Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Pillars of Faith (and Facestabs): The Paladin's Handbook (By Litigation)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Veep" data-source="post: 6707963" data-attributes="member: 6793297"><p><span style="font-size: 22px"><p style="text-align: center"><strong><u>When Faith Is Not Enough: Multiclassing</u></strong></p><p></span></p><p></p><p><u>General Power Source Options</u></p><p><u></u></p><p><span style="font-size: 18px"><strong>Arcane classes<u></u></strong></span></p><p><span style="font-size: 18px"><strong><u></u></strong></span></p><p></p><p><strong>Key feats</strong></p><p> </p><p><u>Heroic Tier</u></p><p><u></u></p><p></p><p><span style="color: #00ccff">Arcane Implement Proficiency</span> (AP): This feat has a newfound purpose in a post-Essentials world, giving you the ability to use your sword for all your implement attacks. That's a huge asset. And since most of you are too dumb to enter Swordmage multiclassing (not that it's a Paladin's best option, anyway), you take this.</p><p></p><p><span style="color: #0000ff">White Lotus Enervation</span> (D 374): -1 debuff to a defense targeted by an arcane at-will. Pretty neat bonus to your favorite arcane at-will if you got one, including an Arcana Virtuous Strike.</p><p></p><p><span style="color: #0000ff">White Lotus Hindrance</span> (D 374): Hit them with your Arcana Virtuous Strike or another arcane at-will you borrowed, and you create difficult terrain in all squares next to you. Not bad in itself, since it can help cut off charging lanes for enemies who shift away from you, but the bigger prize lies in Paragon Tier.</p><p></p><p><span style="color: #0000ff">White Lotus Riposte</span> (D 374): At least this feat remains untouched by errata, unlike its successor. The automatic damage from this feat when an enemy you hit with an Arcana Virtuous Strike or an Arcane Dilletante power decides to attack you is nothing to sneeze at.</p><p></p><p><u>Paragon Tier</u></p><p></p><p><span style="color: #00ccff">Arcane Admixture</span> (AP): Add another type of damage keyword to an Arcane power, which opens up a whole new world of feat synergies. Best spent on an at-will, making this most useful for Half-Elves with an Arcane Dilletante.</p><p></p><p><span style="color: #00ccff">White Lotus Master Hindrance</span> (D 374): This is why you took Hindrance. Now when you hit with an arcane at-will, you create the difficult terrain around all your allies as well, making them more difficult for melee enemies to approach. And it also makes flanks VERY easy to maintain. With the demise of Master Riposte as regards Defenders, this is probably THE reason to stick with the Arcana domain.</p><p></p><p><u>Epic Tier</u></p><p></p><p><span style="color: #00ccff">Quickened Spellcasting</span> (AP): Arcane Dilletante Half-Elves get a minor-action use of their at-will per encounter, allowing for a decent mini-nova on that turn.</p><p> </p><p></p><p><strong>Key epic destinies</strong></p><p> </p><p>Sage of Ages (AP): <span style="color: #00ccff">Keeper's Prescience</span> at Lv. 24 is incredible, basically allowing you to cover for a possible d20 failure every turn. That one makes for one of the best Seeking Destiny capstones for an Eternal Seeker there is. You won't likely make good use of this destiny's other key benefit, the utility, though.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong>Martial classes<u></u></strong></span></p><p><span style="font-size: 18px"><strong><u></u></strong></span></p><p></p><p><strong>Key feats</strong></p><p> </p><p><strong><u>Heroic Tier</u></strong></p><p></p><p><strong><span style="color: Blue">Martial Freedom</span> (MP)</strong>: Huge save bonus against slow and immobilized, and you should easily have the Wisdom for it. Solid.</p><p></p><p><span style="color: #0000ff">Resilience of Stone</span> (MP2): For Dwarves to use their second wind as an immediate interrupt. Good deal, since your immediate action isn't used for your standard punishment.</p><p></p><p><u>Paragon Tier</u></p><p></p><p><span style="color: #0000ff">Deft Blade</span> (MP2): Hey, this actually makes light blades worth a look. You can attack Reflex with basic attacks, melee or ranged. Good for Halfling and Gnome Paladins, in particular, who are more likely to use light blades.</p><p></p><p><span style="color: #0000ff">Hammer Shock</span> (MP2): Give your melee basic attacks with a hammer the Rattling keyword. Must be trained in Intimidate. Good one for hammer-users. Especially if you're a Skill-domain Straladin.</p><p></p><p><span style="color: #00ccff">Impaling Spear</span> (MP2): Practically a must if you're using a gouge, in which case you get to nail Reflex with an MBA.</p><p></p><p><span style="color: #00ccff">Lashing Flail</span> (MP2): Champions of Order may actually start looking at using a flail (triple-headed flail or spiked chain in particular). You slide an enemy a square for hitting with a melee basic attack. Because In Defense of Order gives you an actual opportunity attack, which interrupts, you can slide an enemy out of attack range before he can hit your ally. Splendid.</p><p></p><p><strong><u>Epic Tier</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Epic Recovery</span> (MP)</strong>: CON 19 required. Gives you two second winds per encounter. Questing Knights and Dwarves should make this one a goal, with the great action economy of their second winds.</p><p></p><p><strong><span style="color: DeepSkyBlue">Martial Resolve</span> (MP)</strong>: Saves at both the start and end of your turns against some of the more debilitating conditions, including ones Superior Will doesn't cover. Very nice, especially in conjunction with Hero's Poise.</p><p></p><p><span style="color: #00ccff">Slashing Storm</span> (MP2): Free WIS-mod damage as long as you nailed somebody last turn? Yes, please. Can be entered via Fighter or Ranger multiclassing.</p><p></p><p><strong><u>Epic Tier, Dragonborn</u></strong></p><p></p><p><strong><span style="color: #00ccff">Dragon Warrior</span> (MP)</strong>: Must have CON 17. Gives you an extra use of Dragon Breath after you get bloodied. Which you definitely want, since it gives you a second use of what should be a mass-Sanction tool.</p><p></p><p><strong><u>Epic Tier, Dwarf</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Stoneheart Warrior</span> (MP)</strong>: Must have CON 17. Makes your second wind a free action, which is awesome.</p><p> </p><p></p><p><strong>Key epic destinies</strong></p><p> </p><p><span style="color: #0000ff">Adamantine Soldier</span> (MP): Damage resistance and ignoring speed and check penalties in plate are the highlights of this solid destiny. Must multiclass into Fighter or Warlord.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong>Primal classes<u><u></u></u></strong></span></p><p><span style="font-size: 18px"><strong><u><u></u></u></strong></span></p><p></p><p><strong>Key feats</strong></p><p> </p><p><u><u>Heroic Tier</u></u></p><p></p><p><span style="color: #00ccff">Longtooth Spirit Shifter </span>(PP): Extra regen on your Longtooth Shifting power? Awesome.</p><p> </p><p></p><p><strong>Key epic destinies</strong></p><p> </p><p><span style="color: #00ccff">Reincarnate Champion </span>(PP): Well, well, well, this one's a lot of fun. Accessing nice things like Fey Step, Elven Accuracy and Memory of a Thousand Lifetimes no matter what race you are is lovely indeed.</p><p></p><p><span style="color: #0000ff">World Tree Guardian</span> (PP): Nearly constant 5 + CON mod damage resistance from the start, and massive constant regeneration as a capstone make this one worth considering for a high-CON Chaladin. Solid Leader-geared daily utility, too.</p><p> </p><p> </p><p></p><p><u>Specific Classes</u></p><p><span style="font-size: 18px"><strong><span style="color: Blue">Artificer</span></strong></span></p><p></p><p>Only smart races (Changelings, Genasi, Tieflings, Gnomes) need apply. You'll qualify in Paragon Tier, which is fine, because none of the paragon paths matter to you. You multiclass here to pick up excellent utilities and weapon buffs, many of which are powered by one of your secondary stats.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Student of Artifice</span> (EPG)</strong>: Training in Arcana and a daily use of Healing Infusion. Does the job, and Healing Infusion is essentially an extra healing surge in the party pool per day. Requires INT 13.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><strong><u>Lv. 1 Daily</u></strong></p><p></p><p><strong><span style="color: Blue">Icebound Sigil</span> (EPG)</strong>: Cold keyword, extra damage equal to CON mod. If you'd rather carry around something else besides a Frost Weapon for the Wintertouched/Lasting Frost combo, this'll do the job.</p><p></p><p><strong><u>Lv. 9 Daily</u></strong></p><p></p><p><strong><span style="color: Blue">Radiant Sigil</span> (EPG)</strong>: Another Radiant keyword weapon buff. This one heals the wielder their CON mod in hit points every time the buffed weapon hits. A good one for Sun Domain Paladins and Morninglords to cast on someone to help them take advantage of radiant vulnerability you create.