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Paladin Paragon Path advice needed
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<blockquote data-quote="Doombybbr" data-source="post: 5656159" data-attributes="member: 6673412"><p>At higher levels selfless shield is ineffectual, in fact it only helps BELOW level 10 so make it about 2 or 3 times the strengh modifier maybe even any number the paladin sees fit up to his current hp, he may take all the attacks damage but be killed because of it.</p><p>Ancestral warding needs to have a large radius(probably at least blast 3 tilll next turn or a few turns later)</p><p>with guidence of the ancestors just make it an aura where you have ut to wisdom modifier number of turns when the turns left are: 6 or more it is +6, 5 it is +5, 4 it is + 4, 3 it is + 3, 2 it is +2, 1 it is + 1 so the bonus cannot exceed 6(if it did it would be rather overpowered)</p><p>Fire of the forge of heath should be affected by resistances or be a unike flame that does non-elemental damage as a being made COMPLETELY of fire would NOT take damage from that AS IT IS VERY ODD AND UNREALISTIC.</p><p>for inprisoning action make save ends a second possibility as immobilizing enemies is almost overpowered.</p><p>make them crawl is a bit too weak as it does not affect much with prone.</p><p>incarcerating aurashould ignore teleport and instead anyone who moves takes the damage.as teleport cannot be stopped by the aura but moving can.</p><p></p><p>with chains of dread 1 save should end all associated conditions or it will take a very long time to escape</p></blockquote><p></p>
[QUOTE="Doombybbr, post: 5656159, member: 6673412"] At higher levels selfless shield is ineffectual, in fact it only helps BELOW level 10 so make it about 2 or 3 times the strengh modifier maybe even any number the paladin sees fit up to his current hp, he may take all the attacks damage but be killed because of it. Ancestral warding needs to have a large radius(probably at least blast 3 tilll next turn or a few turns later) with guidence of the ancestors just make it an aura where you have ut to wisdom modifier number of turns when the turns left are: 6 or more it is +6, 5 it is +5, 4 it is + 4, 3 it is + 3, 2 it is +2, 1 it is + 1 so the bonus cannot exceed 6(if it did it would be rather overpowered) Fire of the forge of heath should be affected by resistances or be a unike flame that does non-elemental damage as a being made COMPLETELY of fire would NOT take damage from that AS IT IS VERY ODD AND UNREALISTIC. for inprisoning action make save ends a second possibility as immobilizing enemies is almost overpowered. make them crawl is a bit too weak as it does not affect much with prone. incarcerating aurashould ignore teleport and instead anyone who moves takes the damage.as teleport cannot be stopped by the aura but moving can. with chains of dread 1 save should end all associated conditions or it will take a very long time to escape [/QUOTE]
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Paladin Paragon Path advice needed
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