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Holy Riders: The Cavalier's Guide (By Litigation)
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<blockquote data-quote="Veep" data-source="post: 6707857" data-attributes="member: 6793297"><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>Spikes in the Ride: Daily Powers</u></strong></p><p></span></p><p></p><p>For your convenience, powers will be separated into Strength-based and Charisma-based attacks and whether they use a weapon or implement (or are other things like stances, etc.). Remember that your Lv. 29 daily is fixed and replaces your Lv. 15 power.</p><p></p><p> </p><p></p><p><span style="font-size: 18px"><strong><u>Lv. 1 Daily (at Lv. 5)</u></strong></span></p><p></p><p>Although you do not get to choose a Lv. 1 daily power at Lv. 1, these powers are options for you at Lv. 5, when you do get your first daily power selection. And there are some nice choices here, particularly for those with a high enough Charisma to attack. <strong>Frost of Letherna</strong> and <strong>Radiant Delirium</strong> are quite nice.</p><p></p><p><strong>Strength, Weapon</strong></p><p> </p><p><strong>Blood of the Mighty (DP)</strong>: A 4[W] Reliable attack, which can be devastating if you happen to use a <span style="color: #0000ff"><strong>superior two-handed</strong></span> weapon. You take 5 damage whenever you use it, but that's not too bad.</p><p></p><p><strong>Blazing Brand (DP)</strong>: Attacks Fortitude and is also Reliable. Deals ongoing fire damage and makes the enemy give up combat advantage, save ends. Decent.</p><p></p><p>Driving Blades (D 383): When you hit, the save-ends effect deals untyped ongoing damage and lets you push and follow the target as long as that lasts. Solid when you hit, no doubt, but unfortunately the miss effect is quite feeble, so its Reliable competitor, Blazing Brand, probably still holds the edge.</p><p></p><p><strong>Paladin's Judgment (PHB)</strong>: Allows an ally to spend a healing surge, hit or miss, but deals no damage on a miss. Not bad, but you can do better.</p><p> </p><p></p><p><strong>Charisma, Weapon</strong></p><p> </p><p><strong>Glorious Charge (DP)</strong>: Good healing effect if you have the Wisdom, but the 2-square range of the healing makes this one less appealing, and more situational, than it would've been otherwise.</p><p></p><p><strong>Majestic Halo (DP)</strong>: You spread Divine Sanctions around for a whole encounter after the attack. Not really necessary for you, since Righteous Radiance accomplishes a similar purpose all the time and controls enemy movement as well. It does <span style="color: #0000ff"><strong>gain some power</strong></span> as you arrive upon Divine Sanction's better feat support, though, so you may want to keep this one in mind.</p><p> </p><p></p><p><strong>Charisma, Implement</strong></p><p> </p><p><span style="color: #0000ff">Frost of Letherna</span> (D 381): Slows your enemies, which is quite nice for keeping enemies within walking distance of your Defender Aura.</p><p></p><p><strong><span style="color: Blue">On Pain of Death</span> (PHB)</strong>: Attacks Will and makes the target take damage whenever it attacks, until it saves. Complements your Righteous Radiance and Divine Sanctions nicely.</p><p></p><p><strong><span style="color: DeepSkyBlue">Radiant Delirium</span> (PHB)</strong>: Attacks Reflex and dazes whether it hits or misses. That's great. If it hits, it imposes a -2 penalty to AC until the enemy saves. Even better. Great power.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><u>Lv. 5 Daily</u></strong></span></p><p></p><p><strong>Arc of Vengeance</strong>, Frenzying Smite and <strong>Chilling Smite</strong> are solid Strength-based attacks. If you opt to use your holy symbol for a Charisma-based attack, <strong>Name of Might</strong> is a nice slowing power.</p><p></p><p><strong>Strength, Weapon</strong></p><p> </p><p><strong><span style="color: Blue">Arc of Vengeance</span> (DP)</strong>: A solidly damaging close burst 1 whirlwind that, hit or miss, applies Divine Sanction until the end of your next turn.</p><p></p><p><strong><span style="color: #0000ff">Chilling Smite</span> (E:HFK)</strong>: Cold-based attack that reduces the enemy's damage by -5 until they save. Even if you miss, the effect lasts a round. Pretty good.</p><p></p><p><strong><span style="color: Purple">Dark Majesty</span> (HoS)</strong>: Attacks Will, so at least it hits often. The damage is pretty mediocre on hit, though, and the splash damage isn't exactly going to make its recipient cry, either. Can be a bit <strong>better</strong> if you have ways to take advantage of sliding your enemies.</p><p></p><p><strong><span style="color: #ff0000">Fiery Smite</span> (E:HFK)</strong>: A garden-variety, fire-based Brute Strike ability that also pops minions next to the target. Meh, whatever.</p><p></p><p><strong><span style="color: #0000ff">Frenzying Smite</span> (HoS)</strong>: Another 4[W] attack in Heroic, this time dealing half-damage on miss and coming packed with a nice push-and-follow effect. You give up CA, but who cares?</p><p></p><p><strong><span style="color: Red">Martyr's Retribution</span> (PHB)</strong>: This 4[W] damage power is strictly worse than Blood of the Mighty at the exact same purpose. It's not Reliable, for one, so it's not nearly as good for the coup-de-grace situations. Plus spending a full healing surge with no healing is a lot more costly than taking only 5 damage. It's also decidedly inferior to Frenzying Smite at this same level. Stay away from this one, whatever you do.</p><p></p><p><span style="color: #0000ff">Shadow's Apathy</span> (D 381): Reliable attack that save-ends slows and weakens on hit. A good power that would be even better if it weren't Necrotic.