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Pillars of Faith (and Facestabs): The Paladin's Handbook (By Litigation)
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<blockquote data-quote="Veep" data-source="post: 6707965" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 22px"><u>Advanced Purification: Combos</u></span></p><p></p><p>These are some of the key tricks that Paladins can do. Most of them can either be done at-will or per encounter. Many of these have been hinted at throughout this guide, but here is where you get to see them all come together.</p><p></p><p> </p><p></p><p><span style="font-size: 18px"><strong>Heroic Tier</strong></span></p><p></p><p><strong>Lv. 1 One Hit, One Kill, Every Fight, No Matter Your God</strong></p><p> </p><p><strong>NOTE:</strong> This assumes a Paladin starting with STR 18.</p><p></p><p><strong>Piece 1:</strong> Heedless Fury (Paladin encounter 1, DP)</p><p><strong>Piece 2:</strong> Any two-handed weapon with 1d12 or 2d6 damage dice</p><p><strong>Piece 3:</strong> Divine Strength (Paladin Channel Divinity, PHB)</p><p></p><p><strong>Sequence:</strong></p><p>Minor action - Divine Strength</p><p>Standard action - Heedless Fury</p><p></p><p><strong><u>Description:</u></strong> This is the way a Straladin serves as a secondary Striker every encounter very early on, aided by Heedless Fury's 3[W] figure and Divine Strength to add more damage.</p><p></p><p>A Lv. 1 enemy on average has 29 HPs. A Brute has 33. In comparison, here's what Heedless Fury with some of the biggest weapons can do (assume no Weapon Focus or racial equivalents for any of them):</p><p></p><p>Fullblade or greataxe: 3d12 + 4 (STR) + 4 (Divine Strength) = 27.5 average.</p><p>Maul: 6d6 + 4 + 4 = 29 average.</p><p>Execution axe: 3d12 (brutal 2) + 4 + 4 = 30.5 average.</p><p>Mordenkrad: 6d6 (brutal 1) + 4 + 4 = 32 average.</p><p></p><p>In the last three cases, you average killing one non-Brute enemy outright if you hit, with no help at all.</p><p></p><p>Dwarves using an execution axe or mordenkrad pick up Dwarven Weapon Training and get a free +2 extra damage along with their proficiency. A mordenkrad-wielding Dwarf, at 34 average damage, thus averages killing a Brute every encounter that he hits.</p><p></p><p><strong>Another piece to the puzzle:</strong> If you start the fight next to the enemy you're trying to kill, you can also use Ardent Vow as your second minor action if you have it, before you attack. Assuming a starting WIS of 14, add 7 to all the damage figures above.</p><p></p><p><strong>Variation 1:</strong> Use Blood of the Mighty (Paladin daily 1, DP) instead of Heedless Fury.</p><p></p><p>Fullblade or greataxe: 34 average.</p><p>Maul: 36 average.</p><p>Execution axe: 38 average.</p><p>Mordenkrad: 40 average.</p><p></p><p>Easily averaging killing a Brute outright in all cases.</p><p></p><p><strong>Variation 2 (Tempus worshippers only):</strong> With a high-crit weapon, use Righteous Rage of Tempus (Divinity feat, FRPG) instead of Divine Strength with Heedless Fury.</p><p></p><p>Non-humans can only use a greataxe with this at Lv. 1. Humans can use a fullblade or execution axe because of the extra feat.</p><p></p><p>Fullblade or greataxe: 3d12 + 4 (STR) + 1d12 (RRoT, high crit) = 30 average.</p><p>Execution axe: 3d12 (brutal 2) + 4 + 1d12 = 33 average.</p><p></p><p>So a human Straladin of Tempus can potentially average killing one Brute every encounter.</p><p></p><p> </p><p></p><p><strong>Lv. 2 Massive Damage</strong></p><p> </p><p><strong>NOTE:</strong> This assumes a Paladin starting with STR 18.