Dazzling flare is one of the few ranged encounter powers available to a paladin. As an attack roll debuff, it is numerically less effective than the equal-level fearsome smite for a paladin with a 16 or higher Wisdom, but it also affects enemies immune to fear. A paladin who wants to focus on ranged or implement attacks could find it a good choice.
Divine Pursuit (Divine Power)
• Strength attack
• Wisdom secondary
• Weapon power
• Weapon vs. non-AC defense (Fortitude)
• Forced movement (push)
• Mobility (self)
Divine pursuit is nearly always superior to the higher-level staggering smite, unless the target has a Fortitude defense higher than AC. It is also likely to be more accurate since it is a weapon power that targets a non-AC defense, even though Fortitude tends to be the highest of the non-AC defenses. A paladin who values accuracy, mobility, or the ability to control his opponents' position could find it a good choice.
Fearsome Smite (Player's Handbook)
• Charisma attack
• Wisdom secondary
• Weapon power
• Fear effect
• Debuff (attack)
Fearsome smite is a defensive power similar to the equal-level dazzling flare, guardian light and shielding smite in that it reduces the chance that an enemy's attack will hit. It is most effective at defending against a single enemy as it imposes a penalty on all of its attacks, regardless of the defense targeted or the party member attacked, provided the enemy is not immune to fear. A paladin who wants to focus on interfering with a single target or who has a bonus to fear attacks could find it a good choice.
Guardian Light (Divine Power)
• Strength or Charisma attack
• Wisdom secondary
• Weapon power
• Radiant damage
• Defense bonus (non-AC, self)
In a way, guardian light is one of the least selfless paladin powers as it provides a bonus to the non-AC defenses of the paladin instead of his allies. Perhaps because of this thematic dissonance, it deals less damage than other paladin encounter powers of the same level. Although it does not directly defend the paladin's allies, it can be used to good effect in conjunction with a power that marks multiple opponents such as the 2nd-level utility power call of challenge. A paladin who is less concerned about offense and wants to boost his non-AC defenses could find it a good choice.
Heedless Fury (Divine Power)
• Strength attack
• Weapon power
• Sacrifice (all defenses)
Heedless fury can be considered the diametric opposite of the equal-level guardian light as it lowers the paladin's defenses but deals more damage than most other equal-level paladin encounter powers. This contributes to the paladin's ability to act as a defender and draw attacks from enemies by simultaneously causing him to appear as a serious threat and making him a more attractive target. Paladins who use highly damaging weapons get the most benefit from this power and could find it a good choice.
Piercing Smite (Player's Handbook)
• Strength attack
• Wisdom secondary
• Weapon power
• Weapon vs. non-AC defense (Reflex)
• Mark (multi-target, basic)
Piercing smite is one of the most accurate of the equal-level paladin encounter powers as it is a weapon power that targets a non-AC defense. It also enhances the paladin's ability to defend his allies by allowing him to mark multiple adjacent enemies, albeit only with a basic mark. A paladin who values accuracy or the ability to mark multiple opponents could find it a good choice.
Radiant smite deals more damage than most other equal-level paladin encounter powers. Paladins who have a high Wisdom or who use less damaging weapons may find it superior to the equal-level high-damage paladin encounter power, heedless fury. A paladin who wants to focus on radiant damage or who is primarily focused on defense but still wants a damaging attack could find it a good choice.
Shielding smite is the most reliable of the equal-level defensive paladin encounter powers in that it provides a boost to an ally's AC as an effect; the paladin does not need to hit with the power first. A paladin who wants to focus on protecting a single ally could find it a good choice.
Valorous Smite (Divine Power)
• Charisma attack
• Weapon power
• Mark (multi-target, divine sanction)
Valorous smite is another power that allows the paladin to mark multiple enemies. In comparison to the equal-level piercing smite, it is less accurate, but it can potentially affect more enemies and it imposes a better mark. A paladin who is focused on marking multiple opponents could find it a good choice.
Posted 9th August 2009 at 03:50 PM byFireLance (FireLance's Scattered Thoughts)
My thoughts on the paladin 1st-level at-will attack powers.