</p><p></p><p><strong>Unrelenting Punishment (DP)</strong>: Hit or miss, causes 5 ongoing damage (save-ends) and heals you WIS-mod HPs every time the enemy takes the damage. The attack itself does no miss damage, though, which hurts it a bit.</p><p> </p><p></p><p><strong>Charisma, Weapon</strong></p><p> </p><p><strong>Unyielding Faith (DP)</strong>: Imposes Divine Sanction for the whole encounter, but only if it hits. Does do half damage on a miss. Decent.</p><p> </p><p></p><p><strong>Charisma, Implement</strong></p><p> </p><p><strong><span style="color: Purple">Hallowed Circle</span> (PHB)</strong>: Attack vs. Reflex followed by a slightly upgraded Sacred Circle. At least the bonus is to all defenses, but an unmovable zone with an effect like this is still rather situational.</p><p></p><p><strong><span style="color: Blue">Name of Might</span> (DP)</strong>: Close blast attack vs. Fortitude that save-ends slows if it hits and still slows until the end of the enemies' next turns if it misses. Does decent AoE damage, and slow is a good sticky effect. This one's pretty solid.</p><p></p><p><strong>Sign of Vulnerability (PHB)</strong>: Ranged attack vs. Fortitude that imposes Radiant vulnerability if it hits. If you have the Sun domain you don't need this at all. Everyone else might want to give it a look though, especially if you have Bless Weapon.</p><p> </p><p></p><p><strong>Strength/Weapon AND Charisma/Implement</strong></p><p> </p><p><strong><span style="color: Purple">Prayer of Two Paths</span> (DP)</strong>: Pretty unimpressive on the whole.</p><p> </p><p></p><p><span style="font-size: 18px"><strong><u>Lv. 9 Daily</u></strong></span></p><p></p><p>A solid level. Strength-attacks are well served with Death Angel, Spirit Harrow, Knightly Intercession or Shadow Blades of Shared Doom, or even <strong>Whirling Radiance</strong> for you Radiant Mafiosi. Good Charisma-based attacks are Crown of Glory or the punishment stacker Ray of Reprisal.</p><p></p><p><strong>Strength OR Charisma, Weapon</strong></p><p> </p><p><span style="color: #ff0000">Reaper's Harvest</span> (D 380): Just plain terrible.</p><p> </p><p></p><p><strong>Strength, Weapon</strong></p><p> </p><p><strong><span style="color: #00ccff">Death Angel</span> (HoS)</strong>: This attack vs. Will is positively nasty if you have other melee allies surrounding the target of this one. You force any one enemy in the close blast 3, if you hit, to choose between running away from you and eating your allies' OAs for a quick death, or standing there save-ends dazed. You also get to teleport anywhere in the blast regardless of hit or miss.</p><p></p><p><strong>Final Rebuke (DP)</strong>: Attack Fortitude, push the enemy far and add some extra damage if you push the enemy into something solid. Not too bad. It's Reliable, too.</p><p></p><p><span style="color: #800080">Holy Outrage</span> (D 383): No miss damage, and the effect that happens regardless of hit or miss requires a combination of some serendipitous positioning and a source of plenty of extra attacks in a round to be worthwhile. Not particularly appealing, and the effect isn't really worth spending the minor action to sustain, either.</p><p></p><p><strong><span style="color: Blue">Knightly Intercession</span> (DP)</strong>: An immediate interrupt, which can stack with your Righteous Radiance or any DS mark you may have. You take the hit for an ally under attack, then pull the offender to you and attack him. If it hits, the enemy is Sanctioned for the rest of the encounter. The only weakness is that the attack does nothing on a miss, but you can't complain too much about this one.</p><p></p><p><span style="color: #0000ff">Shadow Blades of Shared Doom</span> (D 381): You've got a pretty strong possibility to DS an entire cluster of enemies if you hit with the initial attack, since the secondary attack triggered on hit is still weapon-based versus Will. You Sanction the initial target for a round hit or miss. Good one; would be even better if it wasn't Necrotic.</p><p></p><p><strong><span style="color: #00ccff">Spirit Harrow</span> (HoS)</strong>: Close burst 1 Psychic attack vs. everyone around you, and if you hit the enemies can't shift or make OAs until they save. A very fine Defender power, especially considering it originated from your morally bankrupt Striker counterpart. It even stuns enemies if they are near death.</p><p></p><p><strong>Thundering Smite (E:HFK)</strong>: Thunder-based attack that knocks all enemies within 2 squares of the target (but not the target itself) prone. Eh, fair enough.</p><p></p><p><strong>Whirling Radiance (E:HFK)</strong>: Close-burst attack vs. Reflex, so this radiant attack will hit often and invoke the save-ends ongoing 5 radiant damage. If you can <span style="color: #0000ff"><strong>create radiant vulnerability</strong></span> the damage from this can add up quickly.</p><p> </p><p></p><p><strong>Strength, Implement</strong></p><p> </p><p><strong><span style="color: Blue">Shout of Condemnation</span> (DP)</strong>: One of the rare STR-based implement powers. It's actually a fairly solid power. Attacks Will, save-ends DS on hit, half damage and a one-round DS on a miss, Thunder keyword, and nice blast area.</p><p> </p><p></p><p><strong>Charisma, Weapon</strong></p><p> </p><p><strong><span style="color: Purple">Shackles of Justice</span> (DP)</strong>: The save-ends condition, moderate radiant damage for damaging an ally, happens hit or miss, but unfortunately a miss does no damage. At this level, it doesn't really add up.