</p><p></p><p><strong><u>Lv. 10 Utility</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Slick Concoction</span> (EPG)</strong>: Per-encounter battlefield rearrangement as a minor action. Lovely.</p><p></p><p><strong><u>Lv. 15 Daily</u></strong></p><p></p><p><strong><span style="color: Blue">Lightning Sigil</span> (EPG)</strong>: Lightning keyword, CON determines amount of extra lightning damage, goes well with the various feats that work with that one. A Stormsoul Genasi loves it, too.</p><p></p><p><strong><u>Lv. 19 Daily</u></strong></p><p></p><p><strong><span style="color: Blue">Hellfire Sigil</span> (EPG)</strong>: Tieflings like this Fire keyword weapon buff. Damage bonus determined by CON.</p><p></p><p><strong><u>Lv. 22 Utility</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Bag of the Four Winds</span> (EPG)</strong>: Like Slick Concoction before it, a per-encounter, minor-action battlefield rearrangement. This one lets you move, too. Very, very nice if you have a high WIS.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong>Avenger</strong></span></p><p></p><p>The entry feats are the most attractive part of this multiclassing option, giving you some attack rerolls.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Disciple of Divine Wrath </span>(PHB2)</strong>: The Religion training is redundant and wasted. However, believe it or not, this feat's version of the Oath of Enmity is now the superior, being able to last for two rounds' worth of attacks. Requires WIS 13.</p><p></p><p><strong>Hero of Faith (DP)</strong>: Unlike Disciple of Divine Wrath, this lets you train in any one of the Avenger's class skills; go for Perception. That makes it more valuable for you than for most, but the Oath of Enmity that comes from this feat now only lasts until you hit. A far cry from what this feat used to be. Requires WIS 15.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><span style="color: DeepSkyBlue">Barbarian</span></strong></span></p><p></p><p>Straladins and Baladins looking to top out their damage potential go here. Some of the Rages also greatly improve your defender performance.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong><span style="color: Blue">Berserker's Fury</span> (PHB2)</strong>: Training in any one of the Barbarian's class skills (go for Perception or Athletics). Also gives you a daily free action damage buff that lasts a whole encounter. Requires STR 13 and CON 13, easily done.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><strong><u>Lv. 7 Encounter</u></strong></p><p></p><p><strong><span style="color: Blue">Curtain of Steel</span> (PHB2)</strong>: Immediate reaction to someone attacking you. Good synergy with your Challenge or Sanctions to force a lose-lose. This'll tide you over until Lv. 13.</p><p></p><p><strong><u>Lv. 13 Encounter</u></strong></p><p></p><p><strong><span style="color: Blue">Storm of Blades</span> (PHB2)</strong>: It's recently been capped at three attacks, maximum. That does still deal a lot of damage if you've been set up to hit on a roll of 2 with each attack. If you don't mind maneuvering for proper setup, it's powerful, indeed.</p><p></p><p><strong><u>Lv. 15 Daily</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Thunderfury Rage</span> (PHB2)</strong>: Punish attacks against you with an immediate reaction. Forces serious lose-lose situations in conjunction with your Challenge and Sanction.</p><p></p><p><strong><u>Lv. 25 Daily</u></strong></p><p></p><p><strong><span style="color: Blue">Stone Tempest Rage</span> (PHB2)</strong>: 18-20 crits. Excellent. Also has the Thunder keyword, in case that matters to you.</p><p></p><p><strong><u>Lv. 27 Encounter</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Hurricane of Blades</span> (PHB2)</strong>: When it's absolutely, positively got to die, accept no substitute. Yes, even now. A guaranteed four-attack flurry is still the most damaging encounter power you'll see.</p><p></p><p><strong><u>Lv. 29 Daily</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">World Serpent Rage</span> (PHB2)</strong>: Increases your stickiness tenfold with its unlimited free action melee basic attacks against shifting enemies.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><span style="color: DeepSkyBlue">Bard</span></strong></span></p><p></p><p>A top MC choice thanks to ease of qualification, Arcane class entry and the goods therein, as well as some nice Leader-type utilities, including one of the best healing powers you'll find.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong><span style="color: #0000ff">Bardic Dilletante</span> (PHB2)</strong>: Requires a CHA 13 and lets you train any skill on the Bard's extensive list (go for Perception), and getting a once-per-day use of Majestic Word certainly doesn't hurt. With the errata takedown of the once-amazing Master of Stories, this is once again the top Bard MC entry feat. </p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><u><strong>Lv. 6 Utility</strong></u></p><p></p><p><strong><span style="color: #00ccff">Revitalizing Incantation</span> (HotF)</strong>: A surge trigger for normal healing PLUS your target's surge value's worth of THP on top! Or, to illustrate the point, normal healing plus the benefits of your Virtue power, for either yourself or an ally in need. The normal healing part of the power works with Lend Health. In short, one of the best pure heals in Heroic Tier and even beyond. Only drawback is that it's a ranged power and thus draws OAs when you use it, but we can't have everything, now, can we?</p><p></p><p><strong><u>Lv. 10 Utility</u></strong></p><p></p><p><strong><span style="color: Blue">Illusory Erasure</span> (PHB2)</strong>: Per-encounter make an ally invisible. Nice.</p><p></p><p><strong><span style="color: #00ccff">Mantle of Unity</span> (AP)</strong>: Pool everyone's highest defenses together in the party for a round every fight. Really awesome.</p><p></p><p><strong><u>Lv. 22 Utility</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Climactic Chord</span> (AP)</strong>: A fantastic daily to use when your party is in position to tee off on an enemy, especially an elite or solo. With your high Charisma, the beatdown is close to guaranteed.</p><p></p><p><strong><span style="color: Blue">Elegy Unwritten</span> (PHB2)</strong>: Arguably the best class-related resurrection spell in the game. Unlike the others, this one is an off-action. Worth a look for that alone.</p><p></p><p><strong><span style="color: DeepSkyBlue">Invisible Troupe</span> (PHB2)</strong>: Per-encounter mass-invisibility. Even without everyone trained in stealth this can work out to be the equivalent of blinding all enemies. The burst 3 is a decent size.</p><p></p><p><strong><span style="color: Blue">Note of Aggression</span> (AP)</strong>: Per-encounter minor-action granting of a free melee basic attack or a charge to either yourself or an ally. The results will never be as spectacular as Climactic Chord, but for per-encounter consistency you can't go wrong here.</p><p></p><p><strong><u>Lv. 27 Encounter, Implement</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Pounding Rhythm</span> (AP)</strong>: This close blast 3 can result in a lot of stunned enemies, particularly if you have an ally ready to follow up with an AoE.</p><p></p><p><strong><u>Lv. 29 Daily, Implement</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Horrifying Truth</span> (AP)</strong>: Fairly large AoE blast that save-ends dazes enemies ... until your friends hit them and they get save-ends stunned instead. The beginning daze happens regardless of hit or miss.</p><p></p><p><strong><span style="color: DeepSkyBlue">Spellbind</span> (PHB2)</strong>: Save-ends domination, with a dazing aftereffect. Very nice.</p><p></p><p><strong><u>Lv. 29 Daily, Weapon</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Hero's Beacon</span> (PHB2)</strong>: Attack followed, hit or miss, by a zone that turns an enemy into a walking battery of free healing for your allies and free radiant damage on enemies caught in it (including the enemy you initially attacked). Excellent, especially for Radiant Mafiosos.</p><p> </p><p></p><p><strong>Key paragon paths</strong></p><p> </p><p><span style="color: #0000ff">Life Singer</span> (AP): Chaladins and Baladins have a lot to like here. Serene Will at Lv. 16 is the obvious draw; reroll any missed attack against Will (even if it's not a pacifist power; if you do have one by chance, it's rerolled at a bonus). Your class itself has some quality anti-Will powers, and if you pick up an at-will power that attacks Will (Half-Elf with Dilletante, mainly), <span style="color: #00ccff">even better</span>. Solid powers, too.</p><p> </p><p></p><p><strong>Key class feats</strong></p><p> </p><p><strong><u>Heroic Tier</u></strong></p><p></p><p><strong><span style="color: Blue">Combat Virtuoso</span> (AP)</strong>: Only Half-Elf Chaladins can make any use out of this one, but it can work wonders for them. Great powers like Twin Strike become options for Dilletante.