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Half-Celestial +2?
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<blockquote data-quote="Lord Pendragon" data-source="post: 1720495" data-attributes="member: 707"><p>FireLance, your post is very pursuasive, however, there are a few more points I'd like you to consider.</p><p></p><p>1. Offense. I'm not sure you've given the regular paladin as much weight in this category as you should, even though you've given him the "win." The most serious drawback here is the iterative attack progression. Most paladins (and certainly my paladin) are front-line tanks, and waiting <em>4 levels</em> for each iterative attack is a major drawback. 4 out of every 5 levels, the half-celestial paladin will have one less attack than the regular one. Also, you seem to be including Divine Might as a mitigating factor for the loss in damage from smiting, but we can't count on every paladin having that feat.</p><p></p><p>2. Defense. I agree. The Half-Celestial is definitely better defensively, even at a +4 LA.</p><p></p><p>3. Spells. This is a tough category. Some of the spells are definitely very good. However, I think it's important to note that many of the half-celestial's spell-like abilities are also available to the regular paladin, even if at a later level. Protection from Evil, Bless, and Cure Serious Wounds are all spells that the regular paladin has access to. Granted, having access to them a bit earlier is an advantage, but not a huge one.</p><p></p><p>4. Other abilities. You've balanced the regular paladin's other abilities with the half-celestial's ability to fly, but as I've stated earlier, this is nearly a non-ability. The regular paladin can choose a flying mount and fly anyway, plus have his mount be significantly stronger.</p><p></p><p>In the end, I think that the Half-Celestial may be balanced at +4 LA if taken by a <em>fighter</em>. He loses 2 feats (of 11), takes the BAB hit, and in exchange gains a huge boost in abilities, none of which he had any access to before. In the case of the paladin, many of the half-celestial abilities duplicate those he already has: access to healing, detect evil, holy smite, etc. The only real synergy is in flavor (a paladin that is part-angel is a very nice concept,) and the cha bonus, which is only useful to a small subset of D&D classes.</p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 1720495, member: 707"] FireLance, your post is very pursuasive, however, there are a few more points I'd like you to consider. 1. Offense. I'm not sure you've given the regular paladin as much weight in this category as you should, even though you've given him the "win." The most serious drawback here is the iterative attack progression. Most paladins (and certainly my paladin) are front-line tanks, and waiting [i]4 levels[/i] for each iterative attack is a major drawback. 4 out of every 5 levels, the half-celestial paladin will have one less attack than the regular one. Also, you seem to be including Divine Might as a mitigating factor for the loss in damage from smiting, but we can't count on every paladin having that feat. 2. Defense. I agree. The Half-Celestial is definitely better defensively, even at a +4 LA. 3. Spells. This is a tough category. Some of the spells are definitely very good. However, I think it's important to note that many of the half-celestial's spell-like abilities are also available to the regular paladin, even if at a later level. Protection from Evil, Bless, and Cure Serious Wounds are all spells that the regular paladin has access to. Granted, having access to them a bit earlier is an advantage, but not a huge one. 4. Other abilities. You've balanced the regular paladin's other abilities with the half-celestial's ability to fly, but as I've stated earlier, this is nearly a non-ability. The regular paladin can choose a flying mount and fly anyway, plus have his mount be significantly stronger. In the end, I think that the Half-Celestial may be balanced at +4 LA if taken by a [i]fighter[/i]. He loses 2 feats (of 11), takes the BAB hit, and in exchange gains a huge boost in abilities, none of which he had any access to before. In the case of the paladin, many of the half-celestial abilities duplicate those he already has: access to healing, detect evil, holy smite, etc. The only real synergy is in flavor (a paladin that is part-angel is a very nice concept,) and the cha bonus, which is only useful to a small subset of D&D classes. [/QUOTE]
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Half-Celestial +2?
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