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Holy Riders: The Cavalier's Guide (By Litigation)
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<blockquote data-quote="Veep" data-source="post: 6707866" data-attributes="member: 6793297"><p style="text-align: center"><strong><span style="font-size: 22px"><u>Riding Higher: Paragon Paths</u></span></strong></p><p></p><p>Many of the O-Paladin's best PPs, which number as some of the best in the game, aren't compatible with the Cavalier. Still, don't cry for the Cavalier. <strong>Valiant Cavalier</strong> is a very solid exclusive option for the class, and Cavaliers can still get great use out of PPs like <strong>Questing Knight</strong>, <strong>Morninglord</strong> and <strong>Gray Guard</strong>. Racial PPs are another option, particularly for Dragonborn and Human Cavaliers.</p><p></p><p><strong>Paladin/Cavalier PPs</strong></p><p> </p><p><strong><span style="color: Red">Astral Weapon</span> (PHB)</strong>: The only sell this PP has is Astral Judgment, a -2 defense debuff for violating your marks. But it relies on your power selection to be even remotely worth it. Skip this; there's much better choices out there.</p><p></p><p><strong><span style="color: Purple">Champion of Corellon</span> (DP)</strong>: The features look nice on paper (and for certain O-Paladins they are), but Cavaliers have to spread their stats too thin to put them to use. The powers use Charisma for attacks and the key feature, Superior Defense, needs a substantial Dexterity investment to be worth it.</p><p></p><p><strong><span style="color: Red">Champion of Order</span> (PHB)</strong>: Without a consistent at-will sustainable mark like the O-Paladin's Divine Challenge, the heart and soul of this PP, Certain Justice, is of no use to you. And In Defense of Order, the other key feature, also only works with DC. A non-option for you.</p><p></p><p><strong><span style="color: Red">Demonslayer</span> (DP)</strong>: Just feeble all around.</p><p></p><p><strong><span style="color: Purple">Dragonslayer</span> (DP)</strong>: Dragonslayer's Challenge, the hallmark of this PP, is only really worth it with the O-Paladin's Divine Challenge. The powers are actually pretty good, but not enough to salvage it for Cavaliers.</p><p></p><p><strong><span style="color: #800080">Faithful Shield</span> (DP)</strong>: An average path for O-Paladins, and one of its features requires a power you don't have (Lay on Hands). Everything else isn't bad, but overall, pass on this.</p><p></p><p><span style="color: #0000ff">Fortune Blessed</span> (D 384): Requires you to worship Avandra. An interesting, and pretty solid path, with its luck tokens mechanic that can boost bad rolls or even let you reroll d20s and keep your better result. The encounter power is an immediate reaction counter when an enemy attacks you and gives you a luck token for free if you don't have any. The per-encounter utlity is HUGE damage reduction, even before you add any luck token effects, and the daily is also a solid debilitator.</p><p></p><p><strong><span style="color: Blue">Gray Guard</span> (DP)</strong>: Gray Guard Vigilance is very handy if you're going to fight a lot at night or in dark places (have some mass-DS powers handy), and also trains you in the all-important Perception skill. Debilitating Smite is a solid daze and slow encounter power. An encounter you didn't use the utility Relentless Justice is an encounter where Debilitating Smite hit its mark. You can't really do much with the daily power since you don't have Lay on Hands or its variants, but this is still a very solid option for more aggressive Cavaliers.</p><p></p><p><strong>Hammer of Moradin (DP)</strong>: Hammer-wielders who worship Moradin might look at this one. Hammer Bond is a permanent +1 to attack with hammers, which is great. The powers are flavorful and decent, but not eyecatching.</p><p></p><p><strong><span style="color: #ff0000">Holy Conqueror </span>(DP)</strong>: Requires Ardent Vow, which you don't have.</p><p></p><p><strong><span style="color: Red">Hospitaler</span> (PHB)</strong>: The Cavalier can't make any use of it. Let the weeping and gnashing of teeth ensue.</p><p></p><p><strong>Justiciar (PHB)</strong>: Fair party protection features, and the encounter power Just Radiance is a very nice punisher of a crowd of marked enemies, perfect to pull out after a mass-DS power like Call of Challenge. Attack powers are CHA-based. A decent PP that's actually better for you than for the O-Paladin, since you're more likely to stay close to your allies. Not quite on the level of Questing Knight and Valiant Cavalier, though.</p><p></p><p><strong><span style="color: Red">Knight of Celestia</span> (MOTP)</strong>: O-Paladins want nothing to do with this one. And you can't even use it to its fullest. That's all you need to know.</p><p></p><p><strong><span style="color: Red">Knight of the Chalice</span> (DP)</strong>: Not impressive for O-Paladins, and since it works off Channel Divinity and marks, it's even less so for you.</p><p></p><p><strong><span style="color: DeepSkyBlue">Questing Knight</span> (DP)</strong>: Just as appropriately flavorful as it is effective in play for Cavaliers who keep their Charisma at attack caliber. Strength of Ten, the encounter power, is the best mass-Sanction attack power you will find, even giving you some extra mobility and enemy positioning control to boot. At Lv. 16, you get the other highlight of this PP: free-action second wind when you're bloodied. This is awesome for obvious reasons. The +2 bonus to Will against the more common anti-Will attack types you get at Lv. 11 doesn't hurt, either. To round it off, Quester's Discipline is a handy get-out-of-jail card, and Virtuous Wrath is a Reliable, anti-Will weakening attack.</p><p></p><p><strong><span style="color: #ff0000">Sainted General</span> (D 390)</strong>: Must multiclass (or hybrid) Warlord, but you can't put this one to any real use at all, so that's moot.</p><p></p><p><strong><span style="color: #ff0000">Scion of Sacrifice</span> (DP)</strong>: Requires Ardent Vow, which you don't have.</p><p></p><p><strong><span style="color: Purple">Slayer of the Dead</span> (DP)</strong>: Overly-specialized path. Just about all of it is only good at all against undead.</p><p></p><p><strong><span style="color: #800080">Son of Mercy</span> (D 370)</strong>: Not an optimal option for most Cavaliers, since most won't have the Wisdom to deal the damage Lawbreaker's Doom is capable of, nor an at-will way to apply a mark to use Lawbreaker's Doom. However, a <span style="color: #0000ff"><strong>Human Cavalier with Ardent Strike</strong></span> can pull this one off. Lawbreaker's Doom still slows, which means World Serpent's Grasp and in Epic Tier, if you multiclass Fighter and take Overwhelming Impact, at-will dazing with a hammer.