</p><p> </p><p></p><p><strong>Charisma, Implement</strong></p><p> </p><p><strong><span style="color: Blue">Crown of Glory</span> (PHB)</strong>: Close burst 1 attack vs. Will, followed, hit or miss, by you slowing enemies who start their turns next to you. This can be sustained with minor actions. A very good sticky power.</p><p></p><p><strong>One Stands Alone (PHB)</strong>: Close burst 1 vs. Will, save-ends weakens regardless of hit or miss. With proper coordination you can get in position to be able to use this one when you need it. Solid enough effect.</p><p></p><p><strong><span style="color: Red">Radiant Pulse</span> (PHB)</strong>: This one is just plain bad. You have to hit to do anything of worth with this power, and even then, the other powers at this level are better. A simple push just isn't as good as slowing or weakening.</p><p></p><p><strong><span style="color: Blue">Ray of Reprisal</span> (DP)</strong>: An immediate interrupt, and thus a punishment stacker. This Radiant attack vs. Fortitude deals half damage on a miss, and regardless of hit or miss, the damage the ally takes from the triggering attack is cut in half. Quite nice.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><u>Lv. 15 Daily</u></strong></span></p><p></p><p><strong>Avatar of Righteous Nobility</strong> is easily your best STR-based option, and really one of your best options period. Great Charisma options include the likes of <strong>True Nemesis</strong> and <strong>Knight's Defiance</strong>.</p><p></p><p><strong>Stance</strong></p><p> </p><p><strong><span style="color: Red">Divine Vengeance</span> (DP)</strong>: You won't have the Wisdom to make this one effective.</p><p> </p><p></p><p><strong>Strength, Weapon</strong></p><p> </p><p><strong><span style="color: #00ccff">Avatar of Righteous Nobility</span> (E:HFK)</strong>: A solid half-damage-miss attack followed by a range of 3 on your Defender Aura and Righteous Radiance for a whole encounter. A huge boost to your battlefield control for a fight a day.</p><p></p><p><strong>Avatar of Slaughter (HoS)</strong>: Hit or miss, gain a nice power bonus to damage and the ability to splash necrotic damage on a second enemy next to you. Decent enough.</p><p></p><p><strong>Avatar of Subjugation (HoS)</strong>: Hot or miss, gain a bonus to attack rolls, THPs at the start of all your turns and even let an ally take some damage in exchange for twice the THPs in return. Not bad.</p><p></p><p><strong>Avatar of Undaunted Bravery (E:HFK)</strong>: Regardless of hit or the half-damage miss, you get to pull one enemy at the start of every single one of your turns a couple squares as a free action. Pretty decent, all things considered, although I'd rather have the extra range on my Defender Aura and Righteous Radiance.</p><p></p><p><strong>Bloodied Retribution (PHB)</strong>: Hit hard when bloodied and use a healing surge. Basic enough.</p><p></p><p><strong><span style="color: Purple">Flames of Devotion</span> (DP)</strong>: Hit or miss, your attacks deal 2d6 extra fire damage for as long as you sustain the effect with minor actions. A little too costly for the effect, especially compared to something like Bless Weapon. Lack of miss damage hurts, too.</p><p></p><p><strong>Pyre of Judgment (DP)</strong>: Reliable attack that causes ongoing 10 fire damage and damages surrounding enemies by a fair amount until a save. Decent.</p><p></p><p><strong>Wayfinder's Charge (D 375)</strong>: Get enemies in the way out of the way and make them pay for taking OAs, then hit the marked target for decent damage, halved on miss. Not bad.</p><p> </p><p></p><p><strong>Charisma, Weapon</strong></p><p> </p><p><strong><span style="color: #00ccff">Knight's Defiance</span> (DP)</strong>: Pull all enemies within 5 squares to you, save-end Sanction all of them, then attack one of them in melee. Solid crowd-control power.</p><p></p><p><strong>Tower of Faith (DP)</strong>: Attack deals half on a miss, and hit or miss you get some pretty good bonuses to saves. Fair.</p><p> </p><p></p><p><strong>Charisma, Implement</strong></p><p> </p><p><strong>Break the Wall (PHB)</strong>: Debuff all of an enemy's defenses, -2 if you hit, -1 if you miss. Decent.</p><p></p><p>Darkness Unleashed (D 381): This Necrotic close burst 1 power is actually not bad for Dwarves and anyone else whose second winds are minor-action or better. In their employ it can amount to an AoE attack above and beyond their standard action. If your second wind is a standard action you're better off <span style="color: #800080">looking elsewhere</span>.</p><p></p><p><strong><span style="color: DeepSkyBlue">True Nemesis</span> (PHB)</strong>: Whether you hit or miss with the initial attack, this power lets you make all the punishment-stacking immediate-reaction attacks against the target you could possibly want for the rest of the encounter. These happen if the enemy attacks you, as well, so it creates a rather vicious Catch-22 situation. Solo control at its finest.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><u>Lv. 19 Daily</u></strong></span></p><p></p><p>Very robust level here. <strong>Deathguide's Sanction</strong> is probably the best of the bunch, and <strong>Smite of the Flame Cage</strong>, <strong>Smite the Soul</strong> and <strong>Smite of Winter's Grip</strong> are also solid choices. If you want a CHA-based option, <strong>Corona of Blinding Radiance</strong> is as good as it gets.</p><p></p><p><strong>Special</strong></p><p> </p><p><strong>Plundering Smite (HoS)</strong>: Tacked on to an at-will attack, this adds necrotic damage on the spot and additional ongoing necrotic, and gives you a little self-healing each time the target takes the ongoing damage. Fair enough. You'll probably appreciate it a little more than Blackguards do.