</p><p></p><p><strong><u>Epic Tier</u></strong></p><p></p><p><strong><span style="color: Blue">Multiclass Mastery</span> (AP)</strong>: Grants you the benefits of two multiclass feats. Note that this does NOT allow you to take entry feats for more than one class. Only a real Bard can do that. What this does allow is getting the benefits of two power swap feats for the price of one, so if you currently have more than one power swap feat, you can retrain one of them out for something else.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><span style="color: Blue">Cleric</span></strong></span></p><p></p><p>The main draw with this multiclass nowadays is the paragon paths, a couple of which can be pretty good on a Chaladin, in particular. Some of the Epic Tier feats from this class are also pretty nice, particularly for healers and radiant attackers, if you don't mind waiting that long for such a payoff. The entry feats, unfortunately, leave quite a bit to be desired.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong>Divine Channeler (DP)</strong>: Requires WIS 13, and can actually be used to enter any Divine multiclass. For Cleric purposes, mainly used to take Healer's Mercy, which isn't a bad emergency heal. It can heal multiple allies, but it's a standard action and weakens you, so only use it in an emergency.</p><p></p><p><strong><span style="color: #800080">Divine Healer</span> (DP)</strong>: After errata, Healer's Lore is worth it only if you intend on power swapping for surge-triggering Cleric powers. This feat trains Heal, though, so at least that won't go to waste. Requires WIS 15.</p><p></p><p><strong><span style="color: #800080">Initiate of the Faith</span> (PHB)</strong>: The skill training in Religion was long since wasted on you. You get a once-per-day use of Healing Word, which isn't exactly awe-inspiring, either (although Lend Health helps). Requires WIS 13.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><strong><u>Lv. 22 Utility</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Clarion Call of the Astral Sea</span> (PHB)</strong>: The ultimate heal-and-rescue spell. Lets an ally (or you) heal up completely with no surges spent, watch the battle in complete safety, and then return them to action right on schedule for their next turn.</p><p></p><p><strong><span style="color: DeepSkyBlue">Mass Cure Serious Wounds</span> (DP)</strong>: It's a daily and a standard action, but it's surgeless healing for the whole party: two surges' worth of it for everyone. Lend Health works very nicely with this one.</p><p> </p><p></p><p><strong>Key paragon paths</strong></p><p> </p><p><strong><span style="color: DeepSkyBlue">Divine Oracle</span> (PHB)</strong>: Foresight's roll twice for initiative and prevention of surprise are both awesome, even making up for not having Perception or Insight trained. Prophecy of Doom can lead to an auto-crit once per encounter. Still a great path.</p><p></p><p><strong><span style="color: Blue">Tactical Warpriest</span> (PHB/D 400)</strong>: After a name change and an accomodation of its powers to fit STR attackers (and certain other details in the process in between which you know by now), this PP is a pretty nice fit both for Straladins and for CHA/WIS Paladins. The +1 to AC in heavy armor right off is great, and the Lv. 16 feature Warpriest's Challenge is a nice second mark for your character to have and, because it punishes shifts, even makes you control enemy movement better than your standard DC and DS.</p><p> </p><p></p><p><strong>Key class feats</strong></p><p> </p><p><strong><u>Epic Tier</u></strong></p><p></p><p><strong><span style="color: Blue">Beatific Healer</span> (DP)</strong>: More, more, more healing via your CHA-modifier. It affects all divine healing powers, including the Paladin's own, that trigger allies' healing surges. So if you took a few of those, and perhaps poached one from the Cleric class, you should consider this one.</p><p></p><p><strong><span style="color: Blue">Radiant Advantage</span> (DP)</strong>: Make an enemy surrender combat advantage when you deal radiant damage to it. You can make some great use of this one. It even works with your divine marks.</p><p></p><p><strong><span style="color: DeepSkyBlue">Shared Healing</span> (DP)</strong>: If you didn't take Lay on Hands, you take this feat to make up for that decision and then some. Best used with any encounter healing utility: Bastion of Health or Word of Vigor from Acolyte Power, or even your own Benediction or Liberation. You can even get this to work with your Divine Mettle (Mettle Proven, Saint).</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><span style="color: DeepSkyBlue">Fighter</span></strong></span></p><p></p><p>Straladins get full reign of the attack powers, many of which add to up-front stickiness and, in some cases, damage. Even Chaladins can make use of many of the stances. And one entry feat in particular is flat-out incredible (hint, you're picking up a punishment stacker).</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong><span style="color: DeepSkyBlue">Battle Awareness</span> (MP)</strong>: Why, yes, I most definitely do want a punishment stacker at the cost of a mere feat. You also get training in any Fighter skill (Athletics recommended). Without question the Fighter entry feat of choice. Requires STR 13 and WIS 13.</p><p></p><p><span style="color: #ff0000">Brawling Warrior</span> (MP2): Not for you.</p><p></p><p><span style="color: #ff0000">Cyclone Warrior</span> (MP2): Not for you, either.</p><p></p><p><strong><span style="color: Red">Student of the Sword</span> (PHB)</strong>: The original. And inadequate these days.</p><p></p><p><span style="color: #800080">Wrathful Warrior</span> (MP2): Not completely terrible, actually, but far, far, far from Battle Awareness.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><strong><u>Lv. 5 Daily</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Rain of Steel</span> (PHB)</strong>: Great battlefield control with this stance. Even a Chaladin will do well with this. Easy choice for Adept Power at this point.</p><p></p><p><strong><u>Lv. 7 Encounter</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Trip Up</span> (MP)</strong>: Free action follow-up to a melee basic attack. Very, very nice. Especially if you have a polearm.</p><p></p><p><strong><u>Lv. 13 Encounter</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Anvil of Doom</span> (PHB)</strong>: Stuns with a hammer. Great if you use that weapon.</p><p></p><p><strong><u>Lv. 15 Daily</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Unyielding Avalanche</span> (PHB)</strong>: Incredible battlefield control stance with CON-mod regeneration. Another one a Chaladin can use well.</p><p> </p><p></p><p><strong>Key paragon paths</strong></p><p> </p><p><strong><span style="color: #00ccff">Dreadnought</span> (MP)</strong>: A double-attacking encounter power straight out of the box in Inexorable Advance, an increase in your maximum HPs and a ton of damage resistance sources all make for a premier choice.</p><p></p><p><strong><span style="color: #00ccff">Gladiator Champion</span> (DSCS)</strong>: The Dark Sun theme isn't required if you MC Fighter, so you're good to go in any setting for this awesome PP that enhances your stickiness and hard control greatly. Especially its Lv. 16 feature, which prohibits enemies from shifting away from you, outright. The attack powers use your highest ability, so all Paladins can take it without fear.</p><p></p><p><span style="color: #0000ff">Kensei </span>(PHB): +1 to attack and +4 to damage with your chosen weapon. Boring, but effective feature for damage maximization if that's the route you're going. The powers aren't too hot, though. But with Pit Fighter's recent demise, this is easily the new go-to for pure DPR.</p><p></p><p><strong><span style="color: #00ccff">Polearm Master </span>(MP)</strong>: Polearm specialists will fall in love with the Lv. 16 feature, Longarm Grasp, that gives them punishment stacking every single round, all day, every day.</p><p> </p><p></p><p><strong>Key class feats</strong></p><p> </p><p><u><strong>Heroic Tier</strong></u></p><p></p><p><strong><span style="color: #00ccff">Polearm Momentum</span> (MP)</strong>: If you're really serious about using a polearm, I'm going to assume you multiclassed Fighter to nab this feat.</p><p></p><p><strong><span style="color: #00ccff">Surprising Charge</span> (MP)</strong>: If you're using a gouge, congratulations, you get an extra [W] of damage for charging with combat advantage. One of the many reasons why that weapon is so awesome on the DPR front. </p><p></p><p><strong><span style="color: #ff9900">Wary Fighter</span> (D 378)</strong>: Strictly better than Battlewise, this one gives you the WIS-for-initiative benefit of that feat plus a +2 feat bonus to Insight and Perception on top. So if you were already using Battlewise, retrain that for this immediately as you take your Fighter MC feat.</p><p></p><p><u>Paragon Tier</u></p><p></p><p><span style="color: #0000ff">Striking Resurgence</span> (MP2): Makes second wind a viable thing to do for the 95% of you who can only do it as a standard action. Dwarves and Questing Knights have no use for it.