</p><p></p><p><strong><span style="color: #00ccff">Valiant Cavalier</span> (E:HFK)</strong>: The PP tailor-made for the Cavalier, and thankfully it's quite good. Virtuous Health is clearly meant to hearken back to the AD&D Paladin with its +2 to saves and immunity to diseases of your level or lower. And it's a solid start as a Lv. 11 feature, especially when Hero's Poise, Superior Will and some extra bonuses from save-boosting feats are involved. At Lv. 16 you get your CHA-mod bonus to your healing surge value, which is also great for your survivability and stacks with nice things like Spirit of Valor or the Dragonborn's surge value bonus. Your action point feature and powers depend on which Virtue you took.</p><p></p><p><strong>Virtue specifics</strong></p><p> </p><p><strong><span style="color: #0000ff">Sacrifice</span> (E:HFK)</strong>: The encounter power lets you sacrifice 10 of your HPs to give everyone near you resist 10 all, which is an excellent trade. The action point feature can be a very cost-effective use of your healing surge against AoE-happy enemies. The daily is a (potentially) mass-Spirit of Sacrifice type effect along with a 5[W] attack that also gives you damage resistance, a nice emergency button. The utility isn't that impressive, but that's about it.</p><p></p><p><strong><span style="color: #00ccff">Valor</span> (E:HFK)</strong>: The encounter power is a close burst that immobilizes on hit, which is awesome on a defender, and hit or miss allies next to you get an attack bonus. The action point feature is a full-round attack bonus, which is solid. The utility power is better than Sacrifice's overall, essentially allowing you to act as Leader support as you hand out attack and defense bonuses like candy for a fight a day. And the daily is great against a solo or elite, effective at forcing him to attack only you, with a lovely attack bonus against him. Nothing from Valor's benefits are wasted. A great package.</p><p> </p><p></p><p> </p><p></p><p><strong>Forgotten Realms PPs</strong></p><p> </p><p><strong>Doomguide (FRPG)</strong>: Must worship Kelemvor, and it's best if your Charisma is attack-caliber as well. It's features and powers are very effective against undead, but even when undead aren't involved, they're at least decent, and the daily power in particular, Kelemvor's Sword, is quite good. You wish more of the "specialized" paths were like this one. Not a bad choice in any case.</p><p></p><p><strong><span style="color: Blue">Eartheart Defender</span> (FRPG)</strong>: For Dwarves, and it's pretty solid. Heart of Earth is an attack bonus after using that minor-action second wind. Gain Heart is a good power to pull out when bloodied, healing you significantly. And the daily, Earthsurge, is an excellent sticky power, a good-sized zone that moves with you and slows enemies in it.</p><p></p><p><strong><span style="color: DeepSkyBlue">Heartwarder</span> (FRPG)</strong>: A great pick for Sac-Cavaliers who worship Sune and have attack-caliber Charisma and an implement,. Sune's Touch is fantastic healing; it works when you spend a healing surge. In any way. Including Spirit of Sacrifice, which means it stacks its benefits for the ally. Great stuff. Also great stuff are the powers. Siren Voice is domination every encounter, which is awesome. Sune's Shield is essentially a Divine Bodyguard that doesn't suck; it can't screw you over since you can choose on a hit-by-hit basis whether to take the damage for the ally, and it lasts for the whole encounter no matter what happens. And the daily, Sune's Kiss, is perfect on an elite or solo; it can force ridiculous lose-lose situations with your Defender Aura or DS.</p><p></p><p><strong><span style="color: DeepSkyBlue">Morninglord</span> (FRPG)</strong>: Must worship Amaunator, and it's just as good for you as it is for pretty much every other Divine class. The Lv. 16 feature Burning Radiance is the heart of this path and makes it capable of incredible damage. If you had the Sun domain feat, you can retrain that out now. The radiant vulnerability 10 is greater than the Sun domain is capable of and is caused by any Radiant power. Radiant vulnerability also makes your Righteous Radiance and DS a lot more threatening. Everything else in this path is just extras by comparison (not bad ones, either, mind you). The attack powers use your highest mental stat, so you'll want your Charisma attack-caliber if you want to make the most out of this path. But Burning Radiance is so good that this is a great choice for all Cavaliers.</p><p></p><p><strong>Purple Dragon Knight (FRPG)</strong>: Vanilla features, but the powers are pretty decent, in particular the daily.</p><p></p><p><strong><span style="color: Purple">Silverstar</span> (FRPG)</strong>: Moonfire, the daily, is a decent healing attack if it hits, and it uses your best mental stat. The rest of the path, on the other hand, is pretty underwhelming, and the encounter power is a waste.</p><p></p><p><strong><span style="color: Purple">Steelsky Liberator</span> (FRPG)</strong>: For Dragonborn, Genasi, Half-Orcs and Humans, and it's geared toward fighting dragons. It's not very good otherwise, though.</p><p> </p><p></p><p><strong>Eberron PPs</strong></p><p> </p><p><strong><span style="color: Red">Kundarak Ghorad'din</span> (EPG)</strong>: Uh, what? Mark of Warding is such an awesome Dragonmark, but the associated path had to be completely incompatible.</p><p></p><p><strong>Lyrandar Wind-Rider (EPG)</strong>: For those with Mark of Storm. If you have the Storm domain or a Lightning Weapon and a high Charisma, you can take advantage of what this path has to offer, which is quite a bit, actually. Storm Adept is a +1 to attack rolls with Thunder and Lightning powers, which is great. Feather's Touch can come in handy, and the CHA-based (or CON, but that's not likely for you) powers are decent control effects. Not too bad.</p><p> </p><p></p><p><strong>Racial PPs</strong></p><p> </p><p><u><strong>Dragonborn</strong></u></p><p></p><p><strong><span style="color: #00ccff">Mithral Arm</span> (D 385)</strong>: Basically the Dragonborn version of the Human's Adroit Explorer, which has simply impressive potential. The per-encounter utility is also a nice survivability boost, and the daily is also great, letting you use an encounter power twice in a fight. See the feat entry for Reserve Maneuver above for recommendations on which encounter powers to swipe. At Epic Tier, you can trade that power out for a Lv. 13 power, and I greatly recommend <strong><span style="color: #00ccff">Castigating Strike</span> (Lv. 13, STR or CHA weapon, DP)</strong>, which is a mass-DS power.