</p><p></p><p><strong><span style="color: #0000ff">Ruinous Smite</span> (HoS)</strong>: Tacked on to an at-will attack, this adds some nice extra damage and makes the enemy yell, "I'm fallen and I can't get up!" when you're standing over him until he saves. This one's pretty nice for locking down one foe. You give up CA, but that's a pretty small price to pay.</p><p> </p><p></p><p><strong>Strength OR Charisma, Implement</strong></p><p> </p><p><span style="color: #800080">Visage of Sorrow</span> (D 380): Close burst 2 mass sanction for a turn and hit or miss a debuff to attacks against yourself. Not that impressive, and unless you have a more lasting mass-Sanction power to follow up with, it's counterintuitive.</p><p> </p><p></p><p><strong>Strength, Weapon</strong></p><p> </p><p><strong><span style="color: Red">Crusader's Boon</span> (PHB)</strong>: Simply inadequate.</p><p></p><p><span style="color: #00ccff">Deathguide's Sanction</span> (D 381): This one does solid damage, it's Reliable, it's Radiant, and when it hits, it save-ends Sanctions the target while also turning it into a fencing dummy of free healing (5 + CHA mod) every round for all your allies who hit it while the Sanction lasts. Awesome stuff.</p><p></p><p><strong>Overwhelming Fervor (DP)</strong>: Solid damage on hit, halved on miss. You want to hit with it so you can impose Divine Sanction on the target for the rest of the encounter.</p><p></p><p><strong><span style="color: #0000ff">Smite of the Flame Cage</span> (E:HFK)</strong>: Use this when a cadre of foes are within two squares of you and you'll enforce a nice full round of stickiness and control. 15 automatic fire damage for escaping or attacking an ally outside the zone is no joke, especially if it stacks with your Righteous Radiance.</p><p></p><p><strong><span style="color: #0000ff">Smite of Winter's Grip</span> (E:HFK)</strong>: A good status effect -- restraining -- hit or miss with this cold-based attack (save-ends if you hit) and also some ongoing cold damage on hit. Pretty solid.</p><p></p><p><strong><span style="color: Blue">Smite the Soul</span> (DP)</strong>: Save-end stuns on hit, with a dazing aftereffect. A little low on the damage for a daily of this level, but a worthy pick nonetheless, especially if you can put a penalty on the save.</p><p></p><p><strong>Wheel of Fate (DP)</strong>: A solidly-damaging close burst 1 attack with a free surge's worth of healing if you hit at least two enemies. However, your WIS isn't that of a typical STR-based O-Paladin, so the regeneration when bloodied isn't quite as useful for you. It's still not a bad option, even then.</p><p> </p><p></p><p><strong>Charisma, Weapon</strong></p><p> </p><p><strong><span style="color: DeepSkyBlue">Corona of Blinding Radiance</span> (PHB)</strong>: Close burst 1 vs. Reflex, Radiant, and is just plain devastating even if it misses (which it won't too often). Save-end blinds on hit, and even on miss, half damage and blinds until the end of your next turn. Second to none for melee control.</p><p></p><p><strong><span style="color: Red">Righteous Resolve</span> (DP)</strong>: O-Paladins don't even like it, and without a high WIS it's even less useful for you.</p><p> </p><p></p><p><strong>Charisma, Implement</strong></p><p> </p><p><strong><span style="color: Blue">Name of Potency</span> (DP)</strong>: Close burst 2, mass save-ends immobilization if it hits, save-ends slow if it misses. Solid sticky power that can keep enemies near your Defender Aura.</p><p></p><p><strong><span style="color: Purple">Righteous Inferno</span> (PHB)</strong>: Not that impressive. The zone it creates is small, making the use of this power situational at best.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><u>Lv. 25 Daily</u></strong></span></p><p></p><p><u></u></p><p><u></u><strong>Discipline the Unruly</strong> flat-out owns this level if your Charisma is attack caliber. If it's not, <strong>Exalted Retribution</strong> is still good for its Catch-22 and its extra attacks.</p><p></p><p><strong>Strength OR Charisma, Weapon</strong></p><p> </p><p><span style="color: #800080">World in Winter</span> (D 380): It's important to note that the difficult terrain and light obscurity effects are NOT party friendly. That is a HUGE blow to what would've been a fantastic control power.</p><p> </p><p></p><p><strong>Strength, Weapon</strong></p><p> </p><p><strong><span style="color: #0000ff">Exalted Retribution</span> (PHB)</strong>: Hit or miss with this one, you set up a Catch-22 with a souped-up OA. While the punishment for the enemy attacking your ally can't stack with Righteous Radiance (since they're both opportunity actions), the attack is still superior in that case. And punishing an attack against yourself as well, that's just sweet. (Note that this CAN still stack with Divine Sanction.) Too bad it's save-ends, but even just the one probable extra attack from this (especially if set up right) is worth its weight in damage.</p><p></p><p><strong>Mark of Weakness (DP)</strong>: Save-end weakens and Sanctions on hit, half damage and weaken for one turn on miss. Fair.</p><p></p><p><strong>Radiant Storm (E:HFK)</strong>: Close burst vs. Reflex for good hitting, half-damage on miss, and creates a zone for a whole encounter in which the enemy gets zapped for 10 radiant damage if he enters or ends his turn in it. This one is basically meant to force a Catch-22 on enemies between your Defender Aura and the world outside it. A <span style="color: #0000ff"><strong>Radiant Mafioso</strong></span> can actually put this one to pretty nice effect.