Ardent Strike (Divine Power)
• Strength or Charisma attack
• Weapon power
• Mark (divine sanction)
• Melee basic attack (when charging)
While in theory, the combination of divine challenge and ardent strike will allow a paladin to mark two enemies simultaneously, it may not always be feasible to do so in practice, as he will need to hit one enemy with ardent strike and end his turn adjacent to the target of his divine challenge. Still, a paladin who wants to really focus on his defender role might select this power. The ability to use this power in place of a melee basic attack when charging is a bonus, but a Charisma-focused paladin who takes it for this reason may be better off with virtuous strike instead.
The domains associated with ardent strike are somewhat dark in flavor, perhaps due to the default flavor text of making the target "the focus of your god's anger". The Destruction and Strife domains fit fairly well with this thematically as they grant damage bonuses under certain circumstances (IMO, the Strife domain power may be a little too good when facing large numbers of opponents), as does the Torment domain, which causes the target to grant combat advantage to an ally, presumably from the pain caused by the attack. The Darkness domain seems an odd fit both with the theme and with the mechanical effect of the power as it grants the paladin concealment, which actually offsets part of his marked target's incentive to attack him.
Bolstering Strike (Player's Handbook)
• Charisma attack
• Wisdom secondary
• Weapon power
• Temporary hit points (self)
As a defender, a paladin is likely to get targeted by attacks and take damage fairly often. Hence, the steady stream of temporary hit points provided by bolstering strike can significantly increase his durability. Since temporary hit points don't stack, the power becomes less useful if the paladin has access to another source of temporary hit points, e.g. the 2nd-level utility power vigor.
The Life domain is probably the closest fit with the mechanics and flavor of bolstering strike as it basically extends the benefit of the power to an ally. However, most of the other domains associated with it are compatible with the theme of enhancement. The War and Change domains grant a bonus to attack under certain circumstances, and the Creation domain grants an AC bonus to the paladin or an ally. The Earth domain fits the least well with the theme of the power as it slows the target.
Challenging Strike (PH Heroes: Series 1)
• Strength attack
• Weapon power
• Weapon vs. Non-AC defense (Will, while bloodied)
• Mark (basic)
Challenging strike allows a paladin to mark two creatures at once, but as previously discussed (see ardent strike), it is not always feasible to do so. Its accuracy also increases when the paladin is bloodied, but this can be a risky tactic as the paladin marks the target if he hits. In addition, it provides mechanical support for the concept of a paladin who fights harder after he is seriously injured.
Domains Challenging strike is not associated with any domains. However, the Life and Justice domains (see valiant strike and virtuous strike respectively) can be linked with the theme of turning the tide, and the Destruction, War and Sea domains (see ardent strike, bolstering strike and virtuous strike respectively) have mechanical effects that relate to that idea.
Enfeebling Strike (Player's Handbook)
• Charisma attack
• Weapon power
• Debuff (attack)
Enfeebling strike fits very well with the defender's role as it reduces the target's attack bonus. When combined with the paladin's mark, it can make it difficult for the target to hit the paladin's allies.
Many of the domains associated with enfeebling strike have sinister connotations, in line with the power's weakening effect. Mechanically, most of them either grant damage bonuses or inflict further penalties on the target. The Death domain grants damage bonuses under certain circumstances, and the Poison, Undeath and Winter domains do so in addition to changing the damage type of the power. The Madness and Moon domains inflict a further penalty to attack rolls and a penalty to AC respectively, and the Tyranny domain imposes a penalty on the target's saving throws. The Trickery domain may have the weakest thematic link to enfeebling strike as it allows the paladin or an ally to shift.
Forbidding strike defends an ally by granting him resistance to all damage. This power is suited to a paladin that is focused mostly on defense since the requirement that he use a shield means that he cannot wield the more damaging two-handed weapons, and the power's damage does not increase at the epic tier.
Domains Forbidding strike is not associated with any domains. However, the Life, Protection and Love domains (see bolstering strike, valiant strike and virtuous strike respectively) are in line with the theme of defending an ally, and the Creation and Freedom domains (see bolstering strike and holy strike respectively) have mechanical effects that also grant defensive bonuses.
Holy strike deals the most direct damage of the at-will paladin powers. It also deals radiant damage, so Strength-focused paladins who want to deal more damage or who want to be especially effective against undead might select this power.
The domains associated with holy strike are a mixed bag. The Strength domain probably has the strongest thematic link to the power as it provides an additional damage bonus. Similarly, the Vengeance domain effectively provides a damage bonus since most of the time, an enemy will attack on his turn. However, flavor-wise, it does not seem to relate strongly to the power. The Fate and Luck domains both increase the power's effectiveness in combat, with a situational attack bonus and an increase to the critical range respectively. The Freedom domain seems somewhat out of place both mechanically and thematically, as it grants the paladin or an ally a saving throw bonus.