</p><p></p><p><u>Epic Tier</u></p><p></p><p><span style="color: #00ccff">Overwhelming Impact</span> (MP2): Can potentially give you at-will dazing if you use a hammer. That alone makes this feat amazing. Straladins, who are more likely to use hammers, get it by taking the Son of Mercy path. Chaladins take the Earth domain and Bolstering Strike.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><span style="color: Blue">Ranger</span></strong></span></p><p></p><p>This class has some immediate action powers that any Straladin could pick for devastating mark synergy. The rare dual-wielding Straladin (who is likely a Half-Elf) will go here for the obvious damage potential.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong>Two-Blade Warrior (MP)</strong>: If you dual-wield, you'll want this one if your <strong><span style="color: Blue">DEX is high enough (13)</span></strong>. Also trains a Ranger skill (go Perception or Athletics).</p><p></p><p><strong><span style="color: Blue">Warrior of the Wild</span> (PHB)</strong>: Training in a Ranger skill (go Perception or Athletics), and a Hunter's Quarry that can last two rounds. Go with this one if you don't dual-wield, or don't have the DEX to qualify for Two-Blade Warrior.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><strong><u>Lv. 3 Encounter, Universal</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Disruptive Strike</span> (PHB)</strong>: Immediate interrupt if the enemy attacks either you or an ally, setting up an splendid lose-lose. If it hits, the enemy's attack will also miss, more than likely. Keep this one for a very long time.</p><p></p><p><strong><u>Lv. 3 Encounter, Dual-Wield</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Ruffling Sting</span> (MP)</strong>: Minor-action off-hand attack. You'll keep this for a while.</p><p></p><p><strong><u>Lv. 9 Daily, Universal</u></strong></p><p></p><p><strong><span style="color: Blue">Attacks on the Run</span> (PHB)</strong>: Two attacks with a free move action. Nice.</p><p></p><p><strong><u>Lv. 13 Encounter, Dual-Wield</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Armor Splinter</span> (PHB)</strong>: Insane to inhumane AC debuff to set up some sick power plays.</p><p></p><p><strong><span style="color: DeepSkyBlue">Off-Hand Diversion</span> (MP)</strong>: The minor-action attack at this level, and a real upgrade over Ruffling Sting.</p><p></p><p><strong><u>Lv. 15 Daily, Dual-Wield</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Blade Cascade</span> (PHB)</strong>: Needs no introduction. Just make sure you're set up for nigh-guaranteed success before using it.</p><p></p><p><strong><u>Lv. 19 Daily, Dual-Wield</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Cruel Cage of Steel</span> (PHB)</strong>: 3 attacks with a +2 bonus each to hit and can inflict a cocktail of status effects. If you just can't be bothered to wait and maneuver for proper Blade Cascade setup, you might prefer this one as your Adept Power, instead.</p><p></p><p><strong><u>Lv. 23 Encounter, Dual-Wield</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Nonchalant Collapse</span> (MP)</strong>: The capstone of minor-action off-hand attacks. This one attacks Fortitude and knocks prone.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><span style="color: Blue">Sorcerer</span></strong></span></p><p></p><p>Chaladins and Baladins may see something they like. Some very good utilities, too, which even Straladins may want.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong><span style="color: Red">Arcane Prodigy</span> (PHB2)</strong>: Just plain inferior to Soul of Sorcery.</p><p></p><p><strong><span style="color: Blue">Soul of Sorcery</span> (AP)</strong>: The preferred entry feat. Permanent resistance 5 to an element is a solid perk. Need STR 13 and CHA 13.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><strong><u>Lv. 22 Utility</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Platinum Scales</span> (PHB2)</strong>: So incredible Straladins may very well want to multiclass Sorcerer just to take it. STR-bonus to all defenses for a whole encounter. Wow.</p><p> </p><p></p><p></p><p><span style="font-size: 18px"><strong>Warden</strong></span></p><p></p><p>Straladins looking for some extra stickiness might look this way.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong>Defender of the Wild (PHB2)</strong>: Training in any one of the Warden's skills, and those include Perception and Athletics. Good enough. Also a per-encounter mass mark, but the marks are generic.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><strong><u>Lv. 1 Daily</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Form of Winter's Herald</span> (PHB2)</strong>: Create difficult terrain for enemies only wherever you step. Great for stickiness. Also comes with an close burst attack that can save-ends immobilize.</p><p> </p><p></p><p><strong>Key class feats</strong></p><p> </p><p><strong><u>Heroic Tier</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Sudden Roots</span> (PHB2)</strong>: Now this is what you call up-front stickiness.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong>Warlock</strong></span></p><p></p><p>With many of the old synergies being overshadowed by more recent developments, it's not quite as appealing as it used to be. Still, Chaladins might find something they like.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p><strong><span style="color: Blue">Pact Initiate</span> (PHB)</strong>: Still the general entry feat of choice. Training in any Warlock skill (Bluff and Streetwise are good), and you choose a pact and get a per-encounter use of a pact-related at-will. Pick Fey if you want Eyebite.</p><p></p><p><strong><span style="color: #800080">Student of Malediction</span> (AP)</strong>: Meh. Stick with Pact Initiate.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><strong><u>Lv. 7 Encounter</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Mire the Mind (Fey)</span> (PHB)</strong>: Like Eyebite, except it makes all of your allies invisible to the target as well. This one is grand.</p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong><span style="color: DeepSkyBlue">Warlord</span></strong></span></p><p></p><p>All Paladins have a lot to love here if they want to expand their Leader capabilities, including some great utilities. While Baladins have the widest selection of attack powers, there are still some that Straladins will want. And even a few that Chaladins can use.</p><p></p><p><strong>Entry feats</strong></p><p> </p><p>Bravura Leader (MP2): Unless you're dumping Charisma entirely, you should instead go with Resourceful Leader, which gives allies a damage bonus almost as good as this one, but doesn't make the ally give up combat advantage for it. But since some of you will dump Charisma, here's a serviceable option in that case. Requires either STR 13 or CHA 13. Of course, you could always take this along with Resourceful Leader, and they do stack ...</p><p></p><p><span style="color: #800080">Insightful Leader</span> (MP2): Requires STR 13 or WIS 13, gives training in a Warlord skill and a +1 to all defenses for an ally who uses an action point, any time that happens. Not too impressive.</p><p></p><p><strong><span style="color: #ff0000">Inspiring Leader</span> (MP)</strong>: Obsolete now. The temp HPs that result are more than those an ally can get from Resourceful Leader, but they only happen to one ally per encounter, and Resourceful Leader is just much better offensively. We've moved on to multiple times-per-encounter benefits with our Warlord MC feats. Get with the times, people.</p><p></p><p><span style="color: #00ccff">Resourceful Leader</span> (MP2): The Warlord multiclass feat to rule them all. Requires either CHA 13 or INT 13. Skill training from the Warlord list, plus an ally that spends an action point either gets a nice damage bonus if he hits with his attack, or a solid amount of temp HPs if he misses. Like the other Warlord MC feats from Martial Power 2, these benefits aren't limited to once per encounter. Simply impressive.</p><p></p><p><span style="color: #ff0000">Skirmishing Leader</span> (MP2): Warlord skill training plus give an ally a free 1-square shift when they use an action point. The least impressive of the new Warlord MC feats, which isn't a surprise when it's derived from perhaps the least impressive of the new Warlord Presences.</p><p></p><p><strong><span style="color: Red">Student of Battle</span> (PHB)</strong>: The original Warlord multiclass feat has been completely left in the dust.</p><p> </p><p></p><p><strong>Key powers</strong></p><p> </p><p><u>Lv. 1 Daily</u></p><p></p><p><span style="color: #00ccff">Lamb to the Slaughter</span> (D 381): A beatdown power at Lv. 1. Awesome if your party is melee-heavy. Any high-STR Paladin will use this well.</p><p></p><p><u>Lv. 3 Encounter</u></p><p></p><p><span style="color: #00ccff">Devastating Offensive</span> (D 381): The Warlord's new favorite power at this level is great in your hands, too. Even without the Presence benefit, the slide of an enemy and an ally, followed by a free action attack, is marvelous. In Paragon Tier, if the ally you slide is an Agile Opportunist, he gets two attacks. Very nice.