</p><p></p><p><strong>Piece 1:</strong> Heedless Fury (Paladin encounter 1, DP)</p><p><strong>Piece 2:</strong> Bloodclaw for any two-handed weapon with 1d12 or 2d6 damage dice (Weapon property, AV)</p><p><strong>Piece 3:</strong> Divine Strength (Paladin Channel Divinity, PHB)</p><p></p><p><strong>Sequence:</strong></p><p>Minor action - Divine Strength</p><p>Standard action - Heedless Fury</p><p>Free action (only after hit) - Bloodclaw encounter power</p><p></p><p><u><strong>Description:</strong></u> An extension of the above combo. At minimum, when you use Heedless Fury, you stand to gain +4 to all of the damage figures from the above combo (+1 enhancement bonus, +3 Bloodclaw encounter power).</p><p></p><p>Fullblade or greataxe: 31.5 average.</p><p>Maul: 33 average.</p><p>Execution axe: 34.5 average (36.5 Dwarf).</p><p>Mordenkrad: 36 average (38 Dwarf).</p><p></p><p>A Lv. 2 average enemy has 38 HPs, and a Brute has 44. Which means that a mordenkrad-wielding Dwarf averages killing one non-Brute every fight that he hits with Heedless Fury.</p><p></p><p><strong>Another piece to the puzzle:</strong> If you start the fight next to the enemy you're trying to kill, you can also use Ardent Vow as your second minor action if you have it, before you attack. Assuming a starting WIS of 14, add 7 to all damage figures.</p><p></p><p><strong>Variation 1:</strong> Use Blood of the Mighty (Paladin daily 1, DP) instead of Heedless Fury.</p><p></p><p>Fullblade or greataxe: 38 average.</p><p>Maul: 40 average.</p><p>Execution axe: 42 average (44 Dwarf).</p><p>Mordenkrad: 44 average (46 Dwarf).</p><p></p><p>You average killing one non-Brute every fight in for all the 1d12 or 2d6 weapons. A mordenkrad will kill a Brute outright.</p><p></p><p><strong>Variation 2 (Tempus worshippers only):</strong> With a high-crit weapon, use Righteous Rage of Tempus (Divinity feat, FRPG) instead of Divine Strength with Heedless Fury.</p><p></p><p>RRoT adds an additional +1d6 (Bloodclaw crit property) to what it did before. So add a total of 7.5 to the damage figures from the above combos:</p><p></p><p>Fullblade or greataxe: 37.5 average (just short of killing non-Brutes on average, taking Weapon Focus will push this over the threshold)</p><p>Execution axe: 40.5 average (easily killing non-Brutes on average)</p><p></p><p><strong>Variation 3 (Tempus worshippers only):</strong> Blood of the Mighty + high crit weapon + RRoT</p><p></p><p>Fullblade or greataxe: 44 damage (killing a Brute on average)</p><p>Execution axe: 48 damage (EASILY killing a Brute on average)</p><p></p><p> </p><p></p><p><strong>Full-Blooded Nova</strong></p><p> </p><p><strong>NOTE:</strong> This assumes a Paladin starting with STR 18, WIS 14.</p><p></p><p><strong>Piece 1:</strong> Heedless Fury (Paladin encounter 1, DP)</p><p><strong>Piece 2:</strong> Superior Weapon Proficiency (General feat, PHB)</p><p><strong>Piece 3:</strong> Weapon Focus (General feat, PHB)</p><p><strong>Piece 4:</strong> Bloodclaw +1 fullblade, execution axe or mordenkrad (Weapon property, AV)</p><p><strong>Piece 5:</strong> Divine Strength (Paladin Channel Divinity, PHB)</p><p><strong>Piece 6:</strong> Ardent Vow (Paladin class feature, DP)</p><p><strong>Piece 7:</strong> Blood of the Mighty (Paladin daily 1, DP)</p><p></p><p><strong>Sequence:</strong></p><p>You MUST start your turn next to your target.</p><p>Minor action - Divine Strength</p><p>Minor action - Ardent Vow</p><p>Standard action - Heedless Fury</p><p>Free action (only after hit) - Bloodclaw encounter power</p><p>Free action (only after hit) - Action point</p><p>Standard action - Blood of the Mighty</p><p></p><p><u><strong>Description:</strong></u> The Straladin's big nova for Heroic Tier. This time we're fully optimizing it, so we only want superior weapons, and we must have Weapon Focus (unless you're a Dwarf, in which case you took Dwarven Weapon Training and have a net +1 damage benefit per hit over everyone else). Everyone can get this combo going in full by Lv. 2.