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Last edited by Atlas on Mon Jul 16, 2018 1:11 pm, edited 3 times in total.
Character Profile and The Battles of Sir Amalric of Germont aka Sir Arkaine Halforken Link:
viewtopic.php?f=153&t=18827&p=836119#p836119
viewtopic.php?f=153&t=18827&p=836119#p836119
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Re: Paladins/Rangers and Party Viability/Spell Bugs
NO. Absolutely no. No way. Nuh-huh. Nada.
They are valuable. They do not need anything homebrew anymore.
They are valuable. They do not need anything homebrew anymore.
When someone calls you elitist, he automatically admits that your RP is superior to his.
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Re: Paladins/Rangers and Party Viability/Spell Bugs
This would be a good EPIC feat for Paladins. I wouldn't just tack it in with the base levelup progression though. I'd also only go +5 max for Will Save and make the AC from the Aura of Good only work against Evil critters. Prereqs for feat? 21+ Charisma and levels in Paladin imo.Atlas wrote:Party members gain a +2 bonus to will saves against fear every two levels of Paladin up until a maximum of +10.
The Paladin Aura of Good bestows the Paladin with a +2 AC Bonus and party members gain a +1 bonus to AC for every ten levels of Paladin up to a maximum of +3. So a level 30 Paladin in a party would give off a +3 bonus to AC from his Aura of Good.
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Last edited by Atlas on Mon Jul 16, 2018 1:11 pm, edited 1 time in total.
Character Profile and The Battles of Sir Amalric of Germont aka Sir Arkaine Halforken Link:
viewtopic.php?f=153&t=18827&p=836119#p836119
viewtopic.php?f=153&t=18827&p=836119#p836119
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Re: Paladins/Rangers and Party Viability/Spell Bugs
Atlas wrote:
The Paladin Aura of Good bestows the Paladin with a +2 AC Bonus and party members gain a +1 bonus to AC for every ten levels of Paladin up to a maximum of +3. So a level 30 Paladin in a party would give off a +3 bonus to AC from his Aura of Good.
So you want to just give Paladins free +2 AC? Yeah, I'm sure that would be nice for paladins, but also really unbalanced!! Consider that the EPIC feat armor skin only gives +1 AC. Perhaps if this ONLY effected his party members and not himself I might be for it (it would certainly make him popular in a party). But just giving Paladins a + AC boost for no reason isn't a good idea, imho.
The ranger add-ons don't make a whole lot of sense either. Rangers aren't any sort of natural healer that always have a healing spell at the ready to treat wounded comrades. That's what clerics are for. If you want your Ranger to be able to heal at a moments notice and RP him as a kind soul tending to peoples wounds, invest in the heal skill. It's actually really powerful as you can use it twice per round.
Fixing the bugs though is always a good idea, though I dunno how much of a priority it is for the Dev team atm. *shrug*
"I have no idea what weapons World War 3 will be fought with, but World War 4 will be fought with sticks and stones." ~Albert Einstein
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Re: Paladins/Rangers and Party Viability/Spell Bugs
That would have rangers and paladins out healing clerics at lower levels and possibly upper levels, that is a LOT of heals for pretty much free, a cleric gets X spells per day but your suggestion all these heals are feeebies, diluting the role of a cleric or druid pretty bad.Atlas wrote: Rangers -
Perhaps an additional feat to tame wild animals as a feat for a certain amount of times per day?
Spells -
Paladins and Rangers recieve the following additional spells as additional feats that can be used to heal other characters -
Level 1 Spell Book Tier:
Cure Light Wounds once per day, this increases to a maximum of five times a day at level 5.
Level 2 Spell Book Tier:
Stabilise once per day, this increases to a maximum of five times a day at level 10.
Level 3 Spell Book Tier:
Cure Moderate Wounds once per day, this increases to a maximum of five times a day at level 15.