</p><p></p><p>Platinum Templar (PHR<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />): Polar Breath is pretty nice, and Misty Breath is a good daily. The rest you could take or leave.</p><p></p><p><strong>Scion of Arkhosia (PHB2)</strong>: If you like the idea of growing wings and flying everywhere this one's for you. The attack powers, variations of your breath, aren't anything special, though.</p><p></p><p><strong><u>Dwarf</u></strong></p><p></p><p><strong>Firstborn of Moradin (PHB2)</strong>: Decent, not great, features. The encounter power Receive the Charge is quite good, but the other powers are only average.</p><p></p><p><strong><u>Goliath</u></strong></p><p></p><p><strong><span style="color: Blue">Stoneblessed</span> (PHB2)</strong>: Unusual Reach is awesome, and the utility Summit Advantage even lets you take proper advantage of it for a round every encounter. The rest is pretty solid, too.</p><p></p><p><strong><u>Half-Orc</u></strong></p><p></p><p><strong>Bloodfury Savage (PHB2)</strong>: Savage Resilience is nice, and the powers are geared toward doing more and more damage. Not too bad, but not all that special.</p><p></p><p><strong>Lightning Blitzer (D 386)</strong>: Armored Swiftness is nice to eliminate the speed penalty for heavy armor. The daily is a nice blinder, too, but the rest of it is pretty avarage.</p><p></p><p><strong><u>Human</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Adroit Explorer</span> (PHB2)</strong>: A Lv. 7 or lower O-Paladin encounter power of your choice (see the Reserve Maneuver feat entry above for recommendations), a great action point ability, start the day with two action points, and an immediate reaction daily using your encounter power of choice. Awesome. Again, in Epic Tier you can retrain your encounter power into a Lv. 13; make it <span style="color: #00ccff"><strong>Castigating Strike</strong></span>.</p><p></p><p><strong><u>Warforged</u></strong></p><p></p><p><strong><span style="color: Blue">Warforged Juggernaut</span> (EPG)</strong>: You might like this if you're particularly charge-oriented. The daily stance is very good, sort of a Fighter's Unyielding Avalanche with resistance to forced movement.</p><p> </p><p> </p><p></p><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>Riding to the Summit: Epic Destinies</u></strong></p><p></span></p><p></p><p>NOTE: The Cavalier can't take any of the Avatar EDs from Divine Power (not without multiclassing, anyway), since those require Divinity feats (and, by extension, Channel Divinity). So those won't be listed in this section.</p><p></p><p><strong>General/Cavalier EDs</strong></p><p> </p><p>Bahamut's Vessel (D 378): Starts off with +2 to STR, WIS or CHA (your choice) and a lot of free healing whenever you use an action point. The Lv. 24 feature is pretty nice if you have some per-encounter divine heals in stock. The capstone is pretty mediocre, but this ED isn't bad, overall.</p><p></p><p><span style="color: #00ccff">Ceaseless Guardian</span> (D 387): You will greatly appreciate the ability to take immediate and opportunity actions while dazed or stunned. A free +2 to a stat of your choice and some extra speed round out this ED. The capstone, Never Again, is a Lay on Hands-type effect you can use when you or an ally dies, which in your case, since you don't have Lay on Hands, is handy when stuff happens.</p><p></p><p><strong><span style="color: #0000ff">Dead God Avatar</span> (D 390)</strong>: Interesting option if worshipping a dead deity, and pretty solid all around. Immunity to charm and bonus to Wisdom and Charisma are decent, and the capstone Sacrifice to recover a daily power or encounter power is also appealing.</p><p></p><p><strong>Deadly Trickster (PHB)</strong>: If you got Bluff training somehow, you might go for this. Solid features, albeit somewhat limited in use. Epic Trick is an awesome utility, though.</p><p></p><p><strong><span style="color: DeepSkyBlue">Demigod/Chosen</span> (PHB/FRPG/DP)</strong>: Divine Miracle, that infamous capstone, finally got toned down so that now it only recovers one encounter power in a fight. That's still pretty good, though, especially combined with all the other ways to recover encounter powers. And the +2 to two stats of your choice, a solid near-death recovery mechanic and access to some great utilities still make this one great. Just no longer overpowering. The default Demigod's Divine Regeneration is an insane regeneration spell. The Chosen variants, tied to specific deities, differ from the Demigod via the utility power.</p><p></p><p><strong>Core Chosen Utility Powers</strong></p><p> </p><p><strong><span style="color: Purple">Freedom is Life (Avandra)</span> (DP)</strong>: +10 to saves for the party for a turn. Rather situational.</p><p></p><p><strong>Sheltering Wings (Bahamut) (DP)</strong>: Basically a Cure Serious Wounds for you and an ally. Not bad.</p><p></p><p><strong><span style="color: Blue">High Arcana (Corellon)</span> (DP)</strong>: Everyone in the party, including you, can choose +2 power bonus with implement attacks or +4 bonus to NADs at the start of every turn for the whole encounter. Very solid. <strong>Note for Forgotten Realms</strong>: This is Corellon's second attempt at his Chosen power, and this version is hands-down the better one.</p><p></p><p><strong><span style="color: Blue">Anthem of Progress (Erathis)</span> (DP)</strong>: 16-20 crits on at-will attacks for the whole party. Nice. <strong><span style="color: DeepSkyBlue">Even better</span></strong> if you have some crit fishermen aboard.</p><p></p><p><strong><span style="color: DeepSkyBlue">Unerring Foreknowledge (Ioun)</span> (DP)</strong>: Grant allies extra standard actions, using your minor action, every round until you've cycled through all your allies. Very, very nice.</p><p></p><p><strong><span style="color: Blue">Test of Strength (Kord)</span> (DP)</strong>: Work on your DPR and you can do some special things with this one.</p><p></p><p><strong><span style="color: Purple">Wild Surge (Melora)</span> (DP)</strong>: 18-20 crits on daily attacks. Very underwhelming, especially compared to what Erathis offers.</p><p></p><p><strong><span style="color: Blue">Forge of Creation (Moradin)</span> (FRPG/DP)</strong>: You and any allies who hit in the next round restore second winds, a healing surge and a daily item power. Solid. <strong>Note for Forgotten Realms</strong>: The FRPG and DP versions of this power are identical.</p><p></p><p><strong><span style="color: Purple">Celestial Balance (Pelor)</span> (DP)</strong>: Pretty underwhelming.