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General Tabletop Discussion
*Pathfinder & Starfinder
The (quintessential) paladin prestige class
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<blockquote data-quote="Elder-Basilisk" data-source="post: 250461" data-attributes="member: 3146"><p>You run your game, SonofaPreacherMan, and if that works for you that's fine, but I don't think that this discussion calls for ad-hominem argumentation.</p><p></p><p>It is not merely powergaming to point out that a prestige class is underpowered. In fact, the relative powers of various prestige classes are something that will shape any gameworld that includes them. If paladins are weaker than other characters of their level or if their ability to combat evil isn't readily distinguishable from run of the mill fighters and warriors, then the divine champions of righteousness will not be feared by evildoers.</p><p></p><p>In my campaign, I have several groups that grant prestige classes. The Knights of St. Cuthbert are known to be the scourge of undead and demons (I use the Knight of the Chalice and Hunter of the Dead prestige classes to model them) however, experienced soldiers say that the Templars of St. Guthorm (Templar prestige class) are more fearsome in battle against mortal foes.</p><p></p><p>If paladins are supposed to be inspiring and commanding in a campaign world, they should be given abilities that enable them to deserve those appelations. A set of game mechanics that makes it difficult to construct an effective paladin will work against that goal.</p><p></p><p>On mechanics: I agree with Reapersaurus and Al. Having Improved Disarm as a prerequisite will make it difficult to construct a paladin that can do his job effectively (defeating evil in melee combat--if that's not his job he needs another set of abilities) on any point buy system (although a lucky set of rolls on 4d6 can make almost any class and concept viable). It will also mean that the class has a lot of mechanical synergy with fighter/wizard, ranger/rogue, etc multiclasses. On the other hand, the paladin that you described doesn't really seem to fit those molds.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 250461, member: 3146"] You run your game, SonofaPreacherMan, and if that works for you that's fine, but I don't think that this discussion calls for ad-hominem argumentation. It is not merely powergaming to point out that a prestige class is underpowered. In fact, the relative powers of various prestige classes are something that will shape any gameworld that includes them. If paladins are weaker than other characters of their level or if their ability to combat evil isn't readily distinguishable from run of the mill fighters and warriors, then the divine champions of righteousness will not be feared by evildoers. In my campaign, I have several groups that grant prestige classes. The Knights of St. Cuthbert are known to be the scourge of undead and demons (I use the Knight of the Chalice and Hunter of the Dead prestige classes to model them) however, experienced soldiers say that the Templars of St. Guthorm (Templar prestige class) are more fearsome in battle against mortal foes. If paladins are supposed to be inspiring and commanding in a campaign world, they should be given abilities that enable them to deserve those appelations. A set of game mechanics that makes it difficult to construct an effective paladin will work against that goal. On mechanics: I agree with Reapersaurus and Al. Having Improved Disarm as a prerequisite will make it difficult to construct a paladin that can do his job effectively (defeating evil in melee combat--if that's not his job he needs another set of abilities) on any point buy system (although a lucky set of rolls on 4d6 can make almost any class and concept viable). It will also mean that the class has a lot of mechanical synergy with fighter/wizard, ranger/rogue, etc multiclasses. On the other hand, the paladin that you described doesn't really seem to fit those molds. [/QUOTE]
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The (quintessential) paladin prestige class
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