</p><p></p><p><strong>Ravenous Shadows (HoS)</strong>: Creates a wall that can slide nearby enemies into it upon conjuration and the minor-action sustains, immobilize them and make them eat some combined cold/necrotic damage. Actually better in your hands than in those of the Blackguard for whom it originated, and a fair control spell.</p><p></p><p><strong><span style="color: #800080">Roaring Thunder</span> (E:HFK)</strong>: Pretty much Thundering Smite, Mark II, this time with a daze on the target and an extra square's distance on the mass-prone effect. Can't say I'm impressed.</p><p></p><p><strong><span style="color: Purple">Spurn the Unworthy</span> (DP)</strong>: The attack itself isn't that good for this level, and all you get are an extra weapon die's worth of damage on your melee basic attack. Not impressive.</p><p></p><p><strong><span style="color: #800080">Venomous Infection</span> (HoS)</strong>: Attack that deals a fairly hefty amount of ongoing acid and poison damage and comes with a minor spray damage effect when the target is bloodied or killed. Cool enough flavor, but in practice it doesn't exactly inspire.</p><p> </p><p></p><p><strong>Charisma, Weapon</strong></p><p> </p><p><strong><span style="color: #ff9900">Discipline the Unruly</span> (DP)</strong>: If your CHA is attack-caliber, there's no reason to take anything else. Enemies within 5 squares of you, marked or not, that attack any ally automatically suffer a solid amount of radiant damage and are blinded for a round. You can sustain this with minor actions, and you will most definitely want to do that. A fantastic power for both primary and off-defenders, this one allows for some incredible punishment-stacking combos.</p><p></p><p><strong><span style="color: Red">Harsh Verdict</span> (DP)</strong>: No reason for this power.</p><p> </p><p></p><p><strong>Charisma, Implement</strong></p><p> </p><p><strong><span style="color: Red">To the Nine Hells with You</span> (PHB)</strong>: To the Nine Hells with this power, you mean. Generic marks suck, and the fire damage is hardly impressive.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707857, member: 6793297"] [SIZE=6][CENTER][b][u]Spikes in the Ride: Daily Powers[/u][/b][/CENTER] [/SIZE] For your convenience, powers will be separated into Strength-based and Charisma-based attacks and whether they use a weapon or implement (or are other things like stances, etc.). Remember that your Lv. 29 daily is fixed and replaces your Lv. 15 power. [Size=5][b][u]Lv. 1 Daily (at Lv. 5)[/u][/b][/size] Although you do not get to choose a Lv. 1 daily power at Lv. 1, these powers are options for you at Lv. 5, when you do get your first daily power selection. And there are some nice choices here, particularly for those with a high enough Charisma to attack. [b]Frost of Letherna[/b] and [b]Radiant Delirium[/b] are quite nice. [b]Strength, Weapon[/b] [b]Blood of the Mighty (DP)[/b]: A 4[W] Reliable attack, which can be devastating if you happen to use a [COLOR=#0000ff][b]superior two-handed[/b][/COLOR] weapon. You take 5 damage whenever you use it, but that's not too bad. [b]Blazing Brand (DP)[/b]: Attacks Fortitude and is also Reliable. Deals ongoing fire damage and makes the enemy give up combat advantage, save ends. Decent. Driving Blades (D 383): When you hit, the save-ends effect deals untyped ongoing damage and lets you push and follow the target as long as that lasts. Solid when you hit, no doubt, but unfortunately the miss effect is quite feeble, so its Reliable competitor, Blazing Brand, probably still holds the edge. [b]Paladin's Judgment (PHB)[/b]: Allows an ally to spend a healing surge, hit or miss, but deals no damage on a miss. Not bad, but you can do better. [b]Charisma, Weapon[/b] [b]Glorious Charge (DP)[/b]: Good healing effect if you have the Wisdom, but the 2-square range of the healing makes this one less appealing, and more situational, than it would've been otherwise. [b]Majestic Halo (DP)[/b]: You spread Divine Sanctions around for a whole encounter after the attack. Not really necessary for you, since Righteous Radiance accomplishes a similar purpose all the time and controls enemy movement as well. It does [COLOR=#0000ff][b]gain some power[/b][/COLOR] as you arrive upon Divine Sanction's better feat support, though, so you may want to keep this one in mind. [b]Charisma, Implement[/b] [COLOR=#0000ff]Frost of Letherna[/COLOR] (D 381): Slows your enemies, which is quite nice for keeping enemies within walking distance of your Defender Aura. [b][COLOR=Blue]On Pain of Death[/COLOR] (PHB)[/b]: Attacks Will and makes the target take damage whenever it attacks, until it saves. Complements your Righteous Radiance and Divine Sanctions nicely. [b][COLOR=DeepSkyBlue]Radiant Delirium[/COLOR] (PHB)[/b]: Attacks Reflex and dazes whether it hits or misses. That's great. If it hits, it imposes a -2 penalty to AC until the enemy saves. Even better. Great power. [Size=5][b][u]Lv. 5 Daily[/u][/b][/size] [b]Arc of Vengeance[/b], Frenzying Smite and [b]Chilling Smite[/b] are solid Strength-based attacks. If you opt to use your holy symbol for a Charisma-based attack, [b]Name of Might[/b] is a nice slowing power. [b]Strength, Weapon[/b] [b][COLOR=Blue]Arc of Vengeance[/COLOR] (DP)[/b]: A solidly damaging close burst 1 whirlwind that, hit or miss, applies Divine Sanction until the end of your next turn. [b][COLOR=#0000ff]Chilling Smite[/COLOR] (E:HFK)[/b]: Cold-based attack that reduces the enemy's damage by -5 until they save. Even if you miss, the effect lasts a round. Pretty good. [b][COLOR=Purple]Dark Majesty[/COLOR] (HoS)[/b]: Attacks Will, so at least it hits often. The damage is pretty mediocre on hit, though, and the splash damage isn't exactly going to make its recipient cry, either. Can be a bit [b]better[/b] if you have ways to take advantage of sliding your enemies. [b][COLOR=#ff0000]Fiery