</p><p></p><p><strong>Death is Nigh (Raven Queen) (DP)</strong>: +2 untyped bonus to attacks if someone has failed a death save in the encounter. Not a bad one to keep around.</p><p></p><p><strong><span style="color: DeepSkyBlue">Horns of the Moon (Sehanine)</span> (DP)</strong>: Buff any ally's attack and strip any enemy's defenses every turn for the whole encounter. This one is awesome.</p><p> </p><p></p><p><strong>Forgotten Realms Chosen Utility Powers (FRPG)</strong></p><p> </p><p><strong><span style="color: blue">Renewing Dawn (Amaunator)</span></strong>: Fairly hefty free radiant damage against a nearby foe when you or an ally use a healing surge in any way. Turns things you wouldn't even dream of (Virtue, etc.) into damage dealers. Sustain this effect with minor actions. If you worship Amaunator, odds are you're a Morninglord, and this utility can really help take advantage of the vulnerability that paragon path creates.</p><p></p><p><strong><span style="color: DeepSkyBlue">Horn of Life (Chauntea)</span></strong>: Healing surge trigger, followed by 20 regeneration on the ally who needs it most any given round. The regeneration switches targets based on need at the start of your turns. A fantastic party heal.</p><p></p><p><strong><span style="color: Purple">True Death (Kelemvor)</span></strong>: Anti-undead power, so it's situational. Good for that type of fight, at least.</p><p></p><p><strong><span style="color: Purple">Supreme Knowledge (Oghma)</span></strong>: You're likely not good enough at knowledge skills to use this effectively.</p><p></p><p><strong><span style="color: Red">Waxing Fortune (Selune)</span></strong>: The chance of the situation that would make the bonus to attacks actually worth a damn happening is slim to none.</p><p></p><p><strong><span style="color: DeepSkyBlue">Divine Regeneration (Silvanus)</span></strong>: Well, this looks familiar. No complaints, though, obviously.</p><p></p><p><strong><span style="color: Blue">Sune's Censure (Sune)</span></strong>: Spread vulnerabilities from one enemy to another. This one can even make normally temporary vulnerabilities last the whole encounter. Or, if all else fails, force vulnerability 5 all. This one's nice.</p><p></p><p><strong><span style="color: Blue">Tempus's Glare (Tempus)</span></strong>: This one can really mess with a Challenged or Sanctioned enemy.</p><p></p><p><strong><span style="color: Red">Battle Judgment (Torm)</span></strong>: Unless you killed a foe with a high-damage single-hit daily, this one's not going to heal much more, if not less, than a healing surge. Just awful.</p><p> </p><p><strong><span style="color: #0000ff">Destined Scion</span> (E:HFK)</strong>: +2 to two stats of your choice, an extra +1 to attack rolls on top of that and a +2 untyped bonus to saves (which stacks with both Resilient Focus and the Valiant Cavalier's Virtuous Health, hint, hint). A good, solid, no-nonsense ED. The utilities won't dazzle you, but they're handy.</p><p></p><p><strong><span style="color: DeepSkyBlue">Eternal Seeker </span>(PHB)</strong>: This one has come a long way, and it has infinite room to grow. It's about as good as you can get without crossing the line into abuse.</p><p></p><p><strong>Exalted Angel (DP)</strong>: Flavorful destiny, and good overall if you like a lot of flying. However, the Lv. 24 death-triggered feature is not worth it; save-ends blinding may be good by itself normally, but NOT when it removes you from the fight.</p><p></p><p><strong><span style="color: Purple">Harbinger of Doom</span> (PHB2)</strong>: Shield of Ill Fortune is about the only remotely attractive thing in this destiny.</p><p></p><p><strong><span style="color: #00ccff">Indomitable Champion</span> (E:HFL)</strong>: +2 to two stats of your choice, extra hit points and extra NADs are as good a package as it gets. The utilities aren't completely earth-shattering, but they're handy when stuff happens. Another extremely solid, no-nonsense ED.</p><p></p><p><strong><span style="color: Purple">Keybearer</span> (D 372)</strong>: Traveler's Tricks is nice, as is the capstone that gives you phasing. Reality Distortion, on the other hand, kills this one. It would be pretty awesome if it weren't for the fact that it affects your allies as well as your enemies.</p><p></p><p><strong><span style="color: DeepSkyBlue">Legendary Sovereign</span> (MP2)</strong>: You get a +2 to Charisma to start off. If you picked the right paragon path, Sword of Kings, the capstone that lets you spam a weapon-based encounter power as long as you keep scoring at least one hit with it, will be very effective. Questing Knight's Strength of Ten and either of the Valiant Cavalier's encounter powers are great for this, being AoE attacks. Great Captain is devastating when a crit happens, and the utility, Sword of the Sovereign, rounds it off by providing insane bonuses to attack rolls for allies' at-will and basic attacks (equal to your CHA-mod). This is Not My Fate is also a better recovery ability than Divine Recovery.</p><p></p><p><strong><span style="color: Blue">Planeshaper</span> (D 372)</strong>: Using an encounter power twice is great, as is removing an enemy from the fight for a turn on a crit. Shape Reality, the capstone, adds a whole lot of Controller to your arsenal. Can't go wrong with this one.</p><p></p><p><strong>Punisher of the Gods (D 372/DA 09)</strong>: Seems to have stabilized, but its current form, while good against one foe per encounter, is still a shadow of its former selves. Yes, that plural was intentional.</p><p></p><p>Raven Knight (D 380): Bonused to speed and going insubstantial and phasing on a charge are pretty good. The ability bonuses and the Necrotic utility aren't the best, though, but overall, you could do worse.</p><p></p><p><strong><span style="color: Red">Revered One</span> (PHB2)</strong>: Its one redeeming feature only works with Channel Divinity, which you don't have.</p><p></p><p><strong><span style="color: DeepSkyBlue">Saint</span> (DP)</strong>: Yes, you want to be in that number. +2 to all NADs, hefty necrotic resistance, immune to domination, let your healing spells grant saves and save-inducing powers trigger healing surges, capstone increases your healing efficiency greatly with any divine healing powers you have, and Sanctified Revival is about as good as a resurrection spell can get. Full of win without being abusive.</p><p></p><p><strong><span style="color: Purple">Storm Sovereign</span> (D 372)</strong>: Pretty underwhelming.</p><p></p><p><strong><span style="color: #0000ff">Unyielding Sentinel</span> (D 388)</strong>: Good bonuses to Constitution and one other ability, and Unbreakable plays nice with Hero's Poise. The capstone of free healing caps it off. Can't complain about this one.