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Half-Celestial +2?
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<blockquote data-quote="jabberwocky" data-source="post: 1720065" data-attributes="member: 2929"><p>But at +2, the half celestial is better than the straight paladin in almost every area. Melee to hit is the same, damage is better. Two levels behind on iterative attacks, but significantly better at divine feats. Hit points are better at level 8 and beyond. Lay on Hands is equal at mid levels and better beyond (depends on relative scores - with base 18, the half-celestial is better at level 7, with base 14 scores, the half-celestial is better at level 5). Saves are better for the celestial across the board by 2-4 points, depending on relative levels and breakpoints. Smiting is +2 to hit, -2 damage, though part of the time with one less paladin smite, but with an extra smite from the template (but not quite as good) - so slightly worse. Spellcasting is off by two levels, or one effective caster level - slightly worse, but vastly surpassed by the spell-like abiltities, which the straight paladin can't get anywhere near matching. The three energy resistances, damage reduction, SR, flight, natural armor, and poison save bonus are all just added power to something that's already better than the straight paladin. </p><p></p><p>As a +2, I would play a Half-celestial paladin happily, even without the spell-like abilities, wings, and SR. At a +3, I would think they were balanced, even without the spell-like abilities. With the SLA, I would never allow them at less than a +4 for a paladin. Other classes would maybe get a reduction in the LA, especially casters, but in my opinion, the template is just too good for a paladin otherwise.</p></blockquote><p></p>
[QUOTE="jabberwocky, post: 1720065, member: 2929"] But at +2, the half celestial is better than the straight paladin in almost every area. Melee to hit is the same, damage is better. Two levels behind on iterative attacks, but significantly better at divine feats. Hit points are better at level 8 and beyond. Lay on Hands is equal at mid levels and better beyond (depends on relative scores - with base 18, the half-celestial is better at level 7, with base 14 scores, the half-celestial is better at level 5). Saves are better for the celestial across the board by 2-4 points, depending on relative levels and breakpoints. Smiting is +2 to hit, -2 damage, though part of the time with one less paladin smite, but with an extra smite from the template (but not quite as good) - so slightly worse. Spellcasting is off by two levels, or one effective caster level - slightly worse, but vastly surpassed by the spell-like abiltities, which the straight paladin can't get anywhere near matching. The three energy resistances, damage reduction, SR, flight, natural armor, and poison save bonus are all just added power to something that's already better than the straight paladin. As a +2, I would play a Half-celestial paladin happily, even without the spell-like abilities, wings, and SR. At a +3, I would think they were balanced, even without the spell-like abilities. With the SLA, I would never allow them at less than a +4 for a paladin. Other classes would maybe get a reduction in the LA, especially casters, but in my opinion, the template is just too good for a paladin otherwise. [/QUOTE]
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Half-Celestial +2?
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