

No, none of them do. You can always use a spell from another source. This has been confirmed repeatedly by the devs.

The faq you are linking to merely says that some item's prerequisites can't be bypassed by a +5 increase to the DC.

Dude, this was laid out just a few posts back.

As I understand it, the only spells that you can get from an outside provider, are the ones that you could bypass by upping the DC in the first place.

Nope. The only difference between spell trigger/completion items and other magic items is that you can't bypass the spell requirements by boosting the DC. That's it. If you look at the rules, all items (except for rings, strangely) have the same words about the creator casting the spell, and all items are subject to the general rules that say, specifically, that the spell can be supplied from other sources.

There is no specific wording for wands, potions, scrolls, or staves that say otherwise. None.


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LazarX wrote:
Rogar Stonebow wrote:
LazarX wrote:
felinoel wrote:
LazarX wrote:
strumbleduck wrote:
Dave Justus wrote:
It is well known that high level Paladins are just in it for the money.
In my campaign world, most large paladin orders are funded almost exclusively by selling wands, potions, and scrolls of lesser restoration to magic item shops. Of course, you don't need to be so high level to make those.
If that's the kind of story you wish to tell, more power to you. In my world Paladins who survive to that level, are so rare, they don't have time for such nonsense.

Saving a church of your deity is not nonsense to a paladin.

Cthulhudrew wrote:
felinoel wrote:
Then not FLOODING the market but the summoners would definitely be flooding the market like crazy nonstop.

To what end? The market for wands in general, much less specific wands like these, would be extremely limited in most fantasy worlds.

The ones where you can't throw a stone and hit a mid- to high-level adventurer.

To the end that they are as common as the others of the same level really.

_Ozy_ wrote:
Yeah, summoners have an insane list. Maybe there's a secret cabal of wizards who go around and threaten summoners to keep them out of the market. ;)
You jest but that is the only possible thing that could happen for the worlds run by the above people who don't permit summoner-made magic stuffs.
So your Paladins save their churches.... by wielding wands of plane shift???
No silly! Not wielding, but selling!
Like I said, if that's the kind of Paladin stories you want to tell, fine. To me, that's like Green Lantern saving the Corps and the universe, by opening up a Haberdashery.

That's a perfectly reasonable viewpoint, and I agree that it depends on what kind of stories you want to tell.

But I would like to point out that there's something of a tradition in comic-book-type fiction of heroes using their powers to pay the bills. Some examples:

1. In the Men in Black film franchise, the titular organization is funded by patents they own on certain technology (e.g. velcro) of an alien origin.

2. Tony Stark certainly uses his powers of invention to make money, which is required to fund his superpowers. Indeed, of all of the comic book superheroes, he seems to be the only one whose power is based almost entirely on crafting feats.

3. Peter Parker and Clark Kent both use their status as superheroes surreptitiously to get ahead in their mundane careers.

I'm sure there are other good examples. The point is that I think a clever and resourceful group of paladins would use all means at their disposal to increase their power. It doesn't fit into the classic heroic conception of paladins, but as you said, it depends on what type of stories you want to tell.

Grand Lodge

1. Men in Black is satirical comedy.

2. Do we really want to model our fantasy on Marvel Comics?

3. Thing is, Peter Parker never gets ahead. He had to bum a dollar from Franklin Richards when he got hot dogs! As for Clark Kent, I've never been able to view him the same way since watching Kill Bill pt 2.


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LazarX wrote:
As for Clark Kent, I've never been able to view him the same way since watching Kill Bill pt 2.

Superman is my favorite superhero, and Bill is full of shit in that scene. Not only is Clark the main personality and identifies himself as just another human, Bill completely got Batman wrong - Bruce Wayne is the mask and Batman is the personality. Batman would rather be Batman 24/7, except that there would be too many questions about Bruce Wayne, where he went to, etc. etc., and that would make being Batman much harder.

Clark from Smallville is the product of the Kents' rearing, and that's who he is deep down - Superman is one mask he wears to protect his family & friends and to be an icon for the world he wants to see come about ($10 says Clark is a HUGE Trekker); Clark in Metropolis is another mask he wears to not draw attention to himself, really.

But deep down Clark/Superman is an awkward farmboy mama's boy from Kansas who could have turned into the world's biggest despot had it not been John & Martha finding him.


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LazarX wrote:
2. Do we really want to model our fantasy on Marvel Comics?

But you gave DC universe as an analogy...

LazarX wrote:
3. Thing is, Peter Parker never gets ahead.

That's a subjective point of view though. The point is that he makes money off of his own alter-ego. If Peter was NOT spiderman, he would be hard pressed to take as good of photos as he does AS spiderman. Therefore, being spiderman = more money.

Clark, on the other hand, does his job as normally as one could. He doesn't make stories or create opportunities for the purpose to report on them. But he does it anyway because that's what's expected of him.


