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General Tabletop Discussion
*Pathfinder & Starfinder
Class conjuring - an appropriate tradeoff for a paladin?
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<blockquote data-quote="Li Shenron" data-source="post: 1682109" data-attributes="member: 1465"><p>It's hard to say... Inspire Courage with a number of times per day per level basically after a few levels mean that you are going to use it at every combat, and extra times per day don't give an improvement. On the other hand the bonus granted improves by 1 every 6 levels.</p><p></p><p>Dropping spells would be too much IMHO, because although they are few per day, on the long run they are quite versatile so that it's not very appropriate to swap an ability which is very limited in uses/day but otherwise flexible with something which is instead basically a constant bonus.</p><p></p><p>Probably Turn Undead is the best choice, with the only caveat that before level 4 you wouldn't have had TU at all but that is quite ok (after all, before level 4 you also - on the average - don't get to use inspire courage all the combats).</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1682109, member: 1465"] It's hard to say... Inspire Courage with a number of times per day per level basically after a few levels mean that you are going to use it at every combat, and extra times per day don't give an improvement. On the other hand the bonus granted improves by 1 every 6 levels. Dropping spells would be too much IMHO, because although they are few per day, on the long run they are quite versatile so that it's not very appropriate to swap an ability which is very limited in uses/day but otherwise flexible with something which is instead basically a constant bonus. Probably Turn Undead is the best choice, with the only caveat that before level 4 you wouldn't have had TU at all but that is quite ok (after all, before level 4 you also - on the average - don't get to use inspire courage all the combats). [/QUOTE]
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Class conjuring - an appropriate tradeoff for a paladin?
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