Level 4 Spell Book Tier:
Cure Serious Wounds once per day, this increases to a maximum of five times a day at level 20.
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Re: Paladins/Rangers and Party Viability/Spell Bugs
Yeah...nope. A lot of stuff just can't be done engine wise. Just leave it as...
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Re: Paladins/Rangers and Party Viability/Spell Bugs
I've posted it in QC for you, it might go somewhere 

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Last edited by Atlas on Mon Jul 16, 2018 1:12 pm, edited 1 time in total.
Character Profile and The Battles of Sir Amalric of Germont aka Sir Arkaine Halforken Link:
viewtopic.php?f=153&t=18827&p=836119#p836119
viewtopic.php?f=153&t=18827&p=836119#p836119
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Re: Paladins/Rangers and Party Viability/Spell Bugs
I don't like this idea at all. Clerics doesn't get "free" healing spells, every time you convert a spell it costs you the use of that other, actually memorized spell. You have to weigh the use of one against the other - is it worth converting that Restoration into a healing spell now, or will we actually need the Restoration more later? Healing spell now, or table-turning party buff against the boss later?
Furthermore, Paladins and Rangers are supposed to be fighters first and foremost. "Fighters who can buff themselves and then throw themselves into combat", as you put it, is quite literally their role in the party. That's what they are supposed to do. They're Fighters who in exchange for all the extra feats uses magic to aid themselves in combat. They're not supposed to be viable as healers or party buffers - that is the role of clerics and druids.
And really, it's not as if Paladins and Rangers aren't allready great at what they do. They don't also need to be good at what a different class does.
Lastly,
Furthermore, Paladins and Rangers are supposed to be fighters first and foremost. "Fighters who can buff themselves and then throw themselves into combat", as you put it, is quite literally their role in the party. That's what they are supposed to do. They're Fighters who in exchange for all the extra feats uses magic to aid themselves in combat. They're not supposed to be viable as healers or party buffers - that is the role of clerics and druids.
And really, it's not as if Paladins and Rangers aren't allready great at what they do. They don't also need to be good at what a different class does.
Lastly,
I'm pretty sure this is the purpose of the bard you're describing here.Atlas wrote:Since the Paladin is supposed to be the leader of the group and inspire his comrades to martial feats of excellence and such
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Last edited by Atlas on Mon Jul 16, 2018 1:13 pm, edited 1 time in total.
Character Profile and The Battles of Sir Amalric of Germont aka Sir Arkaine Halforken Link:
viewtopic.php?f=153&t=18827&p=836119#p836119
viewtopic.php?f=153&t=18827&p=836119#p836119
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Re: Paladins/Rangers and Party Viability/Spell Bugs
Atlas plays a Half-Orc Paladin. It partially affects his view on the class, due to how Half-Orcs suffer from -2 to charisma and intelligence, therefore producing a meek synergy with the Turn Undead based feats, not to mention making it even harder to acquire the Combat Expertise feats. Moreover, since a Half-Orcs favoured class is Barbarian, a multiclassed Half-Orc Paladin is forced to eat experience penalty that greatly reduces their leveling speed and rate.
However, when you choose Aasimar as your character race. Things are suddenly entirely different. You posses no experience penalties from multiclassing as a Paladin, your wisdom and charisma both net +2 bonus, you can afford to have 13 intelligence for Combat Expertise for even greater AC, and as long as you can get Base 22 Strength and Charisma, your spells can boost both to 30.
Therefore, a one handed Paladin will have the following AB:
30 (BAB)
+ 10 (Strength)
+ 5 (Enchantment Bonus)
- 6 (Improved Combat Expertise)
+ 3 (Divine Favor)
= 42
Your one handed damage will be at least, on average:
1d8 (Longsword)
+ 10 (Strength)
+ 5 (Epic Divine Might)
+ 3 (Divine Favor)
+ 20 (Epic Divine Might)
= 42,5~
And with +3 Equipment, your AC will be:
10 (Base)
+ 9 (Full Plate)
+ 2 (Heavy Shield)
+ 3 (Armor Enchantment)
+ 3 (Shield Enchantment)
+ 3 (Natural Armor)
+ 3 (Deflection Armor)
+ 3 (Dodge Armor)
+ 10 (Divine Shield)
+ 6 (Improved Combat Expertise)
= 52
Paladins are terrifyingly powerful when build around the Aasimar class.