Valiant Strike (Player's Handbook)
• Strength attack
• Weapon power
• Attack bonus (self)
Valiant strike is more accurate than most of the other at-will paladin powers. It also provides mechanical support for the concept of a paladin who fights harder the more he is outnumbered.
Some of the domains associated with valiant strike evoke the image of the paladin inspiring his allies or himself when he fights multiple opponents, even though he does not need to be outnumbered to enjoy the benefits. The Hope domain and the Protection domain grant an ally a bonus to his attack roll and defenses respectively, while the Civilization domain grants the paladin a damage bonus. The Skill domain, which allows the power to be used as a melee basic attack, is likely associated with it because it grants an attack bonus. The power has less obvious ties with the Storm domain, which changes the damage type of the power and grants damage bonuses, and the Wilderness domain, which allows the paladin and adjacent allies to ignore difficult terrain.
While the saving throw bonus granted by virtuous strike is a nice benefit, the key advantages of this power for Charisma-focused paladins are that it deals radiant damage, which is particularly effective against undead, and that it can be used as a melee basic attack, which can help offset his potential weakness in this area.
Apart from being a radiant power that grants the paladin a bonus to his saving throws, the flavor of virtuous strike is not very well-defined. Hence, it is unsurprising that many of the domains associated with the power seem to have very different themes. The Sun domain, which makes the target vulnerable to radiant damage, ties in with the power's mechanical effect, as does the Sea domain, which allows the paladin to either make a saving throw or impose a penalty to the target's saving throws. The Knowledge domain, which grants the paladin a bonus to defenses, and the Arcana domain, which grants a bonus to his attack rolls with arcane powers, can be broadly linked to the power's default flavor text of filling the paladin with resolve. Similarly, the Love domain, which grants temporary hit points to one or two allies, and the Justice domain, which grants bloodied allies a bonus to attack rolls, can be flavored as doing the same for allies.
Posted 13th October 2008 at 03:27 PM byFireLance (FireLance's Scattered Thoughts)
Updated 13th October 2008 at 03:50 PM byFireLance
Due to real-life busyness, I haven't done much work on the racial paragon multiclass concept. Yesterday, I did happen to think of the following fairly simple feat chain to help paladins who want to select a wider variety of powers.
Basically, the feat chain provides a +1 to +3 bonus to attack rolls (but not damage rolls) for paladin attack powers based on Strength or Charisma, whichever is lower for the paladin.
The feats are further balanced by the following:
1. The lower-level feats are prerequisites for the higher-level feats, so the feats cannot be "traded up". In order to get the highest effective bonus, the PC has to spend three feats.
2. The feats have ever-increasing prerequisites for both the lower ability score and the higher ability score. The paladin still has to keep one score high and improve the lower ability score by at least two points per tier.
3. The feat effectively replaces the lower ability score with a fixed, higher number instead of applying a flat attack bonus. This means that players can't gain a +3 attack bonus to a score that is just slightly lower than the higher one.
Strength of Faith (Paladin) Heroic Tier
Prerequisite: Paladin, Str 15, Cha 17
Benefit: You are considered to have a Strength score of 16 for the purpose of attack rolls (but not damage rolls) with paladin powers.
Improved Strength of Faith (Paladin) Paragon Tier
Prerequisite: Paladin, Str 17, Cha 19, Strength of Faith
Benefit: You are considered to have a Strength score of 18 for the purpose of attack rolls (but not damage rolls) with paladin powers.
Special: If your Charisma score is 21 or higher, you are considered to have a Strength score of 20 instead.
Greater Strength of Faith (Paladin) Epic Tier
Prerequisite: Paladin, Str 19, Cha 23, Strength of Faith, Improved Strength of Faith
Benefit: You are considered to have a Strength score of 22 for the purpose of attack rolls (but not damage rolls) with paladin powers.
Special: If your Charisma score is 25 or higher, you are considered to have a Strength score of 24 instead.
Just for completeness, the equivalent feats for paladins with high Strength are in the SBLOCK.