</p><p></p><p>Now for the numbers:</p><p></p><p>Fullblade: 39.5 (HF hit) + 32 (BotM hit) = 71.5 average</p><p>Execution axe: 42.5 (HF hit) + 36 (BotM hit) = 78.5 average (80.5 Dwarf)</p><p>Mordenkrad: 44 (HF hit) + 38 (BotM hit) = 82 average (84 Dwarf)</p><p></p><p>Enemy HPs for comparisons:</p><p></p><p>Lv. 5: 63 (Brute 75) (All weapons kill non-Brutes, last two kill Brutes)</p><p>Lv. 6: 72 (Brute 86) (Fullblade falls just short of killing non-Brutes, no Brutes killed)</p><p>Lv. 7: 80 (Brute 96) (Mordenkrad and Dwarf with execution axe kill non-Brutes)</p><p></p><p><u><strong>Further development:</strong></u> Lv. 8 Straladin, now with STR 20, WIS 16, Bloodclaw +2 and Iron Armbands of Power. This adds +4 damage to both hits, and an additional +5 to Heedless Fury.</p><p></p><p>Fullblade: 48.5 + 36 = 84.5</p><p>Execution axe: 51.5 + 40 = 91.5 (93.5 Dwarf)</p><p>Mordenkrad: 53 + 42 = 95 (97 Dwarf)</p><p></p><p>Enemy HPs:</p><p></p><p>Lv. 8: 89 (Brute 107) (Execution axe and mordenkrad kills non-Brute)</p><p>Lv. 9: 97 (Brute 117) (Only a Dwarf with mordenkrad can kill anything)</p><p>Lv. 10: 106 (Brute 128) (Haha, forget it)</p><p></p><p><strong><u>Closing thoughts: </u></strong>We see that this is clearly a potent combo up to Lv. 5 or so, being able to kill standard enemies outright and take an Elite down to half or lower.</p><p></p><p>However, we also see just how much monster HPs scale, to the point that even after optimizing everything we could think of at Lv. 8, the combo still lost its one-shot ability (except for Dwarves with a mordenkrad) at the very next level. At this point, we're definitely experiencing diminishing returns.</p><p></p><p>This is why the recommended progression of Straladins throughout this handbook has been to keep Heedless Fury, Blood of the Mighty, and the Bloodclaw Weapons until about Lv. 5 or Lv. 6, but then start retraining and requipping yourself more for at-will DPR, mark optimization and battlefield control.</p><p></p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong>Paragon Tier</strong></span></p><p></p><p><strong>Unyielding Justice</strong></p><p> </p><p><strong>Piece 1:</strong> Unyielding Faith (Paladin daily power, DP)</p><p><strong>Piece 2:</strong> Certain Justice (Champion of Order encounter power, PHB)</p><p></p><p><strong>Sequence:</strong></p><p>Standard action - Unyielding Faith</p><p>Free action - If you hit with Unyielding Faith, action point</p><p>Standard action - Certain Justice</p><p></p><p><u><strong>Description:</strong></u> This is how you completely lock down one enemy per day. Since Unyielding Faith is a permanemt Sanction, that makes the Certain Justice follow-up a permanent daze and weaken. Note that since Unyielding Faith is a Charisma-based attack, only Baladin Champions of Order can do this one.</p><p></p><p> </p><p></p><p><strong>Knightly Justice</strong></p><p> </p><p><strong>Piece 1:</strong> Knightly Intercession (Paladin daily power, DP)</p><p><strong>Piece 2:</strong> Certain Justice (Champion of Order encounter power, PHB)</p><p></p><p><strong>Sequence:</strong></p><p>Immediate action - If enemy within 10 squares hits an ally, Knightly Intercession</p><p>Standard action - If you hit with Knightly Intercession, Certain Justice</p><p></p><p><strong>Next turn:</strong> Have fun.</p><p></p><p><strong><u>Description:</u></strong> Off-action punishment followed by the Certain Justice perma-lockdown. This is one that all Straladins can do.