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Half-Celestial +2?
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<blockquote data-quote="FireLance" data-source="post: 1721782" data-attributes="member: 3424"><p>Sure <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p></p><p></p><p>I admit that I do not have a lot of experience with high-level fighter types and I may be under-valuing the iterative attacks as a result. From my purely mechanical evaluation, the second iterative attack (at -5 to hit) is still useful, but the third and fourth (at -10 and -15 to hit respectively) are likely to miss too often to have an effect. I am curious to know if it works out different in actual play.</p><p></p><p></p><p></p><p>The disparity in paladin spells between a half-celestial and a normal paladin starts out fairly low (one 1st-level spell at ECL 5, assuming Wisdom less than 20) and tops out at about two 3rd-level spells and 2 4th-level spells at ECL 20 (assuming the half-celestial only gets an extra 1st-level and 2nd-level spell from his higher Wisdom). The half-celestial lacks flexibility in terms of spells he can prepare, but makes up for it in number. At ECL 14, when a regular paladin gets 4th-level spells, he has Daylight (at will), Protection from Evil (3/day), Bless, Cure Serious Wounds, Neutralize Poison, Remove Disease and Dispel Evil. These spell-like abilities all duplicate existing paladin spells or abilities. In addition, he gets spell-like abilities which duplicate spells not on the paladin spell list, namely: Aid (ECL 7), Holy Smite (ECL 11), Holy Word (ECL 15), Holy Aura (3/day, ECL 17) and Mass Charm Monster (ECL 19).</p><p></p><p></p><p></p><p>Sorry, bad choice of words. I meant that the ability to fly is the only advantage a half-celestial has in this area, not that it was balanced against the other abilities.</p><p></p><p></p><p></p><p>I agree with your assessment on the half-celestial fighter, but I guess we'll have to agree to disagree on the half-celestial paladin, then <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="FireLance, post: 1721782, member: 3424"] Sure :). I admit that I do not have a lot of experience with high-level fighter types and I may be under-valuing the iterative attacks as a result. From my purely mechanical evaluation, the second iterative attack (at -5 to hit) is still useful, but the third and fourth (at -10 and -15 to hit respectively) are likely to miss too often to have an effect. I am curious to know if it works out different in actual play. The disparity in paladin spells between a half-celestial and a normal paladin starts out fairly low (one 1st-level spell at ECL 5, assuming Wisdom less than 20) and tops out at about two 3rd-level spells and 2 4th-level spells at ECL 20 (assuming the half-celestial only gets an extra 1st-level and 2nd-level spell from his higher Wisdom). The half-celestial lacks flexibility in terms of spells he can prepare, but makes up for it in number. At ECL 14, when a regular paladin gets 4th-level spells, he has Daylight (at will), Protection from Evil (3/day), Bless, Cure Serious Wounds, Neutralize Poison, Remove Disease and Dispel Evil. These spell-like abilities all duplicate existing paladin spells or abilities. In addition, he gets spell-like abilities which duplicate spells not on the paladin spell list, namely: Aid (ECL 7), Holy Smite (ECL 11), Holy Word (ECL 15), Holy Aura (3/day, ECL 17) and Mass Charm Monster (ECL 19). Sorry, bad choice of words. I meant that the ability to fly is the only advantage a half-celestial has in this area, not that it was balanced against the other abilities. I agree with your assessment on the half-celestial fighter, but I guess we'll have to agree to disagree on the half-celestial paladin, then :). [/QUOTE]
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