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*Pathfinder & Starfinder
[The Paladin Project] The Holy Vassal - a Pal/Clr PrC
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<blockquote data-quote="FireLance" data-source="post: 1262418" data-attributes="member: 3424"><p>Thanks for your comments, brento766.</p><p></p><p></p><p></p><p>You're absolutely right, I put in the wrong BAB and save progression by mistake <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" />. Thanks for pointing that out. I've edited my first post to reflect the correct progression.</p><p></p><p></p><p></p><p>If figured that since I'm holding the character to the paladin code of conduct, I might as well give him the spells. It's a small bonus for a small restriction.</p><p></p><p></p><p></p><p>The design question behind the Healing Touch ability was this: Remove Disease makes sense for a paladin who has no access to the spell. But, how do you make it useful for a paladin/cleric? Well, how often would a character cast Remove Disease? Depending on the campaign, maybe less than once a week. So, instead of having that 1/week Remove Disease, swop it for the ability to spontaneously cast Remove Disease. A small benefit for a small benefit. What if he's able to Remove Disease 2/week? Maybe a slight improvement. Allow him to spontaneously cast Remove Blindness/Deafness as well. Again, how often does that come up? And so on. Balance-wise, I don't think it makes a very great difference, and game-wise it makes the character more fun to play. He has the spells on tap for the rare instances that they are useful, and he doesn't have to tie up his spell slots the rest of the time.</p><p></p><p></p><p></p><p>Again, this is a design issue. I wanted the Spell Smite to be the Holy Vassal's "signature move", so to speak, so I felt that it had to be useful, even when compared to the other high-level spells he could cast, and that he had to be able to use it more than twice a day. I tried to make it so that a Holy Vassal would be able to Spell Smite about as often as a paladin of the same character level could Smite Evil.</p></blockquote><p></p>
[QUOTE="FireLance, post: 1262418, member: 3424"] Thanks for your comments, brento766. You're absolutely right, I put in the wrong BAB and save progression by mistake :o. Thanks for pointing that out. I've edited my first post to reflect the correct progression. If figured that since I'm holding the character to the paladin code of conduct, I might as well give him the spells. It's a small bonus for a small restriction. The design question behind the Healing Touch ability was this: Remove Disease makes sense for a paladin who has no access to the spell. But, how do you make it useful for a paladin/cleric? Well, how often would a character cast Remove Disease? Depending on the campaign, maybe less than once a week. So, instead of having that 1/week Remove Disease, swop it for the ability to spontaneously cast Remove Disease. A small benefit for a small benefit. What if he's able to Remove Disease 2/week? Maybe a slight improvement. Allow him to spontaneously cast Remove Blindness/Deafness as well. Again, how often does that come up? And so on. Balance-wise, I don't think it makes a very great difference, and game-wise it makes the character more fun to play. He has the spells on tap for the rare instances that they are useful, and he doesn't have to tie up his spell slots the rest of the time. Again, this is a design issue. I wanted the Spell Smite to be the Holy Vassal's "signature move", so to speak, so I felt that it had to be useful, even when compared to the other high-level spells he could cast, and that he had to be able to use it more than twice a day. I tried to make it so that a Holy Vassal would be able to Spell Smite about as often as a paladin of the same character level could Smite Evil. [/QUOTE]
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[The Paladin Project] The Holy Vassal - a Pal/Clr PrC
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