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LazarX wrote:
2. Do we really want to model our fantasy on Marvel Comics?

Considering how powerful PF characters are, "yes". Some of us do.


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Now yal got me thinking about creating a silver surfer character now of a sorcerer with some type of bloodline to turn them a silver color floating and surfing the skies on a floating disk in the shape of a surfboard specced in shooting Rays all day.....

Tyvm my players will either love yal or hate yal lmao

Grand Lodge

chbgraphicarts wrote:
LazarX wrote:
As for Clark Kent, I've never been able to view him the same way since watching Kill Bill pt 2.

Superman is my favorite superhero, and Bill is full of s!+# in that scene. Not only is Clark the main personality and identifies himself as just another human, Bill completely got Batman wrong - Bruce Wayne is the mask and Batman is the personality. Batman would rather be Batman 24/7, except that there would be too many questions about Bruce Wayne, where he went to, etc. etc., and that would make being Batman much harder.

Clark from Smallville is the product of the Kents' rearing, and that's who he is deep down - Superman is one mask he wears to protect his family & friends and to be an icon for the world he wants to see come about ($10 says Clark is a HUGE Trekker); Clark in Metropolis is another mask he wears to not draw attention to himself, really.

But deep down Clark/Superman is an awkward farmboy mama's boy from Kansas who could have turned into the world's biggest despot had it not been John & Martha finding him.

Did you ever see the George Reeves black and white series? You'll notice that every now and then at the end of an episode, Superman will wink at the viewers beyond the fourth wall, in those moments when it's amazingly obvious just what kind of dense, unobservant fools, Lane, Olsen, and Inspector Henderson really are. Man puts on a pair of glasses and that's all it takes to hide your identity? Really? He's obviously fond of his human friends, but even Superman knows just what fools they are.

Thing is Clark Kent IS the mask. He doesn't have to be as incredible a bumbler as he is. Bruce Wayne, Tony Stark, they all have to BECOME their costumed incarnations, or like Peter Parker or Bruce Banner were changed into what they are. Kal-el on the other hand, had to learn to lower himself down to human levels to carry on his disguise.


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strumbleduck wrote:
LazarX wrote:
Rogar Stonebow wrote:
LazarX wrote:
felinoel wrote:
LazarX wrote:
strumbleduck wrote:
Dave Justus wrote:
It is well known that high level Paladins are just in it for the money.
In my campaign world, most large paladin orders are funded almost exclusively by selling wands, potions, and scrolls of lesser restoration to magic item shops. Of course, you don't need to be so high level to make those.
If that's the kind of story you wish to tell, more power to you. In my world Paladins who survive to that level, are so rare, they don't have time for such nonsense.

Saving a church of your deity is not nonsense to a paladin.

Cthulhudrew wrote:
felinoel wrote:
Then not FLOODING the market but the summoners would definitely be flooding the market like crazy nonstop.

To what end? The market for wands in general, much less specific wands like these, would be extremely limited in most fantasy worlds.

The ones where you can't throw a stone and hit a mid- to high-level adventurer.

To the end that they are as common as the others of the same level really.

_Ozy_ wrote:
Yeah, summoners have an insane list. Maybe there's a secret cabal of wizards who go around and threaten summoners to keep them out of the market. ;)
You jest but that is the only possible thing that could happen for the worlds run by the above people who don't permit summoner-made magic stuffs.
So your Paladins save their churches.... by wielding wands of plane shift???
No silly! Not wielding, but selling!
Like I said, if that's the kind of Paladin stories you want to tell, fine. To me, that's like Green Lantern saving the Corps and the universe, by opening up a Haberdashery.

That's a perfectly reasonable viewpoint, and I agree that it depends on what kind of stories you want to tell.

But I would like to point out that there's something of a tradition in comic-book-type fiction of heroes...

and as I said, if you don't want to have paladins who save their broken down churches then that is fine, but there is no reason why a summoner wouldn't abuse their unique capabilities.


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Paladins should earn their money the honorable way - by killing people and taking their stuff.


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Matthew Downie wrote:
Paladins should earn their money the honorable way - by killing people and taking their stuff.

That is apparently the general consensus.

Grand Lodge

felinoel wrote:
Matthew Downie wrote:
Paladins should earn their money the honorable way - by killing people and taking their stuff.
That is apparently the general consensus.

Actually it's not. The mission of the Paladin is to be on the frontlines on the war against Evil. He's to be the Anointed Soldier, not to play Papers and Paychecks. He shouldn't be doing it for material gain. He should equip himself as needed. He should obviously retain what treasure he needs to maintain himself, and those whom he's responsible for. Or he's backed by a church that provides for his material needs.

Using the spoils of the enemy to do this is quite proper and serves a two fold purpose, 1. to strengthen the fight against evil, and 2. to weaken the enemy by depriving them of their ill-gotten gains.

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