Spoiler:
Spirit of Faith (Paladin) Heroic Tier
Prerequisite: Paladin, Str 17, Cha 15
Benefit: You are considered to have a Charisma score of 16 for the purpose of attack rolls (but not damage rolls) with paladin powers.
Improved Spirit of Faith (Paladin) Paragon Tier
Prerequisite: Paladin, Str 19, Cha 17, Spirit of Faith
Benefit: You are considered to have a Charisma score of 18 for the purpose of attack rolls (but not damage rolls) with paladin powers.
Special: If your Strength score is 21 or higher, you are considered to have a Charisma score of 20 instead.
Greater Spirit of Faith (Paladin) Epic Tier
Prerequisite: Paladin, Str 23, Cha 19, Spirit of Faith, Improved Spirit of Faith
Benefit: You are considered to have a Charisma score of 22 for the purpose of attack rolls (but not damage rolls) with paladin powers.
Special: If your Strength score is 25 or higher, you are considered to have a Charisma score of 24 instead.
Posted 20th September 2008 at 04:27 PM byFireLance (FireLance's Scattered Thoughts)
Updated 19th October 2008 at 07:40 AM byFireLance
The following milestone power enhancement feats improve the 1st-level paladin at-will powers.
Improved Bolstering Strike (Paladin, Milestone)
Prerequisites: Paladin, bolstering strike power
Benefit: When you use your bolstering strike power and hit with the attack, you gain temporary hit points equal to 1 + your Wisdom modifier + the number of milestones you have reached.
Improved Enfeebling Strike (Paladin, Milestone)
Prerequisites: Paladin, enfeebling strike power
Benefit: When you use your enfeebling strike power and hit a target that you have marked with the attack, it also takes a penalty to damage rolls equal to 1 + the number of milestones you have reached until the end of your next turn.
Improved Holy Strike (Paladin, Milestone)
Prerequisites: Paladin, holy strike power
Benefit: When you use your holy strike power and hit a target that you have marked with the attack, you gain a bonus to the damage roll equal to 1 + your Wisdom modifier + the number of milestones you have reached.
Improved Valiant Strike (Paladin, Milestone)
Prerequisites: Paladin, valiant strike power
Benefit: When you use your valiant strike power and attack a target that you do not have combat advantage against, you gain an additional bonus to the attack roll equal to 1 + the number of milestones you have reached.
Posted 18th September 2008 at 03:58 PM byFireLance (FireLance's Scattered Thoughts)
The following milestone power enhancement feats improve the 22nd-level paladin utility powers.
Divine Cleansing (Paladin, Milestone)
Prerequisites: Paladin, cleansing burst power
Milestone Ability: Once per milestone, as a minor action, you may either remove a number of effects that a save can end equal to the number of milestones you have reached from one creature within 5 squares of you or a single effect that a save can end from a number of creatures within 5 squares of you equal to the number of milestones you have reached.
Power Enhancement: When you use your cleansing burst power, you may select a number of effects that a save can end equal to the number of milestones you have reached. These effects are removed from each target.
Gift of Health (Paladin, Milestone)
Prerequisites: Paladin, gift of life power, lay on hands power
Benefit: When you use your lay on hands power, the target regains additional hit points equal to the number of milestones you have reached. In addition, you regain one daily use of your lay on hands power for each milestone you have reached.
Power Enhancement: When you use your gift of life power, the target regains additional hit points equal to twice the number of milestones you have reached.
Inspiring Faith (Paladin, Milestone)
Prerequisites: Paladin, united in faith power
Milestone Ability: Once per milestone, as a minor action, you may allow yourself an ally within 5 squares of you to spend a healing surge and regain additional hit points equal to the number of milestones you have reached.
Power Enhancement: When you use your united in faith power, each target regains additional hit points equal to the number of milestones you have reached.
Miraculous Rescue (Paladin, Milestone)
Prerequisites: Paladin, angelic rescue power
Milestone Ability: Once per milestone, as a minor action, you may pull an ally a number of squares equal to the number of milestones you have reached.
Power Enhancement: When you use your angelic rescue power, you may affect an additional target for each milestone you have reached.
Posted 17th September 2008 at 04:04 PM byFireLance (FireLance's Scattered Thoughts)
The following milestone power enhancement feats improve the 16th-level paladin utility powers.
