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Considering Paladin and Ranger Caster Level

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  • Considering Paladin and Ranger Caster Level

    To be honest, I've always been iffy on the half-caster level of both these classes. I understand they're not supposed to be of the caster power of other main caster classes, so it's understandable they'll have some set backs.

    But I always thought that was represented by their limited spell list, slow spell progression, and small amount of castings per day.

    Half-caster level seems to have an increasingly bizarre hit to their spells, in multiple ways. First, take duration for example. A level 20 Paladin or Ranger could only have some spells last for 10 rounds, when they're 6 seconds per level. And what with such a small castings per day list, and the low level of spells, Extend spell isn't quite the luxury as it would be for Clerics and the like.

    Also, effects from caster level are dramatically hit. The most glaring is something like Greater Magic Weapon. A 20th level paladin has an effective caster level of 10. This would give a maximum bonus from that spell to be +2. A +2 weapon from a pure Paladin at level 20 seems a bit bizarre, in my opinion.

    Now, I know there's Practiced Spellcaster to raise by 4 caster levels, but I still have a problem with that because it's exploiting a bug in the Obsidian system. The feat isn't supposed to raise your caster level above the maximum level of that spellcaster class. So, if you're a 20th level paladin and take it, it does make it so you're like a 14th level caster, yes. But it shouldn't. It's just an exploit in the system, so I'm iffy on abusing exploits. (Unless this server fixed that feat.)

    Now, as I'm someone who isn't entirely keen on just complaining about things without offering a solution, perhaps there could be a specific feat that Rangers and Paladins could take (could have a Spellcraft skill requirement, perhaps, like the Practices Spellcaster feat) that would grant them full Spellcaster Level progression.

    They don't get more spells. They don't get more castings per day. They don't get faster progression in when they get new spell levels. It merely gives them full spellcaster progression.

    Anyway, thanks for your time in reading this. Also, forgive me if this has been addressed before. I couldn't find a topic for such, after doing a quick search.

    Edit: Upon reading the Practiced Spellcaster description again, I suppose it's not technically an exploit to make it work with Paladin or Ranger, since i t mentions that the limit is based upon HD. It's still a temporary stopgap measure (and doesn't address how it's exploited with full caster spellcasting classes, but that's really another issue entirely). Just wanted to point it out, as I admit that in such a case with Paladin or Ranger, I guess it wouldn't be an exploit.

    Still, I still believe giving a feat for full spellcasting progression for Paladins and Rangers would seem reasonable, as they're paying their feats for such. Just a suggestion, though.

  • #2
    I kinda like this idea. However, I really do not see Practiced Spellcaster as an exploit. I see it as creative.

    Here's something I wonder though.. if you choose a prestige class that has stunted spellcasting progression and what determined your ability to choose that class was a base class with stunted spell progression, what does that equate to?

    For example, a lvl 15 Ranger/ lvl 5 Warpriest.

    Does the 2nd and 4th lvl of Warpriest each gain a spellcasting progression?

    All in all, I still like the idea of the OP. Pallies and Rangers can be pretty deadly, but it seems the number of builds to make them deadly is painfully limited. A feat like this could add some more flavor to them and more variety.
    sigpic
    Osclow Wiltenholm- "I have seen behind the mask and almost miss the bliss of ignorance."

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    • #3
      Paladins, in my mind, are one of those classes that on the majority of online servers, just don't work very well other than as a minor part of powerbuilds. But on Sundren, given the spells, etc, and abilities given them closer to PnP, I believe that they are a potentially powerful class. Still a semi-secondrate warrior with specific focusses, but, with some very powerful RP abilities.

      However... I do think that it might be nice to dig around, and find something to make them more viable in actual power, too. Something similar to what Red suggests.
      Violet Figgleleaf - Meek and insecure hin conjurer
      Her journal is here.

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      • #4
        Yes, I should say that I do like some of the new spells they put in for Paladins. I will honestly say that the staff has made it so Paladins are better than just a 1-5 level class tacked onto a powerbuild for Sorcerer/EK/Favored Soul/Cleric and the like.

        I just like the idea that a pure Paladin, or near to pure Paladin, is more viable, and I think that would certainly be more feasible with the oppurtunity to get full caster level progression. Even if it's not automatic, and takes a feat to do such.

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        • #5
          Pure pallies are viable, QUITE viable in Sundren. I've seen them totally kick the rear ends of classes they were assumed to have no chance against... the problem is that you could probably only find one or two ways to make them truly useful. Rangers are the same way.

          This of course only adds credit to Red's idea.
          sigpic
          Osclow Wiltenholm- "I have seen behind the mask and almost miss the bliss of ignorance."