Smite[/COLOR] (E:HFK)[/b]: A garden-variety, fire-based Brute Strike ability that also pops minions next to the target. Meh, whatever. [b][COLOR=#0000ff]Frenzying Smite[/COLOR] (HoS)[/b]: Another 4[W] attack in Heroic, this time dealing half-damage on miss and coming packed with a nice push-and-follow effect. You give up CA, but who cares? [b][COLOR=Red]Martyr's Retribution[/COLOR] (PHB)[/b]: This 4[W] damage power is strictly worse than Blood of the Mighty at the exact same purpose. It's not Reliable, for one, so it's not nearly as good for the coup-de-grace situations. Plus spending a full healing surge with no healing is a lot more costly than taking only 5 damage. It's also decidedly inferior to Frenzying Smite at this same level. Stay away from this one, whatever you do. [COLOR=#0000ff]Shadow's Apathy[/COLOR] (D 381): Reliable attack that save-ends slows and weakens on hit. A good power that would be even better if it weren't Necrotic. [b]Unrelenting Punishment (DP)[/b]: Hit or miss, causes 5 ongoing damage (save-ends) and heals you WIS-mod HPs every time the enemy takes the damage. The attack itself does no miss damage, though, which hurts it a bit. [b]Charisma, Weapon[/b] [b]Unyielding Faith (DP)[/b]: Imposes Divine Sanction for the whole encounter, but only if it hits. Does do half damage on a miss. Decent. [b]Charisma, Implement[/b] [b][COLOR=Purple]Hallowed Circle[/COLOR] (PHB)[/b]: Attack vs. Reflex followed by a slightly upgraded Sacred Circle. At least the bonus is to all defenses, but an unmovable zone with an effect like this is still rather situational. [b][COLOR=Blue]Name of Might[/COLOR] (DP)[/b]: Close blast attack vs. Fortitude that save-ends slows if it hits and still slows until the end of the enemies' next turns if it misses. Does decent AoE damage, and slow is a good sticky effect. This one's pretty solid. [b]Sign of Vulnerability (PHB)[/b]: Ranged attack vs. Fortitude that imposes Radiant vulnerability if it hits. If you have the Sun domain you don't need this at all. Everyone else might want to give it a look though, especially if you have Bless Weapon. [b]Strength/Weapon AND Charisma/Implement[/b] [b][COLOR=Purple]Prayer of Two Paths[/COLOR] (DP)[/b]: Pretty unimpressive on the whole. [Size=5][b][u]Lv. 9 Daily[/u][/b][/size] A solid level. Strength-attacks are well served with Death Angel, Spirit Harrow, Knightly Intercession or Shadow Blades of Shared Doom, or even [b]Whirling Radiance[/b] for you Radiant Mafiosi. Good Charisma-based attacks are Crown of Glory or the punishment stacker Ray of Reprisal. [b]Strength OR Charisma, Weapon[/b] [COLOR=#ff0000]Reaper's Harvest[/COLOR] (D 380): Just plain terrible. [b]Strength, Weapon[/b] [b][COLOR=#00ccff]Death Angel[/COLOR] (HoS)[/b]: This attack vs. Will is positively nasty if you have other melee allies surrounding the target of this one. You force any one enemy in the close blast 3, if you hit, to choose between running away from you and eating your allies' OAs for a quick death, or standing there save-ends dazed. You also get to teleport anywhere in the blast regardless of hit or miss. [b]Final Rebuke (DP)[/b]: Attack Fortitude, push the enemy far and add some extra damage if you push the enemy into something solid. Not too bad. It's Reliable, too. [COLOR=#800080]Holy Outrage[/COLOR] (D 383): No miss damage, and the effect that happens regardless of hit or miss requires a combination of some serendipitous positioning and a source of plenty of extra attacks in a round to be worthwhile. Not particularly appealing, and the effect isn't really worth spending the minor action to sustain, either. [b][COLOR=Blue]Knightly Intercession[/COLOR] (DP)[/b]: An immediate interrupt, which can stack with your Righteous Radiance or any DS mark you may have. You take the hit for an ally under attack, then pull the offender to you and attack him. If it hits, the enemy is Sanctioned for the rest of the encounter. The only weakness is that the attack does nothing on a miss, but you can't complain too much about this one. [COLOR=#0000ff]Shadow Blades of Shared Doom[/COLOR] (D 381): You've got a pretty strong possibility to DS an entire cluster of enemies if you hit with the initial attack, since the secondary attack triggered on hit is still weapon-based versus Will. You Sanction the initial target for a round hit or miss. Good one; would be even better if it wasn't Necrotic. [b][COLOR=#00ccff]Spirit Harrow[/COLOR] (HoS)[/b]: Close burst 1 Psychic attack vs. everyone around you, and if you hit the enemies can't shift or make OAs until they save. A very fine Defender power, especially considering it originated from your morally bankrupt Striker counterpart. It even stuns enemies if they are near death. [b]Thundering Smite (E:HFK)[/b]: Thunder-based attack that knocks all enemies within 2 squares of the target (but not the target itself) prone. Eh, fair enough. [b]Whirling Radiance (E:HFK)[/b]: Close-burst attack vs. Reflex, so this radiant attack will hit often and invoke the save-ends ongoing 5 radiant damage. If you can [COLOR=#0000ff][b]create radiant vulnerability[/b][/COLOR] the damage from this can add up quickly. [b]Strength, Implement[/b] [b][COLOR=Blue]Shout of Condemnation[/COLOR] (DP)[/b]: One of the rare STR-based implement powers. It's actually a fairly solid power. Attacks Will, save-ends DS on hit, half damage and a one-round DS on a miss, Thunder keyword, and nice blast area. [b]Charisma, Weapon[/b] [b][COLOR=Purple]Shackles of Justice[/COLOR] (DP)[/b]: The save-ends condition, moderate radiant damage for damaging an ally, happens hit or miss, but unfortunately a miss does no damage. At this level, it doesn't really add up. [b]Charisma, Implement[/b] [b][COLOR=Blue]Crown