</p><p> </p><p></p><p><strong>Racial EDs</strong></p><p> </p><p>Avatar of Io (PHR<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />): Bonuses to both STR and CHA, the Cavalier's two most important stats, a fully versatile breath weapon, and the ability to fly with hover. Pretty decent, even if the capstone isn't the best.</p><p> </p><p></p><p><strong>Forgotten Realms EDs</strong></p><p> </p><p><strong>Harper of Legend (D 367)</strong>: An extra encounter power (from the O-Paladin's arsenal or even a multiclass if applicable) and extra action points. Not bad at all. Spectral Harpist is interesting and a decent death-triggered capstone. Tymora Smiles is pretty weak, though.</p><p> </p><p></p><p><strong>Eberron EDs</strong></p><p> </p><p><strong><span style="color: Blue">Champion of Prophecy</span> (EPG)</strong>: +2 to a physical and a mental stat of your choice, great capstone that lets you recover dailies per milestone instead of action points, and Prophetic Certainty is a solid per-encounter utility.</p><p></p><p><strong><span style="color: Purple">Dispossessed Champion</span> (EPG)</strong>: Solid utility power (resist 10 to nearby allies), but the rest is pretty mediocre.</p><p></p><p><strong><span style="color: DeepSkyBlue">Mourning Savior</span> (EPG)</strong>: Very setting specific here, but the benefits in that respect are huge. Memory of Cyre is a great save-ends debuff whenever you use an action point. And speaking of action points, the capstone Cyran Vengeance opens up some nice abuse with those. Awesome.</p><p></p><p><strong><span style="color: Blue">Sublime Flame</span> (EPG)</strong>: You can't say no to an extra daily per day for worshiping the Silver Flame. The rest is pretty solid, too.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707866, member: 6793297"] [CENTER][b][SIZE=6][u]Riding Higher: Paragon Paths[/u][/SIZE][/b][/CENTER] Many of the O-Paladin's best PPs, which number as some of the best in the game, aren't compatible with the Cavalier. Still, don't cry for the Cavalier. [b]Valiant Cavalier[/b] is a very solid exclusive option for the class, and Cavaliers can still get great use out of PPs like [b]Questing Knight[/b], [b]Morninglord[/b] and [b]Gray Guard[/b]. Racial PPs are another option, particularly for Dragonborn and Human Cavaliers. [b]Paladin/Cavalier PPs[/b] [b][COLOR=Red]Astral Weapon[/COLOR] (PHB)[/b]: The only sell this PP has is Astral Judgment, a -2 defense debuff for violating your marks. But it relies on your power selection to be even remotely worth it. Skip this; there's much better choices out there. [b][COLOR=Purple]Champion of Corellon[/COLOR] (DP)[/b]: The features look nice on paper (and for certain O-Paladins they are), but Cavaliers have to spread their stats too thin to put them to use. The powers use Charisma for attacks and the key feature, Superior Defense, needs a substantial Dexterity investment to be worth it. [b][COLOR=Red]Champion of Order[/COLOR] (PHB)[/b]: Without a consistent at-will sustainable mark like the O-Paladin's Divine Challenge, the heart and soul of this PP, Certain Justice, is of no use to you. And In Defense of Order, the other key feature, also only works with DC. A non-option for you. [b][COLOR=Red]Demonslayer[/COLOR] (DP)[/b]: Just feeble all around. [b][COLOR=Purple]Dragonslayer[/COLOR] (DP)[/b]: Dragonslayer's Challenge, the hallmark of this PP, is only really worth it with the O-Paladin's Divine Challenge. The powers are actually pretty good, but not enough to salvage it for Cavaliers. [b][COLOR=#800080]Faithful Shield[/COLOR] (DP)[/b]: An average path for O-Paladins, and one of its features requires a power you don't have (Lay on Hands). Everything else isn't bad, but overall, pass on this. [COLOR=#0000ff]Fortune Blessed[/COLOR] (D 384): Requires you to worship Avandra. An interesting, and pretty solid path, with its luck tokens mechanic that can boost bad rolls or even let you reroll d20s and keep your better result. The encounter power is an immediate reaction counter when an enemy attacks you and gives you a luck token for free if you don't have any. The per-encounter utlity is HUGE damage reduction, even before you add any luck token effects, and the daily is also a solid debilitator. [b][COLOR=Blue]Gray Guard[/COLOR] (DP)[/b]: Gray Guard Vigilance is very handy if you're going to fight a lot at night or in dark places (have some mass-DS powers handy), and also trains you in the all-important Perception skill. Debilitating Smite is a solid daze and slow encounter power. An encounter you didn't use the utility Relentless Justice is an encounter where Debilitating Smite hit its mark. You can't really do much with the daily power since you don't have Lay on Hands or its variants, but this is still a very solid option for more aggressive Cavaliers. [b]Hammer of Moradin (DP)[/b]: Hammer-wielders who worship Moradin might look at this one. Hammer Bond is a permanent +1 to attack with hammers, which is great. The powers are flavorful and decent, but not eyecatching. [b][COLOR=#ff0000]Holy Conqueror [/COLOR](DP)[/b]: Requires Ardent Vow, which you don't have. [b][COLOR=Red]Hospitaler[/COLOR] (PHB)[/b]: The Cavalier can't make any use of it. Let the weeping and gnashing of teeth ensue. [b]Justiciar (PHB)[/b]: Fair party protection features, and the encounter power Just Radiance is a very nice punisher of a crowd of marked enemies, perfect to pull out after a mass-DS power like Call of Challenge. Attack powers are CHA-based. A decent PP that's actually better for you than for the O-Paladin, since you're more likely to stay close to your allies. Not quite on the level of Questing Knight and Valiant Cavalier, though. [b][COLOR=Red]Knight of Celestia[/COLOR] (MOTP)[/b]: O-Paladins want nothing to do with this one. And you can't even use it to its fullest. That's all you need to know. [b][COLOR=Red]Knight of the Chalice[/COLOR] (DP)[/b]: Not impressive for O-Paladins, and since it works off Channel Divinity and marks, it's even less so for you. [b][COLOR=DeepSkyBlue]Questing Knight[/COLOR] (DP)[/b]: Just as appropriately flavorful as it is effective in play for Cavaliers who keep their Charisma at attack caliber. Strength of Ten, the encounter power, is the best mass-Sanction attack power you will find, even giving you some extra mobility and enemy positioning control to boot. At Lv. 16, you get the other highlight of this PP: free-action second wind when you're bloodied. This is awesome for obvious reasons. The +2 bonus to Will against the more common anti-Will attack types you get at Lv. 11 doesn't hurt, either. To round it off, Quester's Discipline