Deny Death (Paladin, Milestone)
Prerequisites: Paladin, death ward power
Milestone Ability: Once per milestone, as an immediate reaction when an adjacent ally is dropped to 0 or lower hit points, you may grant your ally a saving throw with a bonus equal to the number of milestones you have reached. If your ally passes the saving throw, he may spend a healing surge.
Power Enhancement: When you use your death ward power, the target regains additional hit points equal to twice the number of milestones you have reached.
Miraculous Intercession (Paladin, Milestone)
Prerequisites: Paladin, angelic intercession power
Milestone Ability: Once per milestone, as an immediate interrupt when an ally within 5 squares is hit by an attack, you may reduce the damage taken by your ally by an amount equal to your Wisdom modifier + the number of milestones you have reached. You take this amount of damage instead.
Power Enhancement: You may trigger your angelic intercession power when an ally within a number of squares equal to 5 + the number of milestones you have reached is hit by an attack.
Posted 16th September 2008 at 03:56 PM byFireLance (FireLance's Scattered Thoughts)
Updated 17th September 2008 at 03:56 PM byFireLance
The following milestone power enhancement feats (and one plain old power enhancement feat) improve the 10th-level paladin utility powers.
Noble Aegis (Paladin, Milestone)
Prerequisites: Paladin, noble shield power
Milestone Ability: Once per milestone, as an immediate interrupt when you and one or more allies are targeted by a close attack or an area attack, you may grant your allies a bonus to their defenses against the attack equal to the number of milestones you have reached. You take a penalty to your defense against the attack equal to the bonus that you grant your allies.
Power Enhancement: When you use your noble shield power, the attack does not automatically hit you. However, your opponent gains a +10 bonus on its attack roll against you. You and your allies gain a bonus to your defenses against the attack equal to the number of milestones you have reached.
Spirit of Relief (Paladin)
Prerequisites: Paladin, cleansing spirit power
Benefit: When you use your cleansing spirit power, if the target fails the saving throw granted by the power, it gains a +2 bonus to its next saving throw against the same effect.
Tide of Fortune (Paladin, Milestone)
Prerequisites: Paladin, Channel Divinity: Divine Mettle class feature, turn the tide power
Benefit: When you use your Channel Divinity: Divine Mettle class feature, the bonus you grant to the saving throw is equal to your Charisma modifier + the number of milestones you have reached.
Power Enhancement: When you use your turn the tide power, the targets gain a bonus to the saving throws granted by the power equal to the number of milestones you have reached.
Posted 15th September 2008 at 04:23 PM byFireLance (FireLance's Scattered Thoughts)
The following milestone power enhancement feats improve the 6th-level paladin utility powers.
Divine Shielding (Paladin, Milestone)
Prerequisites: Paladin, divine bodyguard power, lay on hands power
Benefit: When you use your lay on hands power, the target gains a bonus to all defenses equal to the number of milestones you have reached until the end of your next turn.
Power Enhancement: When you use your divine bodyguard power, your chosen ally gains resistance to all forms of damage equal to the number of milestones you have reached while the power is in effect.
One Accord (Paladin, Milestone)
Prerequisites: Paladin, one heart, one mind power
Milestone Ability: Once per milestone, you may aid another as a minor action and grant a bonus equal to 2 + the number of milestones you have reached.
Power Enhancement: When you use your one heart, one mind power, the targets' aid another actions give a bonus equal to 4 + the number of milestones you have reached.
Strength of the Gods (Paladin, Milestone)
Prerequisites: Paladin, Channel Divinity: Divine Strength class feature, wrath of the gods power
Benefit: When you use your Channel Divinity: Divine Strength class feature, the extra damage you deal on your next attack is equal to your Strength modifier + the number of milestones you have reached.
Power Enhancement: When you use your wrath of the gods power, the bonus that the targets gain to damage rolls is equal to your Charisma modifier + the number of milestones you have reached.
Posted 14th September 2008 at 05:16 PM byFireLance (FireLance's Scattered Thoughts)
The following milestone power enhancement feats improve the 2nd-level paladin utility powers.
Astral Voice (Paladin, Milestone)
Prerequisites: Paladin, trained in Diplomacy, astral speech power
Benefit: You gain a feat bonus to Diplomacy checks equal to 2 + the number of milestones you have reached.
Power Enhancement: When you use your astral speech power, you may reroll a number of your Diplomacy checks equal to the number of milestones you have reached. You may only use one reroll per check, and you must use the result of the second roll even if it is lower. As an immediate reaction, you may also use one of your rerolls to allow an ally within 5 squares that you can see and hear to reroll a Diplomacy check.