of Glory[/COLOR] (PHB)[/b]: Close burst 1 attack vs. Will, followed, hit or miss, by you slowing enemies who start their turns next to you. This can be sustained with minor actions. A very good sticky power. [b]One Stands Alone (PHB)[/b]: Close burst 1 vs. Will, save-ends weakens regardless of hit or miss. With proper coordination you can get in position to be able to use this one when you need it. Solid enough effect. [b][COLOR=Red]Radiant Pulse[/COLOR] (PHB)[/b]: This one is just plain bad. You have to hit to do anything of worth with this power, and even then, the other powers at this level are better. A simple push just isn't as good as slowing or weakening. [b][COLOR=Blue]Ray of Reprisal[/COLOR] (DP)[/b]: An immediate interrupt, and thus a punishment stacker. This Radiant attack vs. Fortitude deals half damage on a miss, and regardless of hit or miss, the damage the ally takes from the triggering attack is cut in half. Quite nice. [Size=5][b][u]Lv. 15 Daily[/u][/b][/size] [b]Avatar of Righteous Nobility[/b] is easily your best STR-based option, and really one of your best options period. Great Charisma options include the likes of [b]True Nemesis[/b] and [b]Knight's Defiance[/b]. [b]Stance[/b] [b][COLOR=Red]Divine Vengeance[/COLOR] (DP)[/b]: You won't have the Wisdom to make this one effective. [b]Strength, Weapon[/b] [b][COLOR=#00ccff]Avatar of Righteous Nobility[/COLOR] (E:HFK)[/b]: A solid half-damage-miss attack followed by a range of 3 on your Defender Aura and Righteous Radiance for a whole encounter. A huge boost to your battlefield control for a fight a day. [b]Avatar of Slaughter (HoS)[/b]: Hit or miss, gain a nice power bonus to damage and the ability to splash necrotic damage on a second enemy next to you. Decent enough. [b]Avatar of Subjugation (HoS)[/b]: Hot or miss, gain a bonus to attack rolls, THPs at the start of all your turns and even let an ally take some damage in exchange for twice the THPs in return. Not bad. [b]Avatar of Undaunted Bravery (E:HFK)[/b]: Regardless of hit or the half-damage miss, you get to pull one enemy at the start of every single one of your turns a couple squares as a free action. Pretty decent, all things considered, although I'd rather have the extra range on my Defender Aura and Righteous Radiance. [b]Bloodied Retribution (PHB)[/b]: Hit hard when bloodied and use a healing surge. Basic enough. [b][COLOR=Purple]Flames of Devotion[/COLOR] (DP)[/b]: Hit or miss, your attacks deal 2d6 extra fire damage for as long as you sustain the effect with minor actions. A little too costly for the effect, especially compared to something like Bless Weapon. Lack of miss damage hurts, too. [b]Pyre of Judgment (DP)[/b]: Reliable attack that causes ongoing 10 fire damage and damages surrounding enemies by a fair amount until a save. Decent. [b]Wayfinder's Charge (D 375)[/b]: Get enemies in the way out of the way and make them pay for taking OAs, then hit the marked target for decent damage, halved on miss. Not bad. [b]Charisma, Weapon[/b] [b][COLOR=#00ccff]Knight's Defiance[/COLOR] (DP)[/b]: Pull all enemies within 5 squares to you, save-end Sanction all of them, then attack one of them in melee. Solid crowd-control power. [b]Tower of Faith (DP)[/b]: Attack deals half on a miss, and hit or miss you get some pretty good bonuses to saves. Fair. [b]Charisma, Implement[/b] [b]Break the Wall (PHB)[/b]: Debuff all of an enemy's defenses, -2 if you hit, -1 if you miss. Decent. Darkness Unleashed (D 381): This Necrotic close burst 1 power is actually not bad for Dwarves and anyone else whose second winds are minor-action or better. In their employ it can amount to an AoE attack above and beyond their standard action. If your second wind is a standard action you're better off [COLOR=#800080]looking elsewhere[/COLOR]. [b][COLOR=DeepSkyBlue]True Nemesis[/COLOR] (PHB)[/b]: Whether you hit or miss with the initial attack, this power lets you make all the punishment-stacking immediate-reaction attacks against the target you could possibly want for the rest of the encounter. These happen if the enemy attacks you, as well, so it creates a rather vicious Catch-22 situation. Solo control at its finest. [Size=5][b][u]Lv. 19 Daily[/u][/b][/size] Very robust level here. [b]Deathguide's Sanction[/b] is probably the best of the bunch, and [b]Smite of the Flame Cage[/b], [b]Smite the Soul[/b] and [b]Smite of Winter's Grip[/b] are also solid choices. If you want a CHA-based option, [b]Corona of Blinding Radiance[/b] is as good as it gets. [b]Special[/b] [b]Plundering Smite (HoS)[/b]: Tacked on to an at-will attack, this adds necrotic damage on the spot and additional ongoing necrotic, and gives you a little self-healing each time the target takes the ongoing damage. Fair enough. You'll probably appreciate it a little more than Blackguards do. [b][COLOR=#0000ff]Ruinous Smite[/COLOR] (HoS)[/b]: Tacked on to an at-will attack, this adds some nice extra damage and makes the enemy yell, "I'm fallen and I can't get up!" when you're standing over him until he saves. This one's pretty nice for locking down one foe. You give up CA, but that's a pretty small price to pay. [b]Strength OR Charisma, Implement[/b] [COLOR=#800080]Visage of Sorrow[/COLOR] (D 380): Close burst 2 mass sanction for a turn and hit or miss a debuff to attacks against yourself. Not that impressive, and unless you have a more lasting mass-Sanction power to follow up with, it's counterintuitive. [b]Strength, Weapon[/b] [b][COLOR=Red]Crusader's Boon[/COLOR] (PHB)[/b]: Simply inadequate. [COLOR=#00ccff]Deathguide's Sanction[/COLOR] (D 381): This one does solid damage, it's Reliable, it's Radiant, and when it hits, it save-ends Sanctions the target while also turning it into a fencing dummy of free healing (5 + CHA mod) every round for all your allies who hit it while the Sanction lasts. Awesome stuff. [b]Overwhelming Fervor (DP)[/b]: Solid damage on hit, halved on miss. You want to hit with it so you can impose Divine Sanction on the target for the rest of the encounter. [b][COLOR=#0000ff]Smite of the Flame Cage[/COLOR] (E:HFK)[/b]: Use this when a cadre of foes are within two squares of you and you'll enforce a nice full round of stickiness and control. 