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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Worthwhile Paladin Spells.
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<blockquote data-quote="Carpe DM" data-source="post: 1789880" data-attributes="member: 677"><p>Lord Pendragon:</p><p></p><p>Well, don't let me talk you out of being frustrated with Paladin spellcasting abilities. I think the problem comes from a specific philosophical disconnect about the role those spells are meant to play.</p><p></p><p>Camp one (I'll call this the Monte Cook camp) designed Paladin and Bard spells as class-specific add-ons that gave effective, short-term assistance to the character. These spells usually have a duration that lasts a fight even with the Paladin's half-level casting.</p><p></p><p>Spells that reflect camp one: Bless Weapon, Protection from Evil, Divine Sacrifice, Heal Mount, Deafening Clang, Strategic Charge, Resurgence, Holy Sword (before it was destroyed).</p><p></p><p>Camp two (I'll call this the "Wish we were Clerics" camp) re-wrote paladin spells as cleric variants. Unfortunately this had the result of underpowering Paladins' spellcasting. To balance the spells for clerics, the spells became necessarily useless for Paladins.</p><p></p><p>Spells that reflect camp two: Divine Favor (now), Dispel Magic, Bull's Strength, Greater Magic Weapon, Break Enchantment, all the healing spells. These are good spells -- just useless for Paladins.</p><p></p><p>3.5 reflects camp two, I believe. Which is why people keep telling you to become a Prestige Paladin. Cleric spellcasting matched to Paladin BAB and saves turns out to really work well. </p><p></p><p>That's unfortunate.</p><p></p><p>The -3 caster level houserule is quite good, IMO. My problem is that I don't *use* houserules unless the problem is destroying the game. But it might be a solution in your game.</p><p></p><p>very best,</p><p></p><p>Carpe</p></blockquote><p></p>
[QUOTE="Carpe DM, post: 1789880, member: 677"] Lord Pendragon: Well, don't let me talk you out of being frustrated with Paladin spellcasting abilities. I think the problem comes from a specific philosophical disconnect about the role those spells are meant to play. Camp one (I'll call this the Monte Cook camp) designed Paladin and Bard spells as class-specific add-ons that gave effective, short-term assistance to the character. These spells usually have a duration that lasts a fight even with the Paladin's half-level casting. Spells that reflect camp one: Bless Weapon, Protection from Evil, Divine Sacrifice, Heal Mount, Deafening Clang, Strategic Charge, Resurgence, Holy Sword (before it was destroyed). Camp two (I'll call this the "Wish we were Clerics" camp) re-wrote paladin spells as cleric variants. Unfortunately this had the result of underpowering Paladins' spellcasting. To balance the spells for clerics, the spells became necessarily useless for Paladins. Spells that reflect camp two: Divine Favor (now), Dispel Magic, Bull's Strength, Greater Magic Weapon, Break Enchantment, all the healing spells. These are good spells -- just useless for Paladins. 3.5 reflects camp two, I believe. Which is why people keep telling you to become a Prestige Paladin. Cleric spellcasting matched to Paladin BAB and saves turns out to really work well. That's unfortunate. The -3 caster level houserule is quite good, IMO. My problem is that I don't *use* houserules unless the problem is destroying the game. But it might be a solution in your game. very best, Carpe [/QUOTE]
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Worthwhile Paladin Spells.
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