</p><p></p><p><u>Lv. 10 Utility</u></p><p></p><p><span style="color: #00ccff">Instant Planning</span> (MP): Likely, you'll want to use this when your allies are in position to tee off on one enemy. High-CHA Paladins can grant a huge power bonus to the whole party's attack rolls to set up certain mayhem that round.</p><p></p><p><u>Lv. 13 Encounter</u></p><p></p><p><span style="color: #00ccff">Invitational Assault </span>(D 381): Devastating Offensive, Mark II. Can result in the same triple flurry with an Agile Opportunist ally.</p><p></p><p><strong><u>Lv. 15 Daily</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">War Master's Assault</span> (MP)</strong>: Baladins and even Chaladins will love this one. A high CHA with this power leads to a near-certain full-party beatdown of an unfortunate foe.</p><p></p><p><u>Lv. 16 Utility</u></p><p></p><p><span style="color: #00ccff">Help or Hinder</span> (MP2): If your Wisdom is even decent at this point, you'll want to look at this per-encounter utility to prolong an enemy's misery from a save-ends condition for free. Oh, yeah, it can also boost an ally's save, instead, if that ever matters to you.</p><p></p><p><strong><u>Lv. 17 Encounter</u></strong></p><p></p><p><strong><span style="color: DeepSkyBlue">Hail of Steel</span> (PHB)</strong>: Leads to a full-party attack on a foe if it hits. Relies on no secondary stat, and is also Presence-independent, so a Straladin can have fun with this one.</p><p></p><p><u>Lv. 25 Daily</u></p><p></p><p><span style="color: #00ccff">Relentless Assault</span> (PHB): Warlords love it, and you will, too. The important part of this happens hit or miss; a full-party beatdown once per any given round if anyone scores a crit. True story: Before errata the beatdown happened on every single crit.</p><p></p><p><u>Lv. 27 Encounter</u></p><p></p><p><span style="color: #00ccff">Insightful Assault</span> (MP2): Awesome. Enact a four-man beatdown of an enemy with either melee or ranged basic attacks for free. You don't even have to hit the enemy to trigger it, making it a good pick even for Chaladins. Sort of an encounter version of War Master's Assault. Great even without the Presence benefit.</p><p></p><p><span style="color: #ff0000">Warlord's Indignation</span> (MP): Warlords love this one, and other Leader classes have been known to multiclass Warlord just to pick it up. So why the red rating? Because it's a trap for a Defender like you. This power is so good at retaliation against a melee attacker that an enemy won't want to attack you at all. Which is exactly what you do NOT want happening.</p><p></p><p><strong><u>Lv. 29 Daily</u></strong></p><p></p><p><strong><span style="color: Blue">Deny Death</span> (PHB)</strong>: So cinematic. And pretty damn good, too. An immediate interrupt to an ally being attacked that deals high damage, halved on miss, makes the enemy's attack miss completely if you hit, and lets the ally spend a surge.</p><p></p><p><strong><span style="color: DeepSkyBlue">Stand Invincible</span> (PHB)</strong>: Huge defense bonuses for the whole party and damage resistance, too. Fun stuff.</p><p> </p><p></p><p><strong>Key epic destinies</strong></p><p> </p><p><span style="color: #00ccff">Warmaster</span> (MP): An awesome Leader destiny that grants extra party actions with your action points, and the capstone lets you spend as many as you want. Spring the Trap is the ultimate beatdown utility.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707963, member: 6793297"] [SIZE=6][CENTER][b][u]When Faith Is Not Enough: Multiclassing[/u][/b][/CENTER] [/SIZE] [u]General Power Source Options [/u] [Size=5][b]Arcane classes[u] [/u][/b][/size] [b]Key feats[/b] [u]Heroic Tier [/u] [COLOR=#00ccff]Arcane Implement Proficiency[/COLOR] (AP): This feat has a newfound purpose in a post-Essentials world, giving you the ability to use your sword for all your implement attacks. That's a huge asset. And since most of you are too dumb to enter Swordmage multiclassing (not that it's a Paladin's best option, anyway), you take this. [COLOR=#0000ff]White Lotus Enervation[/COLOR] (D 374): -1 debuff to a defense targeted by an arcane at-will. Pretty neat bonus to your favorite arcane at-will if you got one, including an Arcana Virtuous Strike. [COLOR=#0000ff]White Lotus Hindrance[/COLOR] (D 374): Hit them with your Arcana Virtuous Strike or another arcane at-will you borrowed, and you create difficult terrain in all squares next to you. Not bad in itself, since it can help cut off charging lanes for enemies who shift away from you, but the bigger prize lies in Paragon Tier. [COLOR=#0000ff]White Lotus Riposte[/COLOR] (D 374): At least this feat remains untouched by errata, unlike its successor. The automatic damage from this feat when an enemy you hit with an Arcana Virtuous Strike or an Arcane Dilletante power decides to attack you is nothing to sneeze at. [u]Paragon Tier[/u] [COLOR=#00ccff]Arcane Admixture[/COLOR] (AP): Add another type of damage keyword to an Arcane power, which opens up a whole new world of feat synergies. Best spent on an at-will, making this most useful for Half-Elves with an Arcane Dilletante. [COLOR=#00ccff]White Lotus Master Hindrance[/COLOR] (D 374): This is why you took Hindrance. Now when you hit with an arcane at-will, you create the difficult terrain around all your allies as well, making them more difficult for melee enemies to approach. And it also makes flanks VERY easy to maintain. With the demise of Master Riposte as regards Defenders, this is probably THE reason to stick with the Arcana domain. [u]Epic Tier[/u] [COLOR=#00ccff]Quickened Spellcasting[/COLOR] (AP): Arcane Dilletante Half-Elves get a minor-action use of their at-will per encounter, allowing for a decent mini-nova on that turn. [b]Key epic destinies[/b] Sage of Ages (AP): [COLOR=#00ccff]Keeper's Prescience[/COLOR] at Lv. 24 is incredible, basically allowing you to cover for a possible d20 failure every turn. That one makes for one of the best Seeking Destiny capstones for an Eternal Seeker there is. You won't likely make good use of this destiny's other key benefit, the utility, though. [Size=5][b]Martial classes[u] [/u][/b][/size] [b]Key feats[/b] [b][u]Heroic Tier[/u][/b] [b][COLOR=Blue]Martial Freedom[/COLOR] (MP)[/b]: Huge save bonus against slow and immobilized, and you should easily have the Wisdom for it. Solid. [COLOR=#0000ff]Resilience of Stone[/COLOR] (MP2): For Dwarves to use their second wind as an immediate interrupt. Good deal, since your immediate action isn't used for your standard punishment. [u]Paragon Tier[/u] [COLOR=#0000ff]Deft Blade[/COLOR] (MP2): Hey, this actually makes light blades worth a look. You can attack Reflex with basic attacks, melee or ranged. Good for Halfling and Gnome Paladins, in particular, who are more likely to use light blades. [COLOR=#0000ff]Hammer Shock[/COLOR] (MP2): Give your melee basic attacks with a hammer the Rattling keyword. Must be trained in Intimidate. Good one for hammer-users. Especially if you're a Skill-domain Straladin. [COLOR=#00ccff]Impaling Spear[/COLOR] (MP2): Practically a must if you're using a gouge, in which case you get to nail Reflex with an MBA. [COLOR=#00ccff]Lashing Flail[/COLOR] (MP2): Champions of Order may actually start looking at using a flail (triple-headed flail or spiked chain in particular). You slide an enemy a square for hitting with a melee basic attack. Because In Defense of Order gives you an actual opportunity attack, which interrupts, you can slide an enemy out of attack range before he can hit your ally. Splendid. [b][u]Epic Tier[/u][/b] [b][COLOR=DeepSkyBlue]Epic Recovery[/COLOR] (MP)[/b]: CON 19 required. Gives you two second winds per encounter. Questing Knights and Dwarves should make this one a goal, with the great action economy of their second winds. [b][COLOR=DeepSkyBlue]Martial Resolve[/COLOR] (MP)[/b]: Saves at both the start and end of your turns against some of the more debilitating conditions, including ones Superior Will doesn't cover. Very nice, especially in conjunction with Hero's Poise. [COLOR=#00ccff]Slashing Storm[/COLOR] (MP2): Free WIS-mod damage as long as you nailed somebody last turn? Yes, please. Can be entered via Fighter or Ranger multiclassing. [b][u]Epic Tier, Dragonborn[/u][/b] [b][COLOR=#00ccff]Dragon Warrior[/COLOR] (MP)[/b]: Must have CON 17. Gives you an extra use of Dragon Breath after you get bloodied. Which you definitely want, since it gives you a second use of what should be a mass-Sanction tool. [b][u]Epic Tier, Dwarf[/u][/b] [b][COLOR=DeepSkyBlue]Stoneheart Warrior[/COLOR] (MP)[/b]: Must have CON 17. Makes your second wind a free action, which is awesome. [b]Key epic destinies[/b] [COLOR=#0000ff]Adamantine Soldier[/COLOR] (MP): Damage resistance and ignoring speed and check penalties in plate are the highlights of this solid destiny. Must multiclass into Fighter or Warlord. [Size=5][b]Primal classes[u][u] [/u][/u][/b][/size] [b]Key feats[/b] [u][u]Heroic Tier[/u][/u] [COLOR=#00ccff]Longtooth Spirit Shifter [/COLOR](PP): Extra regen on your Longtooth Shifting power? Awesome. [b]Key epic destinies[/b] [COLOR=#00ccff]Reincarnate Champion [/COLOR](PP): Well, well, well, this one's a lot of fun. Accessing