Martyr's Boon (Paladin, Milestone)
Prerequisites: Paladin, martyr's blessing power
Milestone Ability: Once per milestone, as an immediate interrupt when an adjacent ally is hit by a melee or ranged attack, you may reduce the damage taken by your ally by an amount equal to your Wisdom modifier + the number of milestones you have reached. You take this amount of damage instead.
Power Enhancement: You may use your martyr's blessing power when an ally within a number of squares equal to 1 + the number of milestones you have reached is hit by a melee or ranged attack. You may shift a number of squares equal to the number of milestones you have reached, but you must end your move in a square adjacent to the ally that was hit.
Sacred Ward (Paladin, Milestone)
Prerequisites: Paladin, sacred circle power
Milestone Ability: Once per milestone, as a minor action, you may grant yourself or an adjacent ally a bonus to AC equal to the number of milestones you have reached until the end of your next turn.
Power Enhancement: When you use your sacred circle power, you and each ally within the zone gain a power bonus to AC equal to 2 + the number of milestones you have reached until the end of your next turn. Thereafter, you and each ally within the zone gain a +2 power bonus to AC until the end of the encounter.
Posted 13th September 2008 at 09:59 AM byFireLance (FireLance's Scattered Thoughts)
The following milestone power enhancement feats improve the 29th-level paladin daily powers.
Blinding Faith (Paladin, Milestone)
Prerequisites: Paladin, powerful faith power
Milestone Ability: Once per milestone, when you hit with a melee basic attack or a 1st-level paladin at-will attack power, the target is blinded until the end of your next turn.
Power Enhancement: When you use your powerful faith power, you gain a bonus to the attack rolls for your secondary attacks equal to the number of milestones you have reached. In addition, if you miss with the primary attack, you may still make secondary attacks, but you take a -5 penalty to the attack rolls.
Just Retribution (Paladin, Milestone)
Prerequisites: Paladin, even hand of justice power
Milestone Ability: Once per milestone, when you hit with a melee basic attack or a 1st-level paladin at-will attack power, you deal additional damage to the target equal to the highest amount of damage it has dealt to you or one of your allies since the end of your last turn.
Power Enhancement: When you use your even hand of justice power and miss with the attack, or if you hit with the attack, after the target succeeds on its saving throw, the target takes half the damage dealt (but not any other effects caused) by its attacks (save ends). Saving throws made to end this effect take a penalty equal to the number of milestones you have reached.
Posted 12th September 2008 at 04:52 PM byFireLance (FireLance's Scattered Thoughts)
The following milestone power enhancement feats improve the 25th-level paladin daily powers.
Punishing Flame (Paladin, Milestone)
Prerequisites: Paladin, to the nine hells with you power
Milestone Ability: Once per milestone, when you hit with a melee basic attack or a 1st-level paladin at-will attack power, the target takes ongoing fire damage equal to 5 + the number of milestones you have reached (save ends).
Power Enhancement: When you use your to the nine hells with you power, the ongoing damage you deal is equal to 10 + the number of milestones you have reached.
Retributive Strike (Paladin, Milestone)
Prerequisites: Paladin, exalted retribution power
Milestone Ability: Once per milestone, when you hit with a melee basic attack or a 1st-level paladin at-will attack power, you may make an opportunity attack against the target if it makes an attack before the end of your next turn. In addition, you gain a bonus to the attack roll and the damage roll for your opportunity attack equal to the number of milestones you have reached.
Power Enhancement: When you use your exalted retribution power, you deal additional damage equal to twice the number of milestones you have reached. In addition, you gain a bonus on damage rolls for opportunity attacks against the target equal to the number of milestones you have reached.
Posted 11th September 2008 at 03:27 PM byFireLance (FireLance's Scattered Thoughts)
The following milestone power enhancement feats improve the 19th-level paladin daily powers.
Dazzling Corona (Paladin, Milestone)
Prerequisites: Paladin, corona of blinding radiance power
Milestone Ability: Once per milestone, when you hit with a melee basic attack or a 1st-level paladin at-will attack power, the target takes a penalty on attack rolls equal to the number of milestones you have reached until the end of your next turn.
Power Enhancement: When you use your corona of blinding radiance power and hit with an attack, after the target succeeds on its saving throw, it takes a penalty on attack rolls equal to the number of milestones you have reached (save ends).
