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*Pathfinder & Starfinder
The (quintessential) paladin prestige class
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<blockquote data-quote="Lily Inverse" data-source="post: 268361" data-attributes="member: 4594"><p>First, I would argue that Leadership is <em>hardly</em> automatically "incredibly powerful." A lot depends on your style of game. If your character isn't the type to "settle down" Leadership has little use, as the economics of maintaining a huge army on the road simply break down. NO "questing Paladin" would want this feat, as to maintain his followers would require massive pillaging and sacking of the countryside -- hardly Paladinlike! Thus, Leadership necessarily ties any good character down to one location, except during a war or other unusual circumstances. Unless your vision of Paladins includes their being <em>completely</em> tied to the defense of their homelands, Leadership is utterly inappropriate.</p><p></p><p>Secondly, let's look at your Paladin, his requirements, and come up with the number of points he needs.</p><p></p><p>With his main statistics, we'll just assume an average of 16. This may be higher than you expect, it may be lower. </p><p></p><p>Con and Dexterity: You seem to assume your Paladin class has no use for these. If so, you will have a nasty shock when you have Fighters with less than 12 in each try to take things on. 12s in both,. for an average between the two scores.</p><p></p><p>Intelligence. Another 12, with the intention of putting it up to 13 at 4th level. </p><p></p><p>16, 12, 12, 16, 12, 16. Referring to Table 2-1 on page 20 of the DMG, we can see that a 16 costs 10 points, and a 12 costs 4. The total adds up to a whopping 42 points. Looking just below this chart we can see that a high-powered campaign is made on characters with only 32 points. </p><p></p><p>For the sake of argument, we'll lower the average of the Paladin's required ability scores to 15. Personally, I would not go any lower. You're still talking about some incredibly powerful people here, because that only puts you within the 32 point limit on that page!</p><p></p><p>This is precisely the reason there ARE "dump-stats." All this, without an adequete explanation for WHY a high Int is a requirement, and a high Str, Wis, or Cha is not.</p><p></p><p>And let me dispell you of another one of your dearly-held illusions. A 13 is decently high. In a medieval world, you will likely find MANY more 13 Str people than 13 Int people. Heck, many people TODAY find a 13 Int equivalent (130 IQ) scary when confronted with someone applying it properly. It's not genius-level, no, but it's really quite uncommon. Yet you insist that your Paladins MUST be at this level, but can have a 3 Charisma if the player should so desire.</p></blockquote><p></p>
[QUOTE="Lily Inverse, post: 268361, member: 4594"] First, I would argue that Leadership is [i]hardly[/i] automatically "incredibly powerful." A lot depends on your style of game. If your character isn't the type to "settle down" Leadership has little use, as the economics of maintaining a huge army on the road simply break down. NO "questing Paladin" would want this feat, as to maintain his followers would require massive pillaging and sacking of the countryside -- hardly Paladinlike! Thus, Leadership necessarily ties any good character down to one location, except during a war or other unusual circumstances. Unless your vision of Paladins includes their being [i]completely[/i] tied to the defense of their homelands, Leadership is utterly inappropriate. Secondly, let's look at your Paladin, his requirements, and come up with the number of points he needs. With his main statistics, we'll just assume an average of 16. This may be higher than you expect, it may be lower. Con and Dexterity: You seem to assume your Paladin class has no use for these. If so, you will have a nasty shock when you have Fighters with less than 12 in each try to take things on. 12s in both,. for an average between the two scores. Intelligence. Another 12, with the intention of putting it up to 13 at 4th level. 16, 12, 12, 16, 12, 16. Referring to Table 2-1 on page 20 of the DMG, we can see that a 16 costs 10 points, and a 12 costs 4. The total adds up to a whopping 42 points. Looking just below this chart we can see that a high-powered campaign is made on characters with only 32 points. For the sake of argument, we'll lower the average of the Paladin's required ability scores to 15. Personally, I would not go any lower. You're still talking about some incredibly powerful people here, because that only puts you within the 32 point limit on that page! This is precisely the reason there ARE "dump-stats." All this, without an adequete explanation for WHY a high Int is a requirement, and a high Str, Wis, or Cha is not. And let me dispell you of another one of your dearly-held illusions. A 13 is decently high. In a medieval world, you will likely find MANY more 13 Str people than 13 Int people. Heck, many people TODAY find a 13 Int equivalent (130 IQ) scary when confronted with someone applying it properly. It's not genius-level, no, but it's really quite uncommon. Yet you insist that your Paladins MUST be at this level, but can have a 3 Charisma if the player should so desire. [/QUOTE]
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The (quintessential) paladin prestige class
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