15 automatic fire damage for escaping or attacking an ally outside the zone is no joke, especially if it stacks with your Righteous Radiance. [b][COLOR=#0000ff]Smite of Winter's Grip[/COLOR] (E:HFK)[/b]: A good status effect -- restraining -- hit or miss with this cold-based attack (save-ends if you hit) and also some ongoing cold damage on hit. Pretty solid. [b][COLOR=Blue]Smite the Soul[/COLOR] (DP)[/b]: Save-end stuns on hit, with a dazing aftereffect. A little low on the damage for a daily of this level, but a worthy pick nonetheless, especially if you can put a penalty on the save. [b]Wheel of Fate (DP)[/b]: A solidly-damaging close burst 1 attack with a free surge's worth of healing if you hit at least two enemies. However, your WIS isn't that of a typical STR-based O-Paladin, so the regeneration when bloodied isn't quite as useful for you. It's still not a bad option, even then. [b]Charisma, Weapon[/b] [b][COLOR=DeepSkyBlue]Corona of Blinding Radiance[/COLOR] (PHB)[/b]: Close burst 1 vs. Reflex, Radiant, and is just plain devastating even if it misses (which it won't too often). Save-end blinds on hit, and even on miss, half damage and blinds until the end of your next turn. Second to none for melee control. [b][COLOR=Red]Righteous Resolve[/COLOR] (DP)[/b]: O-Paladins don't even like it, and without a high WIS it's even less useful for you. [b]Charisma, Implement[/b] [b][COLOR=Blue]Name of Potency[/COLOR] (DP)[/b]: Close burst 2, mass save-ends immobilization if it hits, save-ends slow if it misses. Solid sticky power that can keep enemies near your Defender Aura. [b][COLOR=Purple]Righteous Inferno[/COLOR] (PHB)[/b]: Not that impressive. The zone it creates is small, making the use of this power situational at best. [Size=5][b][u]Lv. 25 Daily[/u][/b][/size] [u] [/u][b]Discipline the Unruly[/b] flat-out owns this level if your Charisma is attack caliber. If it's not, [b]Exalted Retribution[/b] is still good for its Catch-22 and its extra attacks. [b]Strength OR Charisma, Weapon[/b] [COLOR=#800080]World in Winter[/COLOR] (D 380): It's important to note that the difficult terrain and light obscurity effects are NOT party friendly. That is a HUGE blow to what would've been a fantastic control power. [b]Strength, Weapon[/b] [b][COLOR=#0000ff]Exalted Retribution[/COLOR] (PHB)[/b]: Hit or miss with this one, you set up a Catch-22 with a souped-up OA. While the punishment for the enemy attacking your ally can't stack with Righteous Radiance (since they're both opportunity actions), the attack is still superior in that case. And punishing an attack against yourself as well, that's just sweet. (Note that this CAN still stack with Divine Sanction.) Too bad it's save-ends, but even just the one probable extra attack from this (especially if set up right) is worth its weight in damage. [b]Mark of Weakness (DP)[/b]: Save-end weakens and Sanctions on hit, half damage and weaken for one turn on miss. Fair. [b]Radiant Storm (E:HFK)[/b]: Close burst vs. Reflex for good hitting, half-damage on miss, and creates a zone for a whole encounter in which the enemy gets zapped for 10 radiant damage if he enters or ends his turn in it. This one is basically meant to force a Catch-22 on enemies between your Defender Aura and the world outside it. A [COLOR=#0000ff][b]Radiant Mafioso[/b][/COLOR] can actually put this one to pretty nice effect. [b]Ravenous Shadows (HoS)[/b]: Creates a wall that can slide nearby enemies into it upon conjuration and the minor-action sustains, immobilize them and make them eat some combined cold/necrotic damage. Actually better in your hands than in those of the Blackguard for whom it originated, and a fair control spell. [b][COLOR=#800080]Roaring Thunder[/COLOR] (E:HFK)[/b]: Pretty much Thundering Smite, Mark II, this time with a daze on the target and an extra square's distance on the mass-prone effect. Can't say I'm impressed. [b][COLOR=Purple]Spurn the Unworthy[/COLOR] (DP)[/b]: The attack itself isn't that good for this level, and all you get are an extra weapon die's worth of damage on your melee basic attack. Not impressive. [b][COLOR=#800080]Venomous Infection[/COLOR] (HoS)[/b]: Attack that deals a fairly hefty amount of ongoing acid and poison damage and comes with a minor spray damage effect when the target is bloodied or killed. Cool enough flavor, but in practice it doesn't exactly inspire. [b]Charisma, Weapon[/b] [b][COLOR=#ff9900]Discipline the Unruly[/COLOR] (DP)[/b]: If your CHA is attack-caliber, there's no reason to take anything else. Enemies within 5 squares of you, marked or not, that attack any ally automatically suffer a solid amount of radiant damage and are blinded for a round. You can sustain this with minor actions, and you will most definitely want to do that. A fantastic power for both primary and off-defenders, this one allows for some incredible punishment-stacking combos. [b][COLOR=Red]Harsh Verdict[/COLOR] (DP)[/b]: No reason for this power. [b]Charisma, Implement[/b] [b][COLOR=Red]To the Nine Hells with You[/COLOR] (PHB)[/b]: To the Nine Hells with this power, you mean. Generic marks suck, and the fire damage is hardly impressive. [/QUOTE]
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