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          • #6
            For paladins it's superb equipment and a higher level, and for rangers it's hit n run archery

            Anyways, I agree with the first post although not so much in terms of power. More so in how lackluster it feels to have half progression spellcasting with such a limited spellbook to begin with. A lot of those spells are just not worth using because they suffer too much from the caster level reduction and the rest can get dispelled by a 3rd level wizard.

            Warpriest's reduced caster level stacks with that of paladins/rangers (meaning they get progression at 4th and 8th) as far as I'm aware, and the only way to change their progression would be to change the base. Practiced Spellcaster feats are hardcoded.

            Since it's canon PnP though, it probably won't change.

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            • #7
              Longstrider + archery style makes you virtually invincible against something that has to get within weapon range.

              Paladins on the other hand get some pretty neat spells that rangers dont for example;

              Clear mind - omg, a paladin that can resist spells! awesome!
              Angel Skin - 5DR, now your a barbarian
              Blessing of Bahamut - Now your a dwarfen defender
              Draconic Might - Now your a dragon

              They may all have scabby duration but if you consider a lvl15 Paladin casting Draconic Might he is instantly giving himself a 7 minute boost to his fighting stats and a rediculous armour class, you throw in Clear Mind and for an hour and ten minutes your will save is virtually untouchable. Blessing of Bahamut is REALLY short but its alright in a pinch if your loosing health like crazy..
              Originally posted by roguethree
              If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

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              • #8
                Originally posted by Kaeldorn View Post
                A lot of those spells are just not worth using because they suffer too much from the caster level reduction and the rest can get dispelled by a 3rd level wizard.
                I have been playing my pallie Andy, her build is a long way far from a powerbuild and like all the chars I had before, she is based on RP means, but this what Kael said is something I know the feeling.
                "Nothing is true, everything is permitted."

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                • #9
                  I don't really like that idea at all. The spells for rangers and paladins are supposed to be minor enhancements to help them do what they're already good at. Allowing them to get the benefits for such long durations would potentially overpower them. Paladins and rangers aren't clerics and druids. That's reflected a bit in their limited spell selection and enforced by having a Caster Level that's equal to half their level.

                  Paladins and rangers also get a full Base Attack Bonus which is a huge advantage that clerics and druids can only hope for. At level 20, for example, they get four attacks per round (rangers with two weapon fighting get even more) while clerics have only three.

                  If something like this were implemented I'd recommend doubling the damage dice and increasing the bonuses that other caster classes get to their enhancement spells as well. After all, what's good for the goose is good for the gander. Once you head down making one class more powerful other classes are going to ask for the same loving.

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                  • #10
                    Well argued! change one thing and you have to start balancing the rest of the classes as well.
                    Originally posted by roguethree
                    If I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.

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                    • #11
                      Blank makes a good point. I don't think a few extra spells per day and longer durations would really make 'that' big of a difference, however full BAB not only means less buff-reliance, but also more attacks (as was stated) and less fear vs. dispellers.

                      Clerics, druids, bards, favored souls, spirit shamans, and eldritch knights practically quake in fear when up against anyone that brought useful dispel methods.

                      Paladins and rangers just see it as a mild inconvience.

                      Be wary of those that wield on hit: dispel weapons.
                      Wish spell?! What is this? ****ing Dragonball Z?!

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                      • #12
                        I think the duration of Paladin/Ranger buffs and their available caster level to be more than efficient. I understand for your desire, but what you request is basically an even more broken thing than practiced spellcaster. At least that feat requires a cross classed skill Spellcraft:4. If you want a longer caster level then use practiced spellcaster.
                        "Who needs a plan when you've got an Axe!"
                        Gael Ironhide

                        Link to my GF's articles: http://www.suite101.com/profile.cfm/pnmnp2

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                        • #13
                          Durin, I'd go one step farther and say that if you want a higher caster level play a full caster. If you want to play a paladin who has a lot of magic at his fingertips play a Lawful Good cleric. If you want to play a ranger who has lots of neat spells play a Druid or a Spirit Shaman.

                          With the right feat selection you can accomplish something that's close to what a paladin or ranger would be. Heck, with the right feat selection you could play a cleric that acts like a ranger if you wanted to.

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                          • #14
                            Originally posted by Tome View Post
                            Be wary of those that wield on hit: dispel weapons.
                            Curse their blackened hearts!
                            I got one leg missin'
                            How do I get around?

                            One Leg Missin'
                            Meet the Feebles

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                            • #15
                              I respectfully disagree with the concept that it'd be overpowered. But it's a moot issue, as Kaeldorn has already said there's little chance of it happening, due to it not being vanilla 3.5. And that's cool. So I'll leave it at that.

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