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The Justicar
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<blockquote data-quote="BobTheNob" data-source="post: 4670125" data-attributes="member: 82425"><p>From the players manual, Level 16 feature of the Justicar paragon path for paladins</p><p> </p><p>"Just Shelter (16th level): Allies adjacent to you are immune to fear and charm effects and receive a +1 bonus to saving throws"</p><p> </p><p>I have compared this to alot of paragon features of the same level and have come to the conclusion that this is just horrificly good. The thing I want to ask is...too good?</p><p> </p><p>Immunity is one of the alarms that goes off in my head. I am of the opinion that players can mitigate, but should never be able to claim immunity. Its just one of those things that screws up games because (as a DM) you end up needing to deliberately design campaigns to do things other than that which players have immunity to in order to create any challenge.</p><p> </p><p>Then I look at the Astral weapon just one page earlier</p><p>"Courage from on High (16th level): You gain a +2 bonus to saving throws against fear effects.".</p><p>Pretty pissy by comparison</p><p> </p><p>I have ideas on how to handle but was wondering at other peoples experience and if/how they dealt with this</p><p> </p><p>(p.s. please no "I think the rules are pretty clear on this" posts. They never help anyone. I come to forums for discussion, not denunciation)</p></blockquote><p></p>
[QUOTE="BobTheNob, post: 4670125, member: 82425"] From the players manual, Level 16 feature of the Justicar paragon path for paladins "Just Shelter (16th level): Allies adjacent to you are immune to fear and charm effects and receive a +1 bonus to saving throws" I have compared this to alot of paragon features of the same level and have come to the conclusion that this is just horrificly good. The thing I want to ask is...too good? Immunity is one of the alarms that goes off in my head. I am of the opinion that players can mitigate, but should never be able to claim immunity. Its just one of those things that screws up games because (as a DM) you end up needing to deliberately design campaigns to do things other than that which players have immunity to in order to create any challenge. Then I look at the Astral weapon just one page earlier "Courage from on High (16th level): You gain a +2 bonus to saving throws against fear effects.". Pretty pissy by comparison I have ideas on how to handle but was wondering at other peoples experience and if/how they dealt with this (p.s. please no "I think the rules are pretty clear on this" posts. They never help anyone. I come to forums for discussion, not denunciation) [/QUOTE]
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