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General Tabletop Discussion
*Pathfinder & Starfinder
Paladin balanced without RP/alignment restrictions?
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<blockquote data-quote="Silverglass" data-source="post: 1589663" data-attributes="member: 14071"><p>Fear effects are generally uncommon unless you are a professional Dragon Hunter and it is only the paladin that is immune. The rest of the party only get a +4 if they are within 10ft, which is not automatic. And if the majority of the rest of the party run away he has to do the same or get killed. </p><p></p><p>Calm Emotions is a 2nd level cleric spell that has a greater radius and makes all allies immune to fear for 1 round/level.</p><p></p><p></p><p></p><p>But high charisma happens at high levels because the Paladin needs at least 4 of his 6 stats. STR, CON, WIS and CHA are all very important for a Paladin. Below 15th most Paladins end up with an extra +2 or +3 on their saves from Divine Grace, this is not a huge diference when making a Ref or Will save can be very difficult anyway.</p><p></p><p></p><p> </p><p>If the Paladin is doing this in combat he will die just as fast as anyone else. Losing his iterative attacks and losing tactical domination for casting 3d8+7 healing is a very bad decision. If its after combat then it doesn't matter who uses the wand, it could be the party rogue (and its better to use CLW outside combat).</p><p></p><p></p><p></p><p>See above, and in any case energy drain protection is something that ALL high level characters should strive to get. Alternatively the Monk could smile grab the scroll and cast it on himself as he has put enough points into UMD.</p></blockquote><p></p>
[QUOTE="Silverglass, post: 1589663, member: 14071"] Fear effects are generally uncommon unless you are a professional Dragon Hunter and it is only the paladin that is immune. The rest of the party only get a +4 if they are within 10ft, which is not automatic. And if the majority of the rest of the party run away he has to do the same or get killed. Calm Emotions is a 2nd level cleric spell that has a greater radius and makes all allies immune to fear for 1 round/level. But high charisma happens at high levels because the Paladin needs at least 4 of his 6 stats. STR, CON, WIS and CHA are all very important for a Paladin. Below 15th most Paladins end up with an extra +2 or +3 on their saves from Divine Grace, this is not a huge diference when making a Ref or Will save can be very difficult anyway. If the Paladin is doing this in combat he will die just as fast as anyone else. Losing his iterative attacks and losing tactical domination for casting 3d8+7 healing is a very bad decision. If its after combat then it doesn't matter who uses the wand, it could be the party rogue (and its better to use CLW outside combat). See above, and in any case energy drain protection is something that ALL high level characters should strive to get. Alternatively the Monk could smile grab the scroll and cast it on himself as he has put enough points into UMD. [/QUOTE]
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Paladin balanced without RP/alignment restrictions?
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