nice things like Fey Step, Elven Accuracy and Memory of a Thousand Lifetimes no matter what race you are is lovely indeed. [COLOR=#0000ff]World Tree Guardian[/COLOR] (PP): Nearly constant 5 + CON mod damage resistance from the start, and massive constant regeneration as a capstone make this one worth considering for a high-CON Chaladin. Solid Leader-geared daily utility, too. [u]Specific Classes[/u] [Size=5][b][COLOR=Blue]Artificer[/COLOR][/b][/size] Only smart races (Changelings, Genasi, Tieflings, Gnomes) need apply. You'll qualify in Paragon Tier, which is fine, because none of the paragon paths matter to you. You multiclass here to pick up excellent utilities and weapon buffs, many of which are powered by one of your secondary stats. [b]Entry feats[/b] [b][COLOR=#0000ff]Student of Artifice[/COLOR] (EPG)[/b]: Training in Arcana and a daily use of Healing Infusion. Does the job, and Healing Infusion is essentially an extra healing surge in the party pool per day. Requires INT 13. [b]Key powers[/b] [b][u]Lv. 1 Daily[/u][/b] [b][COLOR=Blue]Icebound Sigil[/COLOR] (EPG)[/b]: Cold keyword, extra damage equal to CON mod. If you'd rather carry around something else besides a Frost Weapon for the Wintertouched/Lasting Frost combo, this'll do the job. [b][u]Lv. 9 Daily[/u][/b] [b][COLOR=Blue]Radiant Sigil[/COLOR] (EPG)[/b]: Another Radiant keyword weapon buff. This one heals the wielder their CON mod in hit points every time the buffed weapon hits. A good one for Sun Domain Paladins and Morninglords to cast on someone to help them take advantage of radiant vulnerability you create. [b][u]Lv. 10 Utility[/u][/b] [b][COLOR=DeepSkyBlue]Slick Concoction[/COLOR] (EPG)[/b]: Per-encounter battlefield rearrangement as a minor action. Lovely. [b][u]Lv. 15 Daily[/u][/b] [b][COLOR=Blue]Lightning Sigil[/COLOR] (EPG)[/b]: Lightning keyword, CON determines amount of extra lightning damage, goes well with the various feats that work with that one. A Stormsoul Genasi loves it, too. [b][u]Lv. 19 Daily[/u][/b] [b][COLOR=Blue]Hellfire Sigil[/COLOR] (EPG)[/b]: Tieflings like this Fire keyword weapon buff. Damage bonus determined by CON. [b][u]Lv. 22 Utility[/u][/b] [b][COLOR=DeepSkyBlue]Bag of the Four Winds[/COLOR] (EPG)[/b]: Like Slick Concoction before it, a per-encounter, minor-action battlefield rearrangement. This one lets you move, too. Very, very nice if you have a high WIS. [Size=5][b]Avenger[/b][/size] The entry feats are the most attractive part of this multiclassing option, giving you some attack rerolls. [b]Entry feats[/b] [b][COLOR=#0000ff]Disciple of Divine Wrath [/COLOR](PHB2)[/b]: The Religion training is redundant and wasted. However, believe it or not, this feat's version of the Oath of Enmity is now the superior, being able to last for two rounds' worth of attacks. Requires WIS 13. [b]Hero of Faith (DP)[/b]: Unlike Disciple of Divine Wrath, this lets you train in any one of the Avenger's class skills; go for Perception. That makes it more valuable for you than for most, but the Oath of Enmity that comes from this feat now only lasts until you hit. A far cry from what this feat used to be. Requires WIS 15. [Size=5][b][COLOR=DeepSkyBlue]Barbarian[/COLOR][/b][/size] Straladins and Baladins looking to top out their damage potential go here. Some of the Rages also greatly improve your defender performance. [b]Entry feats[/b] [b][COLOR=Blue]Berserker's Fury[/COLOR] (PHB2)[/b]: Training in any one of the Barbarian's class skills (go for Perception or Athletics). Also gives you a daily free action damage buff that lasts a whole encounter. Requires STR 13 and CON 13, easily done. [b]Key powers[/b] [b][u]Lv. 7 Encounter[/u][/b] [b][COLOR=Blue]Curtain of Steel[/COLOR] (PHB2)[/b]: Immediate reaction to someone attacking you. Good synergy with your Challenge or Sanctions to force a lose-lose. This'll tide you over until Lv. 13. [b][u]Lv. 13 Encounter[/u][/b] [b][COLOR=Blue]Storm of Blades[/COLOR] (PHB2)[/b]: It's recently been capped at three attacks, maximum. That does still deal a lot of damage if you've been set up to hit on a roll of 2 with each attack. If you don't mind maneuvering for proper setup, it's powerful, indeed. [b][u]Lv. 15 Daily[/u][/b] [b][COLOR=DeepSkyBlue]Thunderfury Rage[/COLOR] (PHB2)[/b]: Punish attacks against you with an immediate reaction. Forces serious lose-lose situations in conjunction with your Challenge and Sanction. [b][u]Lv. 25 Daily[/u][/b] [b][COLOR=Blue]Stone Tempest Rage[/COLOR] (PHB2)[/b]: 18-20 crits. Excellent. Also has the Thunder keyword, in case that matters to you. [b][u]Lv. 27 Encounter[/u][/b] [b][COLOR=DeepSkyBlue]Hurricane of Blades[/COLOR] (PHB2)[/b]: When it's absolutely, positively got to die, accept no substitute. Yes, even now. A guaranteed four-attack flurry is still the most damaging encounter power you'll see. [b][u]Lv. 29 Daily[/u][/b] [b][COLOR=DeepSkyBlue]World Serpent Rage[/COLOR] (PHB2)[/b]: Increases your stickiness tenfold with its unlimited free action melee basic attacks against shifting enemies. [Size=5][b][COLOR=DeepSkyBlue]Bard[/COLOR][/b][/size] A top MC choice thanks to ease of qualification, Arcane class entry and the goods therein, as well as some nice Leader-type utilities, including one of the best healing powers you'll find. [b]Entry feats[/b] [b][COLOR=#0000ff]Bardic Dilletante[/COLOR] (PHB2)[/b]: Requires a CHA 13 and lets you train any skill on the Bard's extensive list (go for Perception), and getting a once-per-day use of Majestic Word certainly doesn't hurt. With the errata takedown of the once-amazing Master of Stories, this is once again the top Bard MC entry feat. [b]Key powers[/b] [u][b]Lv. 6 Utility[/b][/u] [b][COLOR=#00ccff]Revitalizing Incantation[/COLOR] (HotF)[/b]: A surge trigger for normal healing PLUS your target's surge value's worth of THP on top! Or, to illustrate the point, normal healing plus the benefits of your Virtue power, for either yourself or an ally in need. The normal healing part of the power works with Lend Health. In short, one of the best pure heals in Heroic Tier and even beyond. Only drawback is that it's a ranged power and thus draws OAs when you use it, but we can't have everything, now, can we? [b][u]Lv. 10 Utility[/u][/b] [b][COLOR=Blue]Illusory Erasure[/COLOR] (PHB2)[/b]: Per-encounter make an ally invisible. Nice. [b][COLOR=#00ccff]Mantle of Unity[/COLOR] (AP)[/b]: Pool everyone's highest defenses together in the party for a round every fight. Really awesome. [b][u]Lv. 22 Utility[/u][/b] [b][COLOR=DeepSkyBlue]Climactic Chord[/COLOR] (AP)[/b]: A fantastic daily to use when your party is in position to tee off on an enemy, especially an elite or solo. With your high Charisma, the beatdown is close to guaranteed. [b][COLOR=Blue]Elegy Unwritten[/COLOR] (PHB2)[/b]: Arguably the best class-related resurrection spell in the game. Unlike the others, this one is an off-action. Worth a look for that alone. [b][COLOR=DeepSkyBlue]Invisible Troupe[/COLOR] (PHB2)[/b]: Per-encounter mass-invisibility. Even without everyone trained in stealth this can work out to be the equivalent of blinding all enemies. The burst 3 is a decent size. [b][COLOR=Blue]Note of Aggression[/COLOR] (AP)[/b]: Per-encounter minor-action granting of a free melee basic attack or a charge to either yourself or an ally. The results will never be as spectacular as Climactic Chord, but for per-encounter consistency you can't go wrong here. [b][u]Lv. 27 Encounter, Implement[/u][/b] [b][COLOR=DeepSkyBlue]Pounding Rhythm[/COLOR] (AP)[/b]: This close blast 3 can result in a lot of stunned enemies, particularly if you have an ally ready to follow up with an AoE. [b][u]Lv. 29 Daily, Implement[/u][/b] [b][COLOR=DeepSkyBlue]Horrifying Truth[/COLOR] (AP)[/b]: Fairly large AoE blast that save-ends dazes enemies ... until your friends hit them and they get save-ends stunned instead. The beginning daze happens regardless of hit or miss. [b][COLOR=DeepSkyBlue]Spellbind[/COLOR] (PHB2)[/b]: Save-ends domination, with a dazing aftereffect. Very nice. [b][u]Lv. 29 Daily, Weapon[/u][/b] [b][COLOR=DeepSkyBlue]Hero's Beacon[/COLOR] (PHB2)[/b]: Attack followed, hit or miss, by a zone that turns an enemy into a walking battery of free healing for your allies and free radiant damage on enemies caught in it (including the enemy you initially attacked). Excellent, especially for Radiant Mafiosos. [b]Key paragon paths[/b] [COLOR=#0000ff]Life Singer[/COLOR] (AP): Chaladins and Baladins have a lot to like here. Serene Will at Lv. 16 is the obvious draw; reroll any missed attack against Will (even if it's not a pacifist power; if you do have one by chance, it's rerolled at a bonus). Your class itself has some quality anti-Will powers, and if you pick up an at-will power that attacks Will (Half-Elf with Dilletante, mainly), [COLOR=#00ccff]even better[/COLOR]. Solid powers, too. [b]Key class feats[/b] [b][u]Heroic Tier[/u][/b] [b][COLOR=Blue]Combat Virtuoso[/COLOR] (AP)[/b]: Only Half-Elf Chaladins can make any use out of this one, but it can work wonders for them. Great powers like Twin Strike become options for Dilletante. [b][u]Epic Tier[/u][/b] [b][COLOR=Blue]Multiclass Mastery[/COLOR] (AP)[/b]: Grants you the benefits of two