is a handy get-out-of-jail card, and Virtuous Wrath is a Reliable, anti-Will weakening attack. [b][COLOR=#ff0000]Sainted General[/COLOR] (D 390)[/b]: Must multiclass (or hybrid) Warlord, but you can't put this one to any real use at all, so that's moot. [b][COLOR=#ff0000]Scion of Sacrifice[/COLOR] (DP)[/b]: Requires Ardent Vow, which you don't have. [b][COLOR=Purple]Slayer of the Dead[/COLOR] (DP)[/b]: Overly-specialized path. Just about all of it is only good at all against undead. [b][COLOR=#800080]Son of Mercy[/COLOR] (D 370)[/b]: Not an optimal option for most Cavaliers, since most won't have the Wisdom to deal the damage Lawbreaker's Doom is capable of, nor an at-will way to apply a mark to use Lawbreaker's Doom. However, a [COLOR=#0000ff][b]Human Cavalier with Ardent Strike[/b][/COLOR] can pull this one off. Lawbreaker's Doom still slows, which means World Serpent's Grasp and in Epic Tier, if you multiclass Fighter and take Overwhelming Impact, at-will dazing with a hammer. [b][COLOR=#00ccff]Valiant Cavalier[/COLOR] (E:HFK)[/b]: The PP tailor-made for the Cavalier, and thankfully it's quite good. Virtuous Health is clearly meant to hearken back to the AD&D Paladin with its +2 to saves and immunity to diseases of your level or lower. And it's a solid start as a Lv. 11 feature, especially when Hero's Poise, Superior Will and some extra bonuses from save-boosting feats are involved. At Lv. 16 you get your CHA-mod bonus to your healing surge value, which is also great for your survivability and stacks with nice things like Spirit of Valor or the Dragonborn's surge value bonus. Your action point feature and powers depend on which Virtue you took. [b]Virtue specifics[/b] [b][COLOR=#0000ff]Sacrifice[/COLOR] (E:HFK)[/b]: The encounter power lets you sacrifice 10 of your HPs to give everyone near you resist 10 all, which is an excellent trade. The action point feature can be a very cost-effective use of your healing surge against AoE-happy enemies. The daily is a (potentially) mass-Spirit of Sacrifice type effect along with a 5[W] attack that also gives you damage resistance, a nice emergency button. The utility isn't that impressive, but that's about it. [b][COLOR=#00ccff]Valor[/COLOR] (E:HFK)[/b]: The encounter power is a close burst that immobilizes on hit, which is awesome on a defender, and hit or miss allies next to you get an attack bonus. The action point feature is a full-round attack bonus, which is solid. The utility power is better than Sacrifice's overall, essentially allowing you to act as Leader support as you hand out attack and defense bonuses like candy for a fight a day. And the daily is great against a solo or elite, effective at forcing him to attack only you, with a lovely attack bonus against him. Nothing from Valor's benefits are wasted. A great package. [b]Forgotten Realms PPs[/b] [b]Doomguide (FRPG)[/b]: Must worship Kelemvor, and it's best if your Charisma is attack-caliber as well. It's features and powers are very effective against undead, but even when undead aren't involved, they're at least decent, and the daily power in particular, Kelemvor's Sword, is quite good. You wish more of the "specialized" paths were like this one. Not a bad choice in any case. [b][COLOR=Blue]Eartheart Defender[/COLOR] (FRPG)[/b]: For Dwarves, and it's pretty solid. Heart of Earth is an attack bonus after using that minor-action second wind. Gain Heart is a good power to pull out when bloodied, healing you significantly. And the daily, Earthsurge, is an excellent sticky power, a good-sized zone that moves with you and slows enemies in it. [b][COLOR=DeepSkyBlue]Heartwarder[/COLOR] (FRPG)[/b]: A great pick for Sac-Cavaliers who worship Sune and have attack-caliber Charisma and an implement,. Sune's Touch is fantastic healing; it works when you spend a healing surge. In any way. Including Spirit of Sacrifice, which means it stacks its benefits for the ally. Great stuff. Also great stuff are the powers. Siren Voice is domination every encounter, which is awesome. Sune's Shield is essentially a Divine Bodyguard that doesn't suck; it can't screw you over since you can choose on a hit-by-hit basis whether to take the damage for the ally, and it lasts for the whole encounter no matter what happens. And the daily, Sune's Kiss, is perfect on an elite or solo; it can force ridiculous lose-lose situations with your Defender Aura or DS. [b][COLOR=DeepSkyBlue]Morninglord[/COLOR] (FRPG)[/b]: Must worship Amaunator, and it's just as good for you as it is for pretty much every other Divine class. The Lv. 16 feature Burning Radiance is the heart of this path and makes it capable of incredible damage. If you had the Sun domain feat, you can retrain that out now. The radiant vulnerability 10 is greater than the Sun domain is capable of and is caused by any Radiant power. Radiant vulnerability also makes your Righteous Radiance and DS a lot more threatening. Everything else in this path is just extras by comparison (not bad ones, either, mind you). The attack powers use your highest mental stat, so you'll want your Charisma attack-caliber if you want to make the most out of this path. But Burning Radiance is so good that this is a great choice for all Cavaliers. [b]Purple Dragon Knight (FRPG)[/b]: Vanilla features, but the powers are pretty decent, in particular the daily. [b][COLOR=Purple]Silverstar[/COLOR] (FRPG)[/b]: Moonfire, the daily, is a decent healing attack if it hits, and it uses your best mental stat. The rest of the path, on the other hand, is pretty underwhelming, and the encounter power is a waste. [b][COLOR=Purple]Steelsky Liberator[/COLOR] (FRPG)[/b]: For Dragonborn, Genasi, Half-Orcs and Humans, and it's geared toward fighting dragons. It's not very good otherwise, though. [b]Eberron PPs[/b] [b][COLOR=Red]Kundarak Ghorad'din[/COLOR] (EPG)[/b]: Uh, what? Mark of Warding is such an awesome Dragonmark, but the associated path had to be completely incompatible. [b]Lyrandar Wind-Rider (EPG)[/b]: For those with Mark of Storm. If you have the Storm domain or a Lightning Weapon and a high Charisma, you can take advantage of what this path has to offer, which is quite a bit, actually. Storm Adept is a +1 to attack rolls with Thunder and Lightning powers, which is great. Feather's Touch can come in handy, and the CHA-based (or CON, but that's not likely for you) powers are decent control effects. Not too bad. [b]Racial PPs[/b] [u][b]Dragonborn[/b][/u] [b][COLOR=#00ccff]Mithral Arm[/COLOR] (D 385)[/b]: Basically the Dragonborn version of the Human's Adroit Explorer, which has simply impressive potential. The per-encounter utility is also a nice survivability boost, and the daily is also great, letting