FireLance said:
I do recall it was mentioned that the LA for the Saint template was lower than it should be because it was meant as a reward.
This makes sense. Just the fast healing alone is...impressive.
Anyway, I would just like to add that the half-celestial template synergizes very well with the paladin class in my view, so LA +4 is not excessive. Consider the following:
I have taken a close look at the Half-Celestial's potential. Let me address some of your points. Keep in mind that my responses are with regards to my specific paladin. Other paladins in other campaigns with other attributes may synergize differently with the template.
Strength +4 means that you are attacking at a net -2 to hit and +2 to damage for melee attacks. If you're wielding a one-handed weapon, it's the equivalent of power attacking for 2.
It also means waiting an extra 4 levels for each new iterative attack. Also, Power Attacking for 2 is very often disadvantageous. Especially if you are less likely to hit which, with -4 BAB, you are. So overall, this aspect of the template, stacked against a straight paladin, seems detrimental to me. For the record, my pally is sword-and-board.
Consititution +4 means that your hit points will eventually catch up to (and may even exceed) those of a regular paladin. In addition, the bonus to Fortitude exactly offsets the reduction in base saves.
I have a 16 con now, so losing 4 HD means losing 4d10+12 hp, average 33 hp. And that is assuming my paladin doesn't get a con-boosting item (which he will). When he does, the loss of hp is actually
worse, since the con-boosting item is less-effective, having fewer HD to effect. Since the con gives a bonus of +2 hp per HD, I'll have to be 20th-level ECL before I break even on this. So a negative for pretty much the PC's entire career.
Dexterity +2 may be less useful, especially if you're up against your maximum Dexterity bonus for armor. The bonus to ranged attacks only partly offsets the BAB loss, and the bonus to Reflex saves offsets the reduction in base saves most but not all of the time. The only real edge is a small bonus to initiative checks.
My PC has, indeed, already hit max dex on armor. He's hardly ever touched his short bow, and the +1 to init gives him a grand total of +2. This is an infinitesimal bonus, IMO.
Intelligence +2 also means that skill points will eventually catch up to those of a regular paladin, although you will still be behind in terms of maximum ranks.
Not only will I be behind in max-ranks, but the campaign in question is a combat-heavy dungeon crawl. So what usefulness +1 skill points per level might have for a paladin is even less so.
Wisdom +4 means your will save will be better than that of a regular paladin most of the time, and equal the rest of the time. The extra bonus spells will only partly offset the loss of paladin spells
So again, at +4 LA, the paladin's spellcasting (for what it's worth) is worse. The Will Save bonus is really the only useful aspect of the Wis bonus, but with Divine Grace my paladin already has a very good will save. Still, this is a definite advantage. I'd say functionally close to a free Iron Will feat.
Charisma +4 is the real bonus. When smiting evil, you will hit as well as a regular paladin, although at a net -2 to damage (-1 if using a two-handed weapon). Your lay on hands ability will also catch up to that of a regular paladin,
The charisma is definitely one of the best perks of the class for a paladin. However, note that the Half-Celestial paladin's Lay on Hands only "catches up to" but does not surpass the straight paladin's. With Divine Grace and Divine Might (which my paladin has), any ability that grants a bonus to charisma is good, no doubt.
The extra smite evil means that you can smite evil as often as or more often than a regular paladin (although you don't get to add your charisma bonus to hit - something that has always bugged me about this ability).
Holy Smite is decidedly worse than the paladin's Smite Evil ability, for exactly the reason you mention: no cha bonus to hit. So the Half-Celestial loses ground again.
In addition, you get wings, resistance to acid 10, cold 10 and electricity 10, damage reduction 10/magic and spell resistance HD+10. I do concede that many of these can be duplicated or made irrelevant with the right equipment, though.
These are all very nice abilities. The Spell Resistance in particular. Although it's not
incredibly good for paladins in particular, since Divine Grace already gives paladins a fantastic defense against magic (my saves are very nice), SR is never something to make light of.
The final advantage to the half-celestial template is a whole load of spell-like abilities from Protection from Evil to Holy Smite to Holy Aura to Mass Charm Moster to Summon Monster IX to Resurrection.
Even with a +2 LA, I'll never see Ressurrection unless the game goes into epic levels, which I doubt. And while the later spell-like abilities are very useful, at 1/day I don't think they're overpowering. Still, this is the meat of the class, the reason it's worth
any LA, whether it be +2 or +4, and I'm not denying that I like the idea of throwing around Dispel Evil or Holy Aura.
All in all, I would say that the half-celestial template is about balanced at LA +4 for a paladin. Other classes may not find that it synergises as well.
As always, FireLance, your opinion is insightful and well-written. In this case, though, I respectfully disagree.
In nearly every area you mentioned, the Half-Celestial paladin is actually worse-off than the straight paladin. Melee to hit and damage: worse. Hit points: worse. Spellcasting: worse. Smiting: worse. Lay on Hands: equal. Saves: equal. On the plus side, the Half-Celestial gains 3 energy resistances, SR, some bonus stats (most of which are subsumed in the loss of class levels), and some spell-like abilities.
Again, perhaps in some campaigns a +4 LA is a good deal. But for me, I don't think so. At +2 LA, though, it's looking good. I may definitely have to talk to my DM about the possibility of taking it at around 10th-level or so.