</p><p></p><p> </p><p></p><p><strong>Bolster the Fellowship</strong></p><p> </p><p><strong>Piece 1:</strong> Bolstering Strike (Paladin at-will power, DP)</p><p><strong>Piece 2:</strong> Shield of Fellowship (Shield property, AV2)<strong></strong></p><p><strong></strong></p><p></p><p><strong>Sequence:</strong></p><p></p><p>Standard action - Bolstering Strike</p><p>Free action - Shield of Fellowship property, transfer your THPs +3 to an adjacent ally</p><p></p><p><u><strong>Description:</strong></u> The Shield of Fellowship, a Lv. 15 item, lets you transfer THPs that you gain to an adjacent ally, and 3 more. This means Bolstering Strike can now grant the THPs to your allies, instead of yourself. An effective way to keep a THP cushion on an ally who needs it.</p><p></p><p> </p><p></p><p><strong>Fellowship of Virtue</strong></p><p> </p><p><strong>Piece 1:</strong> Virtue (Paladin 2 utility, DP)</p><p><strong>Piece 2:</strong> Shield of Fellowship (Shield property, AV2)</p><p><strong>Piece 3 (optional)</strong>: Deliverance of Faith (Religion 6 utility, D 385)</p><p></p><p><strong>Sequence:</strong></p><p></p><p>Minor action - Virtue or Deliverance of Faith</p><p>Free action - Shield of Fellowship property, transfer your THPs +3 to an adjacent ally</p><p></p><p><u><strong>Description:</strong></u> The Shield of Fellowship lets your Virtue act as a proactive, per-encounter version of Lay on Hands. Actually, scratch that, even better, since you always use your healing surge value! If you also take Deliverance of Faith, you get to do this twice per encounter. This is a great way for Paladins who took Ardent Vow or Virtue's Touch to make up for not taking Lay on Hands.</p><p></p><p> </p><p></p><p><strong>No Shifting Allowed</strong></p><p> </p><p>Piece 1: Any Arcane multiclass feat (Recommended: Bardic Dilletante, PHB2; Soul of Sorcery, AP; Pact Initiate, PHB)</p><p>Piece 2: White Lotus Hindrance (Arcane heroic feat, D 374)</p><p>Piece 3: White Lotus Master Hindrance (Arcane paragon feat, D 374)</p><p>Piece 4: Virtuous Strike (Paladin at-will, DP)</p><p>Piece 5: Power of Arcana (Domain feat, DP)</p><p></p><p>OR</p><p></p><p>Piece 4: Any Arcane at-will (Half-Elf only, Dilletante) (Recommended: Eldritch Strike, PHBH; Vicious Mockery, PHB2; Eyebite, PHB)</p><p>Piece 5: Versatile Master (Half-Elf paragon feat, PHB2)</p><p></p><p>Sequence:</p><p></p><p>Move action - Get into a flank with your ally, if necessary.</p><p>Standard action - Virtuous Strike or Arcane at-will from Dilletante.</p><p></p><p>Next turn: Lather, rinse, repeat.</p><p></p><p><u>Description:</u> Master Hindrance makes all squares adjacent to all allies (and you, with the original Hindrance) difficult terrain. If you get an enemy in a flank he cannot shift out of it, since your difficult terrain and your ally's touch.</p><p></p><p> </p><p></p><p><strong>Champion of Order Action Denial</strong></p><p> </p><p>Piece 1: Champion of Order (Paladin paragon path, PHB)</p><p>Piece 2: Mark of Storm (Eberron Dragonmark feat, EPG)</p><p>Piece 3: Lightning Weapon (Weapon property, Any weapon, PHB)</p><p></p><p>OR</p><p></p><p>Piece 2: Mark of Storm (Eberron Dragonmark feat, EPG)</p><p>Piece 3: Valiant Strike (Paladin at-will, PHB)</p><p>Piece 4: Power of the Storm (Domain feat, DP)</p><p>Piece 5: Any heavy blade</p><p>Piece 6: Heavy Blade Opportunity (General paragon feat, PHB)</p><p></p><p>OR</p><p></p><p>Piece 2: Eldritch Strike (Warlock at-will, PHBH, Half-Elf only, Dilletante)</p><p>Piece 3: Versatile Master (Half-Elf paragon feat, PHB2)</p><p></p><p>OR</p><p></p><p>Piece 2: Any Martial multiclass feat (Recommended: Battle Awareness, MP; Resourceful Leader, MP2)</p><p>Piece 3: Lashing Flail (Martial paragon feat, MP2)</p><p>Piece 4: Any flail</p><p></p><p>Sequence:</p><p></p><p>Minor action - Divine Challenge</p><p>Opportunity action - Triggered when a Challenged enemy makes an attack that does not include you as a target, make an OA.