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*Pathfinder & Starfinder
Developing new paladin PrCs for Piratecat's game: come see the result! (updated 1/28)
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<blockquote data-quote="Spatzimaus" data-source="post: 653334" data-attributes="member: 3051"><p>Sollir reminded me that I hadn't even commented on the abiltiies themselves.</p><p></p><p>Most of the options seem nicely balanced. A few need a bit of work, IMO.</p><p></p><p>Eyes of the Sun: I'm not saying that a high-caster-level Searing Light is overpowered, but all of these abilities are quickened, right?</p><p></p><p>Solar Resistance: I thought followers of Aeos could already stare into the sun and can get a great tan.</p><p></p><p>Revealing Light seems awfully strong. It's like True Seeing, but you don't see polymorphed stuff... except that there's no 120' range limit. Oh, and True Seeing only lasts one minute per level, while you're looking at hours here.</p><p></p><p>Aura of Renewal seems too small. The radius and short duration just don't seem that great, although all of these things are just costing a turn attempt, so it can't be that bad.</p><p>I'd say double the radius, double the duration, drop it to Fast Healing 2. Something like that.</p><p></p><p>The Wonder Twin Powers, especially, seem a bit underpowered. Specifically, these two:</p><p></p><p>Rekindle the flame: not bad, but 16 total turn attempts AND you have to do it in three rounds instead of the decades that the spell normally allows? I know, it's a level 9 Cleric spell, way beyond what Paladins are supposed to do at all, but I'm just wondering how often it'd get used.</p><p>What you COULD do is say that since Radiant Knights are created in pairs, that this ability also allows them to True Resurrect their counterpart for 8 turn attempts.</p><p></p><p>Purification: six total turn attempts, requiring both paladins to focus their attention on one target (so not a combat thing), and it's like casting Heal except without the hit point...err... healing. It's not that it's a terrible idea, but if Tao or Velendo can just cast Heal it's kinda worthless.</p><p></p><p>You COULD just change it to a Heal, but my suggestion:</p><p><strong>Purification</strong>: three turn attempts each; it affects everyone within 30' (including enemies) as if they had both Restoration and Negative Energy Protection cast on them, with caster level equal to the sum of the two Radiant Knights' caster levels.</p><p></p><p>Maybe say that this is an Aura, which requires you to stay within 30' of both knights AND they have to stay within 10' of each other, but I like it better as a "pulse" effect. It might need a bit of power tweaking, but you get the idea.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 653334, member: 3051"] Sollir reminded me that I hadn't even commented on the abiltiies themselves. Most of the options seem nicely balanced. A few need a bit of work, IMO. Eyes of the Sun: I'm not saying that a high-caster-level Searing Light is overpowered, but all of these abilities are quickened, right? Solar Resistance: I thought followers of Aeos could already stare into the sun and can get a great tan. Revealing Light seems awfully strong. It's like True Seeing, but you don't see polymorphed stuff... except that there's no 120' range limit. Oh, and True Seeing only lasts one minute per level, while you're looking at hours here. Aura of Renewal seems too small. The radius and short duration just don't seem that great, although all of these things are just costing a turn attempt, so it can't be that bad. I'd say double the radius, double the duration, drop it to Fast Healing 2. Something like that. The Wonder Twin Powers, especially, seem a bit underpowered. Specifically, these two: Rekindle the flame: not bad, but 16 total turn attempts AND you have to do it in three rounds instead of the decades that the spell normally allows? I know, it's a level 9 Cleric spell, way beyond what Paladins are supposed to do at all, but I'm just wondering how often it'd get used. What you COULD do is say that since Radiant Knights are created in pairs, that this ability also allows them to True Resurrect their counterpart for 8 turn attempts. Purification: six total turn attempts, requiring both paladins to focus their attention on one target (so not a combat thing), and it's like casting Heal except without the hit point...err... healing. It's not that it's a terrible idea, but if Tao or Velendo can just cast Heal it's kinda worthless. You COULD just change it to a Heal, but my suggestion: [B]Purification[/B]: three turn attempts each; it affects everyone within 30' (including enemies) as if they had both Restoration and Negative Energy Protection cast on them, with caster level equal to the sum of the two Radiant Knights' caster levels. Maybe say that this is an Aura, which requires you to stay within 30' of both knights AND they have to stay within 10' of each other, but I like it better as a "pulse" effect. It might need a bit of power tweaking, but you get the idea. [/QUOTE]
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Developing new paladin PrCs for Piratecat's game: come see the result! (updated 1/28)
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