Rangers are still little dodgy though as their spell selection focuses on buffing up their animal companion.
However, when you choose Aasimar as your character race. Things are suddenly entirely different. You posses no experience penalties from multiclassing as a Paladin, your wisdom and charisma both net +2 bonus, you can afford to have 13 intelligence for Combat Expertise for even greater AC, and as long as you can get Base 22 Strength and Charisma, your spells can boost both to 30.
Therefore, a one handed Paladin will have the following AB:
30 (BAB)
+ 10 (Strength)
+ 5 (Enchantment Bonus)
- 6 (Improved Combat Expertise)
+ 3 (Divine Favor)
= 42
Your one handed damage will be at least, on average:
1d8 (Longsword)
+ 10 (Strength)
+ 5 (Epic Divine Might)
+ 3 (Divine Favor)
+ 20 (Epic Divine Might)
= 42,5~
And with +3 Equipment, your AC will be:
10 (Base)
+ 9 (Full Plate)
+ 2 (Heavy Shield)
+ 3 (Armor Enchantment)
+ 3 (Shield Enchantment)
+ 3 (Natural Armor)
+ 3 (Deflection Armor)
+ 3 (Dodge Armor)
+ 10 (Divine Shield)
+ 6 (Improved Combat Expertise)
= 52
Paladins are terrifyingly powerful when build around the Aasimar class.
Rangers are still little dodgy though as their spell selection focuses on buffing up their animal companion.
"Qítiān Dàshèng (齊天大聖)"
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Re: Paladins/Rangers and Party Viability/Spell Bugs
Full casting levels, spells that benefit AB +3, NA +5, Deflection +4, a great assortment of feats and if you take 21 lvls: Bane of Enemies.......
No, we Rangers are doing just fine and this again is coming from a Ranger
No, we Rangers are doing just fine and this again is coming from a Ranger

Laisren Ua Tiernan:
The heart must die, so thy loving progeny may live.
The heart must die, so thy loving progeny may live.
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Re: Paladins/Rangers and Party Viability/Spell Bugs
Well, yeah, but I do think the Paladins get more at the moment. 

"Qítiān Dàshèng (齊天大聖)"
"I warrant your attention?! Oh frabjous day! Callooh! Callay!"
"I warrant your attention?! Oh frabjous day! Callooh! Callay!"
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Re: Paladins/Rangers and Party Viability/Spell Bugs
Have you played D&D? Bard is more a Jack of all trades, speaking more in the vein of fantasy. That role is Paladin.scriver wrote:Lastly,I'm pretty sure this is the purpose of the bard you're describing here.Atlas wrote:Since the Paladin is supposed to be the leader of the group and inspire his comrades to martial feats of excellence and such
I honestly think this is the largest motivation to all such "paladin boosting" threads by Arkaine. I see this same thread pop-up on a regular basis, all meeting the same end. Nothing being added/changed to paladin. :/Montaron Alagondar wrote:Atlas plays a Half-Orc Paladin. It partially affects his view on the class, due to how Half-Orcs suffer from -2 to charisma and intelligence, therefore producing a meek synergy with the Turn Undead based feats, not to mention making it even harder to acquire the Combat Expertise feats. Moreover, since a Half-Orcs favoured class is Barbarian, a multiclassed Half-Orc Paladin is forced to eat experience penalty that greatly reduces their leveling speed and rate.
You made the character the way you wanted...honestly, deal with it. I don't see the Human/Aasimar Paladins asking for more boosts...