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General Tabletop Discussion
*Pathfinder & Starfinder
Paladin balanced without RP/alignment restrictions?
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<blockquote data-quote="Celtavian" data-source="post: 1589396" data-attributes="member: 5834"><p>Maybe at low levels, at level about 8 to 10 and above fear is a pretty common ability or spell that alot of creatures have. Many times alot of the party has been sent running while the Paladin stands his ground.</p><p></p><p></p><p></p><p>Still better than any of the other melee classes.</p><p></p><p></p><p></p><p>It gets real nice at higher level.</p><p></p><p>Paladins have access to stronger healing than Lay on Hands, or do you completely ignore their access to spells up to <em>Cure Critical Wounds</em> and <em>Restoration</em> via personal spells, and more importantly, magic items.</p><p></p><p></p><p></p><p></p><p>Yea, Paladins are alot like bards, very powerful in group play. </p><p></p><p></p><p></p><p>This makes me question the validity of your statements. Why does it matter if a cleric or druid is in the group? The Paladin can still make use of a wand or scroll with a divine spell on his list. </p><p></p><p>The clerics and druids in our party actually make the Paladin a few scrolls or a wand alot of the time to give him the ability to heal himself if needed.</p><p></p><p></p><p></p><p>I've been through plenty of modules where the area was big enough for a large creature. Caverns and large rooms. It does make a Paladin faster than the other members of the group save for the monk.</p><p></p><p>You don't need to be on open ground to ride your mount, just large enough halls like caverns, castle courtyards, large temple areas, etc, etc.</p><p></p><p></p><p></p><p></p><p>Exactly. A Paladin is great in Player vs. Adventure games where they are 90% of the time.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 1589396, member: 5834"] Maybe at low levels, at level about 8 to 10 and above fear is a pretty common ability or spell that alot of creatures have. Many times alot of the party has been sent running while the Paladin stands his ground. Still better than any of the other melee classes. It gets real nice at higher level. Paladins have access to stronger healing than Lay on Hands, or do you completely ignore their access to spells up to [i]Cure Critical Wounds[/i] and [i]Restoration[/i] via personal spells, and more importantly, magic items. Yea, Paladins are alot like bards, very powerful in group play. This makes me question the validity of your statements. Why does it matter if a cleric or druid is in the group? The Paladin can still make use of a wand or scroll with a divine spell on his list. The clerics and druids in our party actually make the Paladin a few scrolls or a wand alot of the time to give him the ability to heal himself if needed. I've been through plenty of modules where the area was big enough for a large creature. Caverns and large rooms. It does make a Paladin faster than the other members of the group save for the monk. You don't need to be on open ground to ride your mount, just large enough halls like caverns, castle courtyards, large temple areas, etc, etc. Exactly. A Paladin is great in Player vs. Adventure games where they are 90% of the time. [/QUOTE]
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Paladin balanced without RP/alignment restrictions?
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