multiclass feats. Note that this does NOT allow you to take entry feats for more than one class. Only a real Bard can do that. What this does allow is getting the benefits of two power swap feats for the price of one, so if you currently have more than one power swap feat, you can retrain one of them out for something else. [Size=5][b][COLOR=Blue]Cleric[/COLOR][/b][/size] The main draw with this multiclass nowadays is the paragon paths, a couple of which can be pretty good on a Chaladin, in particular. Some of the Epic Tier feats from this class are also pretty nice, particularly for healers and radiant attackers, if you don't mind waiting that long for such a payoff. The entry feats, unfortunately, leave quite a bit to be desired. [b]Entry feats[/b] [b]Divine Channeler (DP)[/b]: Requires WIS 13, and can actually be used to enter any Divine multiclass. For Cleric purposes, mainly used to take Healer's Mercy, which isn't a bad emergency heal. It can heal multiple allies, but it's a standard action and weakens you, so only use it in an emergency. [b][COLOR=#800080]Divine Healer[/COLOR] (DP)[/b]: After errata, Healer's Lore is worth it only if you intend on power swapping for surge-triggering Cleric powers. This feat trains Heal, though, so at least that won't go to waste. Requires WIS 15. [b][COLOR=#800080]Initiate of the Faith[/COLOR] (PHB)[/b]: The skill training in Religion was long since wasted on you. You get a once-per-day use of Healing Word, which isn't exactly awe-inspiring, either (although Lend Health helps). Requires WIS 13. [b]Key powers[/b] [b][u]Lv. 22 Utility[/u][/b] [b][COLOR=DeepSkyBlue]Clarion Call of the Astral Sea[/COLOR] (PHB)[/b]: The ultimate heal-and-rescue spell. Lets an ally (or you) heal up completely with no surges spent, watch the battle in complete safety, and then return them to action right on schedule for their next turn. [b][COLOR=DeepSkyBlue]Mass Cure Serious Wounds[/COLOR] (DP)[/b]: It's a daily and a standard action, but it's surgeless healing for the whole party: two surges' worth of it for everyone. Lend Health works very nicely with this one. [b]Key paragon paths[/b] [b][COLOR=DeepSkyBlue]Divine Oracle[/COLOR] (PHB)[/b]: Foresight's roll twice for initiative and prevention of surprise are both awesome, even making up for not having Perception or Insight trained. Prophecy of Doom can lead to an auto-crit once per encounter. Still a great path. [b][COLOR=Blue]Tactical Warpriest[/COLOR] (PHB/D 400)[/b]: After a name change and an accomodation of its powers to fit STR attackers (and certain other details in the process in between which you know by now), this PP is a pretty nice fit both for Straladins and for CHA/WIS Paladins. The +1 to AC in heavy armor right off is great, and the Lv. 16 feature Warpriest's Challenge is a nice second mark for your character to have and, because it punishes shifts, even makes you control enemy movement better than your standard DC and DS. [b]Key class feats[/b] [b][u]Epic Tier[/u][/b] [b][COLOR=Blue]Beatific Healer[/COLOR] (DP)[/b]: More, more, more healing via your CHA-modifier. It affects all divine healing powers, including the Paladin's own, that trigger allies' healing surges. So if you took a few of those, and perhaps poached one from the Cleric class, you should consider this one. [b][COLOR=Blue]Radiant Advantage[/COLOR] (DP)[/b]: Make an enemy surrender combat advantage when you deal radiant damage to it. You can make some great use of this one. It even works with your divine marks. [b][COLOR=DeepSkyBlue]Shared Healing[/COLOR] (DP)[/b]: If you didn't take Lay on Hands, you take this feat to make up for that decision and then some. Best used with any encounter healing utility: Bastion of Health or Word of Vigor from Acolyte Power, or even your own Benediction or Liberation. You can even get this to work with your Divine Mettle (Mettle Proven, Saint). [Size=5][b][COLOR=DeepSkyBlue]Fighter[/COLOR][/b][/size] Straladins get full reign of the attack powers, many of which add to up-front stickiness and, in some cases, damage. Even Chaladins can make use of many of the stances. And one entry feat in particular is flat-out incredible (hint, you're picking up a punishment stacker). [b]Entry feats[/b] [b][COLOR=DeepSkyBlue]Battle Awareness[/COLOR] (MP)[/b]: Why, yes, I most definitely do want a punishment stacker at the cost of a mere feat. You also get training in any Fighter skill (Athletics recommended). Without question the Fighter entry feat of choice. Requires STR 13 and WIS 13. [COLOR=#ff0000]Brawling Warrior[/COLOR] (MP2): Not for you. [COLOR=#ff0000]Cyclone Warrior[/COLOR] (MP2): Not for you, either. [b][COLOR=Red]Student of the Sword[/COLOR] (PHB)[/b]: The original. And inadequate these days. [COLOR=#800080]Wrathful Warrior[/COLOR] (MP2): Not completely terrible, actually, but far, far, far from Battle Awareness. [b]Key powers[/b] [b][u]Lv. 5 Daily[/u][/b] [b][COLOR=DeepSkyBlue]Rain of Steel[/COLOR] (PHB)[/b]: Great battlefield control with this stance. Even a Chaladin will do well with this. Easy choice for Adept Power at this point. [b][u]Lv. 7 Encounter[/u][/b] [b][COLOR=DeepSkyBlue]Trip Up[/COLOR] (MP)[/b]: Free action follow-up to a melee basic attack. Very, very nice. Especially if you have a polearm. [b][u]Lv. 13 Encounter[/u][/b] [b][COLOR=DeepSkyBlue]Anvil of Doom[/COLOR] (PHB)[/b]: Stuns with a hammer. Great if you use that weapon. [b][u]Lv. 15 Daily[/u][/b] [b][COLOR=DeepSkyBlue]Unyielding Avalanche[/COLOR] (PHB)[/b]: Incredible battlefield control stance with CON-mod regeneration. Another one a Chaladin can use well. [b]Key paragon paths[/b] [b][COLOR=#00ccff]Dreadnought[/COLOR] (MP)[/b]: A double-attacking encounter power straight out of the box in Inexorable Advance, an increase in your maximum HPs and a ton of damage resistance sources all make for a premier choice. [b][COLOR=#00ccff]Gladiator Champion[/COLOR] (DSCS)[/b]: The Dark Sun theme isn't required if you MC Fighter, so you're good to go in any setting for this awesome PP that enhances your stickiness and hard control greatly. Especially its Lv. 16 feature, which prohibits enemies from shifting away from you, outright. The attack powers use your highest ability, so all Paladins can take it without fear. [COLOR=#0000ff]Kensei [/COLOR](PHB): +1 to attack and +4 to damage with your chosen weapon. Boring, but effective feature for damage maximization if that's the route you're going. The powers aren't too hot, though. But with Pit Fighter's recent demise, this is easily the new go-to for pure DPR. [b][COLOR=#00ccff]Polearm Master [/COLOR](MP)[/b]: Polearm specialists will fall in love with the Lv. 16 feature, Longarm Grasp, that gives them punishment stacking every single round, all day, every day. [b]Key class feats[/b] [u][b]Heroic Tier[/b][/u] [b][COLOR=#00ccff]Polearm Momentum[/COLOR] (MP)[/b]: If you're really serious about using a polearm, I'm going to assume you multiclassed Fighter to nab this feat. [b][COLOR=#00ccff]Surprising Charge[/COLOR] (MP)[/b]: If you're using a gouge, congratulations, you get an extra [W] of damage for charging with combat advantage. One of the many reasons why that weapon is so awesome on the DPR front. [b][COLOR=#ff9900]Wary Fighter[/COLOR] (D 378)[/b]: Strictly better than Battlewise, this one gives you the WIS-for-initiative benefit of that feat plus a +2 feat bonus to Insight and Perception on top. So if you were already using Battlewise, retrain that for this immediately as you take your Fighter MC feat. [u]Paragon Tier[/u] [COLOR=#0000ff]Striking Resurgence[/COLOR] (MP2): Makes second wind a viable thing to do for the 95% of you who can only do it as a standard action. Dwarves and Questing Knights have no use for it. [u]Epic Tier[/u] [COLOR=#00ccff]Overwhelming Impact[/COLOR] (MP2): Can potentially give you at-will dazing if you use a hammer. That alone makes this feat amazing. Straladins, who are more likely to use hammers, get it by taking the Son of Mercy path. Chaladins take the Earth domain and Bolstering Strike. [Size=5][b][COLOR=Blue]Ranger[/COLOR][/b][/size] This class has some immediate action powers that any Straladin could pick for devastating mark synergy. The rare dual-wielding Straladin (who is likely a Half-Elf) will go here for the obvious damage potential. [b]Entry feats[/b] [b]Two-Blade Warrior (MP)[/b]: If you dual-wield, you'll want this one if your [b][COLOR=Blue]DEX is high enough (13)[/COLOR][/b]. Also trains a Ranger skill (go Perception or Athletics). [b][COLOR=Blue]Warrior of the Wild[/COLOR] (PHB)[/b]: Training in a Ranger skill (go Perception or Athletics), and a Hunter's Quarry that can last two rounds. Go with this one if you don't dual-wield, or don't have the DEX to qualify for Two-Blade Warrior. [b]Key powers[/b] [b][u]Lv. 3 Encounter, Universal[/u][/b] [b][COLOR=DeepSkyBlue]Disruptive Strike[/COLOR] (PHB)[/b]: Immediate interrupt if the enemy attacks either you or an ally, setting up an splendid lose-lose. If it hits, the enemy's attack will also miss, more than likely. Keep this one for a very long time. [b][u]Lv. 3 Encounter, Dual-Wield[/u][/b] [b][COLOR=DeepSkyBlue]Ruffling Sting[/COLOR] (MP)[/b]: Minor-action off-hand attack. You'll