</p><p></p><p>Next turn: Repeat.</p><p></p><p><u>Description:</u> Whether you get here via Mark of Storm, Eldritch Strike or Lashing Flail, the result is the same. Namely, if the enemy decides to defy your Divine Challenge when you're bearing down on him, you strike with an OA that not only stacks on top of the Challenge damage, but also slides the enemy a square. And because an OA is an interrupt, this can slide the enemy out of melee attack range before his attack can connect, sparing your ally completely and wasting the enemy's turn.</p><p></p><p> </p><p></p><p><strong>Mark Penalty Madness</strong></p><p> </p><p></p><p>Piece 1: Mark of Warding (Eberron Dragonmark feat, EPG)</p><p>Piece 2: Group Defense (Half-Elf Paladin heroic feat, DP)</p><p>Piece 3: Enfeebling Strike (Paladin at-will, PHB)</p><p>Piece 4: Power of Madness (Domain feat, DP)</p><p>Piece 5: Githyanki Silver Weapon (Weapon property, Heavy blade, MOTP)</p><p>Piece 6: Psychic Lock (General paragon feat, PHB)</p><p></p><p>Sequence:</p><p>Minor action - Divine Challenge</p><p>Standard action - Enfeebling Strike</p><p></p><p>Next turn: Repeat.</p><p></p><p><u>Description:</u> This Half-Elf Chaladin of Madness is all about stacking penalties on marks. With all the pieces in place, an enemy he whacks with Enfeebling Strike gets slapped with a -5 to hit him, and a whopping -8 to hit his allies, who also have an extra +1 to all defenses from his Group Defense. So, effectively, that's -9 to hit his allies. Perfect way to render an enemy impotent.</p><p></p><p> </p><p></p><p><strong>Mega-Zap</strong></p><p> </p><p>Piece 1: Mighty Challenge (Paladin heroic feat, DP)</p><p>Piece 2: Morninglord (Divine paragon path, FRPG)</p><p>Piece 3: Any Radiant keyword attack (e.g. Holy Strike, Virtuous Strike, Radiant weapon, Sunblade)</p><p>Piece 4: Symbol of the Champion's Code (Holy symbol, AV2)</p><p></p><p>Sequence:</p><p>Minor action - Divine Challenge</p><p>Standard action - Radiant keyword attack</p><p></p><p>Next turn: Repeat.</p><p></p><p><u>Description:</u> The Baladin Morninglord's calling card. With the pieces in place his Divine Challenge becomes truly scary all by itself. We're talking 33 points of automatic damage by the end of Paragon Tier, and 43 by the end of Epic. In both cases, that's competitive with a moderately optimized melee basic attack. And, of course, to bring up your threat level even more, keep some punishment stackers handy.</p><p></p><p> </p><p> </p><p></p><p><span style="font-size: 18px"><strong>Epic Tier</strong></span></p><p></p><p><strong>Certain Justice, Indeed</strong></p><p> </p><p>Piece 1: Champion of Order (Paladin paragon path, PHB)</p><p>Piece 2: Crusading Wrath (Paladin epic feat, DP)</p><p></p><p>Sequence:</p><p>Minor action - Divine Strength</p><p>Standard action - Certain Justice</p><p></p><p>Next turn: Laugh.</p><p></p><p><u>Description:</u> If you thought Certain Justice was awesome in Paragon Tier, then you'll really love it in Epic Tier when you get Crusading Wrath. With that feat, Divine Strength becomes a way to perma-mark your foe. Combine that with Certain Justice, and you've effectively got an attack that turns the biggest threat in every single fight into a mewling little kitten. Permanently if they can't escape your mark. Perfect to use on that Solo or Elite your party may be saving for last.