you use an encounter power twice in a fight. See the feat entry for Reserve Maneuver above for recommendations on which encounter powers to swipe. At Epic Tier, you can trade that power out for a Lv. 13 power, and I greatly recommend [b][COLOR=#00ccff]Castigating Strike[/COLOR] (Lv. 13, STR or CHA weapon, DP)[/b], which is a mass-DS power. Platinum Templar (PHR:D): Polar Breath is pretty nice, and Misty Breath is a good daily. The rest you could take or leave. [b]Scion of Arkhosia (PHB2)[/b]: If you like the idea of growing wings and flying everywhere this one's for you. The attack powers, variations of your breath, aren't anything special, though. [b][u]Dwarf[/u][/b] [b]Firstborn of Moradin (PHB2)[/b]: Decent, not great, features. The encounter power Receive the Charge is quite good, but the other powers are only average. [b][u]Goliath[/u][/b] [b][COLOR=Blue]Stoneblessed[/COLOR] (PHB2)[/b]: Unusual Reach is awesome, and the utility Summit Advantage even lets you take proper advantage of it for a round every encounter. The rest is pretty solid, too. [b][u]Half-Orc[/u][/b] [b]Bloodfury Savage (PHB2)[/b]: Savage Resilience is nice, and the powers are geared toward doing more and more damage. Not too bad, but not all that special. [b]Lightning Blitzer (D 386)[/b]: Armored Swiftness is nice to eliminate the speed penalty for heavy armor. The daily is a nice blinder, too, but the rest of it is pretty avarage. [b][u]Human[/u][/b] [b][COLOR=DeepSkyBlue]Adroit Explorer[/COLOR] (PHB2)[/b]: A Lv. 7 or lower O-Paladin encounter power of your choice (see the Reserve Maneuver feat entry above for recommendations), a great action point ability, start the day with two action points, and an immediate reaction daily using your encounter power of choice. Awesome. Again, in Epic Tier you can retrain your encounter power into a Lv. 13; make it [COLOR=#00ccff][b]Castigating Strike[/b][/COLOR]. [b][u]Warforged[/u][/b] [b][COLOR=Blue]Warforged Juggernaut[/COLOR] (EPG)[/b]: You might like this if you're particularly charge-oriented. The daily stance is very good, sort of a Fighter's Unyielding Avalanche with resistance to forced movement. [SIZE=6][CENTER][b][u]Riding to the Summit: Epic Destinies[/u][/b][/CENTER] [/SIZE] NOTE: The Cavalier can't take any of the Avatar EDs from Divine Power (not without multiclassing, anyway), since those require Divinity feats (and, by extension, Channel Divinity). So those won't be listed in this section. [b]General/Cavalier EDs[/b] Bahamut's Vessel (D 378): Starts off with +2 to STR, WIS or CHA (your choice) and a lot of free healing whenever you use an action point. The Lv. 24 feature is pretty nice if you have some per-encounter divine heals in stock. The capstone is pretty mediocre, but this ED isn't bad, overall. [COLOR=#00ccff]Ceaseless Guardian[/COLOR] (D 387): You will greatly appreciate the ability to take immediate and opportunity actions while dazed or stunned. A free +2 to a stat of your choice and some extra speed round out this ED. The capstone, Never Again, is a Lay on Hands-type effect you can use when you or an ally dies, which in your case, since you don't have Lay on Hands, is handy when stuff happens. [b][COLOR=#0000ff]Dead God Avatar[/COLOR] (D 390)[/b]: Interesting option if worshipping a dead deity, and pretty solid all around. Immunity to charm and bonus to Wisdom and Charisma are decent, and the capstone Sacrifice to recover a daily power or encounter power is also appealing. [b]Deadly Trickster (PHB)[/b]: If you got Bluff training somehow, you might go for this. Solid features, albeit somewhat limited in use. Epic Trick is an awesome utility, though. [b][COLOR=DeepSkyBlue]Demigod/Chosen[/COLOR] (PHB/FRPG/DP)[/b]: Divine Miracle, that infamous capstone, finally got toned down so that now it only recovers one encounter power in a fight. That's still pretty good, though, especially combined with all the other ways to recover encounter powers. And the +2 to two stats of your choice, a solid near-death recovery mechanic and access to some great utilities still make this one great. Just no longer overpowering. The default Demigod's Divine Regeneration is an insane regeneration spell. The Chosen variants, tied to specific deities, differ from the Demigod via the utility power. [b]Core Chosen Utility Powers[/b] [b][COLOR=Purple]Freedom is Life (Avandra)[/COLOR] (DP)[/b]: +10 to saves for the party for a turn. Rather situational. [b]Sheltering Wings (Bahamut) (DP)[/b]: Basically a Cure Serious Wounds for you and an ally. Not bad. [b][COLOR=Blue]High Arcana (Corellon)[/COLOR] (DP)[/b]: Everyone in the party, including you, can choose +2 power bonus with implement attacks or +4 bonus to NADs at the start of every turn for the whole encounter. Very solid. [b]Note for Forgotten Realms[/b]: This is Corellon's second attempt at his Chosen power, and this version is hands-down the better one. [b][COLOR=Blue]Anthem of Progress (Erathis)[/COLOR] (DP)[/b]: 16-20 crits on at-will attacks for the whole party. Nice. [b][COLOR=DeepSkyBlue]Even better[/COLOR][/b] if you have some crit fishermen aboard. [b][COLOR=DeepSkyBlue]Unerring Foreknowledge (Ioun)[/COLOR] (DP)[/b]: Grant allies extra standard actions, using your minor action, every round until you've cycled through all your allies. Very, very nice. [b][COLOR=Blue]Test of Strength (Kord)[/COLOR] (DP)[/b]: Work on your DPR and you can do some special things with this one. [b][COLOR=Purple]Wild Surge (Melora)[/COLOR] (DP)[/b]: 18-20 crits on daily attacks. Very underwhelming, especially compared to what Erathis offers. [b][COLOR=Blue]Forge of Creation (Moradin)[/COLOR] (FRPG/DP)[/b]: You and any allies who hit in the next round restore second winds, a healing surge and a daily item power. Solid. [b]Note for Forgotten Realms[/b]: The FRPG and DP versions of this power are identical. [b][COLOR=Purple]Celestial Balance (Pelor)[/COLOR] (DP)[/b]: Pretty underwhelming. [b]Death is Nigh (Raven Queen) (DP)[/b]: +2 untyped bonus to attacks if someone has failed a death save in the encounter. Not a bad one to keep around. [b][COLOR=DeepSkyBlue]Horns of the Moon (Sehanine)[/COLOR] (DP)[/b]: Buff any ally's attack and strip any enemy's defenses every turn for the whole encounter. This one is awesome. [b]Forgotten Realms Chosen Utility Powers (FRPG)[/b] [b][COLOR=blue]Renewing Dawn (Amaunator)[/COLOR][/b]: Fairly hefty free radiant damage against a nearby foe when you or an ally use a healing surge in any way. Turns things you wouldn't even dream of (Virtue, etc.) into damage dealers. Sustain this effect with minor actions. If you worship Amaunator, odds are you're a Morninglord, and this utility can really help take advantage of the