keep this for a while. [b][u]Lv. 9 Daily, Universal[/u][/b] [b][COLOR=Blue]Attacks on the Run[/COLOR] (PHB)[/b]: Two attacks with a free move action. Nice. [b][u]Lv. 13 Encounter, Dual-Wield[/u][/b] [b][COLOR=DeepSkyBlue]Armor Splinter[/COLOR] (PHB)[/b]: Insane to inhumane AC debuff to set up some sick power plays. [b][COLOR=DeepSkyBlue]Off-Hand Diversion[/COLOR] (MP)[/b]: The minor-action attack at this level, and a real upgrade over Ruffling Sting. [b][u]Lv. 15 Daily, Dual-Wield[/u][/b] [b][COLOR=DeepSkyBlue]Blade Cascade[/COLOR] (PHB)[/b]: Needs no introduction. Just make sure you're set up for nigh-guaranteed success before using it. [b][u]Lv. 19 Daily, Dual-Wield[/u][/b] [b][COLOR=DeepSkyBlue]Cruel Cage of Steel[/COLOR] (PHB)[/b]: 3 attacks with a +2 bonus each to hit and can inflict a cocktail of status effects. If you just can't be bothered to wait and maneuver for proper Blade Cascade setup, you might prefer this one as your Adept Power, instead. [b][u]Lv. 23 Encounter, Dual-Wield[/u][/b] [b][COLOR=DeepSkyBlue]Nonchalant Collapse[/COLOR] (MP)[/b]: The capstone of minor-action off-hand attacks. This one attacks Fortitude and knocks prone. [Size=5][b][COLOR=Blue]Sorcerer[/COLOR][/b][/size] Chaladins and Baladins may see something they like. Some very good utilities, too, which even Straladins may want. [b]Entry feats[/b] [b][COLOR=Red]Arcane Prodigy[/COLOR] (PHB2)[/b]: Just plain inferior to Soul of Sorcery. [b][COLOR=Blue]Soul of Sorcery[/COLOR] (AP)[/b]: The preferred entry feat. Permanent resistance 5 to an element is a solid perk. Need STR 13 and CHA 13. [b]Key powers[/b] [b][u]Lv. 22 Utility[/u][/b] [b][COLOR=DeepSkyBlue]Platinum Scales[/COLOR] (PHB2)[/b]: So incredible Straladins may very well want to multiclass Sorcerer just to take it. STR-bonus to all defenses for a whole encounter. Wow. [Size=5][b][/b][/size] [Size=5][b]Warden[/b][/size] Straladins looking for some extra stickiness might look this way. [b]Entry feats[/b] [b]Defender of the Wild (PHB2)[/b]: Training in any one of the Warden's skills, and those include Perception and Athletics. Good enough. Also a per-encounter mass mark, but the marks are generic. [b]Key powers[/b] [b][u]Lv. 1 Daily[/u][/b] [b][COLOR=DeepSkyBlue]Form of Winter's Herald[/COLOR] (PHB2)[/b]: Create difficult terrain for enemies only wherever you step. Great for stickiness. Also comes with an close burst attack that can save-ends immobilize. [b]Key class feats[/b] [b][u]Heroic Tier[/u][/b] [b][COLOR=DeepSkyBlue]Sudden Roots[/COLOR] (PHB2)[/b]: Now this is what you call up-front stickiness. [Size=5][b]Warlock[/b][/size] With many of the old synergies being overshadowed by more recent developments, it's not quite as appealing as it used to be. Still, Chaladins might find something they like. [b]Entry feats[/b] [b][COLOR=Blue]Pact Initiate[/COLOR] (PHB)[/b]: Still the general entry feat of choice. Training in any Warlock skill (Bluff and Streetwise are good), and you choose a pact and get a per-encounter use of a pact-related at-will. Pick Fey if you want Eyebite. [b][COLOR=#800080]Student of Malediction[/COLOR] (AP)[/b]: Meh. Stick with Pact Initiate. [b]Key powers[/b] [b][u]Lv. 7 Encounter[/u][/b] [b][COLOR=DeepSkyBlue]Mire the Mind (Fey)[/COLOR] (PHB)[/b]: Like Eyebite, except it makes all of your allies invisible to the target as well. This one is grand. [Size=5][b][COLOR=DeepSkyBlue]Warlord[/COLOR][/b][/size] All Paladins have a lot to love here if they want to expand their Leader capabilities, including some great utilities. While Baladins have the widest selection of attack powers, there are still some that Straladins will want. And even a few that Chaladins can use. [b]Entry feats[/b] Bravura Leader (MP2): Unless you're dumping Charisma entirely, you should instead go with Resourceful Leader, which gives allies a damage bonus almost as good as this one, but doesn't make the ally give up combat advantage for it. But since some of you will dump Charisma, here's a serviceable option in that case. Requires either STR 13 or CHA 13. Of course, you could always take this along with Resourceful Leader, and they do stack ... [COLOR=#800080]Insightful Leader[/COLOR] (MP2): Requires STR 13 or WIS 13, gives training in a Warlord skill and a +1 to all defenses for an ally who uses an action point, any time that happens. Not too impressive. [b][COLOR=#ff0000]Inspiring Leader[/COLOR] (MP)[/b]: Obsolete now. The temp HPs that result are more than those an ally can get from Resourceful Leader, but they only happen to one ally per encounter, and Resourceful Leader is just much better offensively. We've moved on to multiple times-per-encounter benefits with our Warlord MC feats. Get with the times, people. [COLOR=#00ccff]Resourceful Leader[/COLOR] (MP2): The Warlord multiclass feat to rule them all. Requires either CHA 13 or INT 13. Skill training from the Warlord list, plus an ally that spends an action point either gets a nice damage bonus if he hits with his attack, or a solid amount of temp HPs if he misses. Like the other Warlord MC feats from Martial Power 2, these benefits aren't limited to once per encounter. Simply impressive. [COLOR=#ff0000]Skirmishing Leader[/COLOR] (MP2): Warlord skill training plus give an ally a free 1-square shift when they use an action point. The least impressive of the new Warlord MC feats, which isn't a surprise when it's derived from perhaps the least impressive of the new Warlord Presences. [b][COLOR=Red]Student of Battle[/COLOR] (PHB)[/b]: The original Warlord multiclass feat has been completely left in the dust. [b]Key powers[/b] [u]Lv. 1 Daily[/u] [COLOR=#00ccff]Lamb to the Slaughter[/COLOR] (D 381): A beatdown power at Lv. 1. Awesome if your party is melee-heavy. Any high-STR Paladin will use this well. [u]Lv. 3 Encounter[/u] [COLOR=#00ccff]Devastating Offensive[/COLOR] (D 381): The Warlord's new favorite power at this level is great in your hands, too. Even without the Presence benefit, the slide of an enemy and an ally, followed by a free action attack, is marvelous. In Paragon Tier, if the ally you slide is an Agile Opportunist, he gets two attacks. Very nice. [u]Lv. 10 Utility[/u] [COLOR=#00ccff]Instant Planning[/COLOR] (MP): Likely, you'll want to use this when your allies are in position to tee off on one enemy. High-CHA Paladins can grant a huge power bonus to the whole party's attack rolls to set up certain mayhem that round. [u]Lv. 13 Encounter[/u] [COLOR=#00ccff]Invitational Assault [/COLOR](D 381): Devastating Offensive, Mark II. Can result in the same triple flurry with an Agile Opportunist ally. [b][u]Lv. 15 Daily[/u][/b] [b][COLOR=DeepSkyBlue]War Master's Assault[/COLOR] (MP)[/b]: Baladins and even Chaladins will love this one. A high CHA with this power leads to a near-certain full-party beatdown of an unfortunate foe. [u]Lv. 16 Utility[/u] [COLOR=#00ccff]Help or Hinder[/COLOR] (MP2): If your Wisdom is even decent at this point, you'll want to look at this per-encounter utility to prolong an enemy's misery from a save-ends condition for free. Oh, yeah, it can also boost an ally's save, instead, if that ever matters to you. [b][u]Lv. 17 Encounter[/u][/b] [b][COLOR=DeepSkyBlue]Hail of Steel[/COLOR] (PHB)[/b]: Leads to a full-party attack on a foe if it hits. Relies on no secondary stat, and is also Presence-independent, so a Straladin can have fun with this one. [u]Lv. 25 Daily[/u] [COLOR=#00ccff]Relentless Assault[/COLOR] (PHB): Warlords love it, and you will, too. The important part of this happens hit or miss; a full-party beatdown once per any given round if anyone scores a crit. True story: Before errata the beatdown happened on every single crit. [u]Lv. 27 Encounter[/u] [COLOR=#00ccff]Insightful Assault[/COLOR] (MP2): Awesome. Enact a four-man beatdown of an enemy with either melee or ranged basic attacks for free. You don't even have to hit the enemy to trigger it, making it a good pick even for Chaladins. Sort of an encounter version of War Master's Assault. Great even without the Presence benefit. [COLOR=#ff0000]Warlord's Indignation[/COLOR] (MP): Warlords love this one, and other Leader classes have been known to multiclass Warlord just to pick it up. So why the red rating? Because it's a trap for a Defender like you. This power is so good at retaliation against a melee attacker that an enemy won't want to attack you at all. Which is exactly what you do NOT want happening. [b][u]Lv. 29 Daily[/u][/b] [b][COLOR=Blue]Deny Death[/COLOR] (PHB)[/b]: So cinematic. And pretty damn good, too. An immediate interrupt to an ally being attacked that deals high damage, halved on miss, makes the enemy's attack miss completely if you hit, and lets the ally spend a surge. [b][COLOR=DeepSkyBlue]Stand Invincible[/COLOR] (PHB)[/b]: Huge defense bonuses for the whole party and damage resistance, too. Fun stuff. [b]Key epic destinies[/b] [COLOR=#00ccff]Warmaster[/COLOR] (MP): An awesome Leader destiny that grants extra party actions with your action points, and the capstone lets you spend as many as you want. Spring the Trap is the ultimate beatdown utility. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Pillars of Faith (and Facestabs): The Paladin's Handbook (By Litigation)
Top