Crusader's Boost (Paladin, Milestone)
Prerequisites: Paladin, crusader's boon power
Milestone Ability: Once per milestone, when you hit with a melee basic attack or a 1st-level paladin at-will attack power, you gain a bonus on attack rolls equal to the number of milestones you have reached until the end of your next turn.
Power Enhancement: When you use your crusader's boon power, you and allies adjacent to you gain a power bonus to attack rolls equal to 2 + the number of milestones you have reached until the end of your next turn. Thereafter, you and allies adjacent to you gain a +2 power bonus to attack rolls until the end of the encounter.
Inferno Strike (Paladin, Milestone)
Prerequisites: Paladin, righteous inferno power
Milestone Ability: Once per milestone, when you hit with a melee basic attack or a 1st-level paladin at-will attack power, you deal an additional 1d10 fire damage per milestone you have reached, and the target grants combat advantage to you and your allies until the end of your next turn.
Power Enhancement: When you use your righteous inferno power, you gain a bonus on all damage rolls for this power equal to the number of milestones you have reached.
Posted 10th September 2008 at 02:51 PM byFireLance (FireLance's Scattered Thoughts)
The following milestone power enhancement feats improve the 15th-level paladin daily powers.
Bloodied Recovery (Paladin, Milestone)
Prerequisites: Paladin, bloodied retribution power
Milestone Ability: Once per milestone, when you are bloodied and you hit with a melee basic attack or a 1st-level paladin at-will attack power, you may spend a healing surge and regain additional hit points equal to the number of milestones you have reached.
Power Enhancement: When you use your bloodied retribution power, you gain a bonus to the damage roll equal to twice the number of milestones you have reached. In addition, if you spend a healing surge, you regain additional hit points equal to twice the number of milestones you have reached.
Breaking Strike (Paladin, Milestone)
Prerequisites: Paladin, break the wall power
Milestone Ability: Once per milestone, when you hit with a melee basic attack or a 1st-level paladin at-will attack power, the target takes a penalty to all defenses equal to the number of milestones you have reached until the end of your next turn.
Power Enhancement: When you use your break the wall power and hit with the attack, your target takes a penalty to all defenses equal to 2 + the number of milestones you have reached (save ends). If you miss, your target takes a penalty to all defenses equal to 1 + half the number of milestones you have reached (save ends).
Nemesis Strike (Paladin, Milestone)
Prerequisites: Paladin, true nemesis power
Milestone Ability: Once per milestone, when you hit with a melee basic attack or a 1st-level paladin at-will attack power, you may make an opportunity attack against the target if it attacks you or an ally before the end of your next turn. In addition, you gain a bonus to the damage roll for your opportunity attack equal to the number of milestones you have reached.
Power Enhancement: When you use your true nemesis power, you do not provoke the normal opportunity attack for making a ranged attack. In addition, you gain a bonus on all damage rolls for this power equal to the number of milestones you have reached.
Posted 9th September 2008 at 03:19 PM byFireLance (FireLance's Scattered Thoughts)
The following milestone power enhancement feats improve the 9th-level paladin daily powers.
Pushing Pulse (Paladin, Milestone)
Prerequisites: Paladin, radiant pulse power
Milestone Ability: Once per milestone, when you hit with a melee basic attack or a 1st-level paladin at-will attack power, you may push the target a number of squares equal to the number of milestones you have reached.
Power Enhancement: When you use your radiant pulse power, you gain a bonus to the primary attack roll equal to the number of milestones you have reached. You also gain a bonus on all damage rolls for this power equal to the number of milestones you have reached.
Restraining Glory (Paladin, Milestone)
Prerequisites: Paladin, crown of glory power
Milestone Ability: Once per milestone, when you hit with a melee basic attack or a 1st-level paladin at-will attack power, the target is slowed until the end of your next turn.
Power Enhancement: When you use your crown of glory power, you may immobilize one adjacent enemy per milestone you have reached until the end of your next turn.
Solitary Valor (Paladin, Milestone)
Prerequisites: Paladin, one stands alone power
Benefit: When you have no allies within 5 squares of you, you gain a bonus to attack rolls equal to the number of milestones you have reached.
Power Enhancement: When you use your one stands alone power, you gain a bonus to the damage roll equal to twice the number of milestones you have reached.