vulnerability that paragon path creates. [b][COLOR=DeepSkyBlue]Horn of Life (Chauntea)[/COLOR][/b]: Healing surge trigger, followed by 20 regeneration on the ally who needs it most any given round. The regeneration switches targets based on need at the start of your turns. A fantastic party heal. [b][COLOR=Purple]True Death (Kelemvor)[/COLOR][/b]: Anti-undead power, so it's situational. Good for that type of fight, at least. [b][COLOR=Purple]Supreme Knowledge (Oghma)[/COLOR][/b]: You're likely not good enough at knowledge skills to use this effectively. [b][COLOR=Red]Waxing Fortune (Selune)[/COLOR][/b]: The chance of the situation that would make the bonus to attacks actually worth a damn happening is slim to none. [b][COLOR=DeepSkyBlue]Divine Regeneration (Silvanus)[/COLOR][/b]: Well, this looks familiar. No complaints, though, obviously. [b][COLOR=Blue]Sune's Censure (Sune)[/COLOR][/b]: Spread vulnerabilities from one enemy to another. This one can even make normally temporary vulnerabilities last the whole encounter. Or, if all else fails, force vulnerability 5 all. This one's nice. [b][COLOR=Blue]Tempus's Glare (Tempus)[/COLOR][/b]: This one can really mess with a Challenged or Sanctioned enemy. [b][COLOR=Red]Battle Judgment (Torm)[/COLOR][/b]: Unless you killed a foe with a high-damage single-hit daily, this one's not going to heal much more, if not less, than a healing surge. Just awful. [b][COLOR=#0000ff]Destined Scion[/COLOR] (E:HFK)[/b]: +2 to two stats of your choice, an extra +1 to attack rolls on top of that and a +2 untyped bonus to saves (which stacks with both Resilient Focus and the Valiant Cavalier's Virtuous Health, hint, hint). A good, solid, no-nonsense ED. The utilities won't dazzle you, but they're handy. [b][COLOR=DeepSkyBlue]Eternal Seeker [/COLOR](PHB)[/b]: This one has come a long way, and it has infinite room to grow. It's about as good as you can get without crossing the line into abuse. [b]Exalted Angel (DP)[/b]: Flavorful destiny, and good overall if you like a lot of flying. However, the Lv. 24 death-triggered feature is not worth it; save-ends blinding may be good by itself normally, but NOT when it removes you from the fight. [b][COLOR=Purple]Harbinger of Doom[/COLOR] (PHB2)[/b]: Shield of Ill Fortune is about the only remotely attractive thing in this destiny. [b][COLOR=#00ccff]Indomitable Champion[/COLOR] (E:HFL)[/b]: +2 to two stats of your choice, extra hit points and extra NADs are as good a package as it gets. The utilities aren't completely earth-shattering, but they're handy when stuff happens. Another extremely solid, no-nonsense ED. [b][COLOR=Purple]Keybearer[/COLOR] (D 372)[/b]: Traveler's Tricks is nice, as is the capstone that gives you phasing. Reality Distortion, on the other hand, kills this one. It would be pretty awesome if it weren't for the fact that it affects your allies as well as your enemies. [b][COLOR=DeepSkyBlue]Legendary Sovereign[/COLOR] (MP2)[/b]: You get a +2 to Charisma to start off. If you picked the right paragon path, Sword of Kings, the capstone that lets you spam a weapon-based encounter power as long as you keep scoring at least one hit with it, will be very effective. Questing Knight's Strength of Ten and either of the Valiant Cavalier's encounter powers are great for this, being AoE attacks. Great Captain is devastating when a crit happens, and the utility, Sword of the Sovereign, rounds it off by providing insane bonuses to attack rolls for allies' at-will and basic attacks (equal to your CHA-mod). This is Not My Fate is also a better recovery ability than Divine Recovery. [b][COLOR=Blue]Planeshaper[/COLOR] (D 372)[/b]: Using an encounter power twice is great, as is removing an enemy from the fight for a turn on a crit. Shape Reality, the capstone, adds a whole lot of Controller to your arsenal. Can't go wrong with this one. [b]Punisher of the Gods (D 372/DA 09)[/b]: Seems to have stabilized, but its current form, while good against one foe per encounter, is still a shadow of its former selves. Yes, that plural was intentional. Raven Knight (D 380): Bonused to speed and going insubstantial and phasing on a charge are pretty good. The ability bonuses and the Necrotic utility aren't the best, though, but overall, you could do worse. [b][COLOR=Red]Revered One[/COLOR] (PHB2)[/b]: Its one redeeming feature only works with Channel Divinity, which you don't have. [b][COLOR=DeepSkyBlue]Saint[/COLOR] (DP)[/b]: Yes, you want to be in that number. +2 to all NADs, hefty necrotic resistance, immune to domination, let your healing spells grant saves and save-inducing powers trigger healing surges, capstone increases your healing efficiency greatly with any divine healing powers you have, and Sanctified Revival is about as good as a resurrection spell can get. Full of win without being abusive. [b][COLOR=Purple]Storm Sovereign[/COLOR] (D 372)[/b]: Pretty underwhelming. [b][COLOR=#0000ff]Unyielding Sentinel[/COLOR] (D 388)[/b]: Good bonuses to Constitution and one other ability, and Unbreakable plays nice with Hero's Poise. The capstone of free healing caps it off. Can't complain about this one. [b]Racial EDs[/b] Avatar of Io (PHR:D): Bonuses to both STR and CHA, the Cavalier's two most important stats, a fully versatile breath weapon, and the ability to fly with hover. Pretty decent, even if the capstone isn't the best. [b]Forgotten Realms EDs[/b] [b]Harper of Legend (D 367)[/b]: An extra encounter power (from the O-Paladin's arsenal or even a multiclass if applicable) and extra action points. Not bad at all. Spectral Harpist is interesting and a decent death-triggered capstone. Tymora Smiles is pretty weak, though. [b]Eberron EDs[/b] [b][COLOR=Blue]Champion of Prophecy[/COLOR] (EPG)[/b]: +2 to a physical and a mental stat of your choice, great capstone that lets you recover dailies per milestone instead of action points, and Prophetic Certainty is a solid per-encounter utility. [b][COLOR=Purple]Dispossessed Champion[/COLOR] (EPG)[/b]: Solid utility power (resist 10 to nearby allies), but the rest is pretty mediocre. [b][COLOR=DeepSkyBlue]Mourning Savior[/COLOR] (EPG)[/b]: Very setting specific here, but the benefits in that respect are huge. Memory of Cyre is a great save-ends debuff whenever you use an action point. And speaking of action points, the capstone Cyran Vengeance opens up some nice abuse with those. Awesome. [b][COLOR=Blue]Sublime Flame[/COLOR] (EPG)[/b]: You can't say no to an extra daily per day for worshiping the Silver Flame. The rest is pretty solid, too. [/QUOTE]
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Holy Riders: The Cavalier's Guide (By Litigation)
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