</p><p></p><p> </p><p></p><p><strong>At-Will Dazing - Earth Domain</strong></p><p> </p><p>Piece 1: Bolstering Strike (Paladin at-will, PHB)</p><p>Piece 2: Power of Earth (Domain feat, DP)</p><p>Piece 3: Battle Awareness (Fighter multiclass feat, MP)</p><p>Piece 4: Overwhelming Impact (Fighter epic feat, MP2)</p><p>Piece 5: Any hammer</p><p></p><p>Sequence:</p><p>Standard action - Bolstering Strike</p><p></p><p>Next turn: Rinse and repeat.</p><p></p><p><u>Description:</u> An at-will daze attack for Chaladins. What more needs to be said?</p><p></p><p> </p><p></p><p><strong>At-Will Dazing - Son of Mercy</strong></p><p> </p><p>Piece 1: Son of Mercy (Defender class paragon path, D 370)</p><p>Piece 2: Battle Awareness (Fighter multiclass feat, MP)</p><p>Piece 3: Overwhelming Impact (Fighter epic feat, MP2)</p><p>Piece 4: Any hammer </p><p></p><p>Sequence:</p><p>Minor action - Divine Challenge</p><p>Free action - Lawbreaker's Doom</p><p>Standard action - Any attack</p><p></p><p>Next turn: Attack again. If enemy dies, repeat Divine Challenge and Lawbreaker's Doom on new target.</p><p></p><p><u>Description:</u> At-will dazing for Straladins. Yet another present for an already godly paragon path.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707965, member: 6793297"] [CENTER][SIZE=6][u]Advanced Purification: Combos[/u][/SIZE][/CENTER] These are some of the key tricks that Paladins can do. Most of them can either be done at-will or per encounter. Many of these have been hinted at throughout this guide, but here is where you get to see them all come together. [Size=5][b]Heroic Tier[/b][/size] [b]Lv. 1 One Hit, One Kill, Every Fight, No Matter Your God[/b] [b]NOTE:[/b] This assumes a Paladin starting with STR 18. [b]Piece 1:[/b] Heedless Fury (Paladin encounter 1, DP) [b]Piece 2:[/b] Any two-handed weapon with 1d12 or 2d6 damage dice [b]Piece 3:[/b] Divine Strength (Paladin Channel Divinity, PHB) [b]Sequence:[/b] Minor action - Divine Strength Standard action - Heedless Fury [b][u]Description:[/u][/b] This is the way a Straladin serves as a secondary Striker every encounter very early on, aided by Heedless Fury's 3[W] figure and Divine Strength to add more damage. A Lv. 1 enemy on average has 29 HPs. A Brute has 33. In comparison, here's what Heedless Fury with some of the biggest weapons can do (assume no Weapon Focus or racial equivalents for any of them): Fullblade or greataxe: 3d12 + 4 (STR) + 4 (Divine Strength) = 27.5 average. Maul: 6d6 + 4 + 4 = 29 average. Execution axe: 3d12 (brutal 2) + 4 + 4 = 30.5 average. Mordenkrad: 6d6 (brutal 1) + 4 + 4 = 32 average. In the last three cases, you average killing one non-Brute enemy outright if you hit, with no help at all. Dwarves using an execution axe or mordenkrad pick up Dwarven Weapon Training and get a free +2 extra damage along with their proficiency. A mordenkrad-wielding Dwarf, at 34 average damage, thus averages killing a Brute every encounter that he hits. [b]Another piece to the puzzle:[/b] If you start the fight next to the enemy you're trying to kill, you can also use Ardent Vow as your second minor action if you have it, before you attack. Assuming a starting WIS of 14, add 7 to all the damage figures above. [b]Variation 1:[/b] Use Blood of the Mighty (Paladin daily 1, DP) instead of Heedless Fury. Fullblade or greataxe: 34 average. Maul: 36 average. Execution axe: 38 average. Mordenkrad: 40 average. Easily averaging killing a Brute outright in all cases. [b]Variation 2 (Tempus worshippers only):[/b] With a high-crit weapon, use Righteous Rage of Tempus (Divinity feat, FRPG) instead of Divine Strength with Heedless Fury. Non-humans can only use a greataxe with this at Lv. 1. Humans can use a fullblade or execution axe because of the extra feat. Fullblade or greataxe: 3d12 + 4 (STR) + 1d12 (RRoT, high crit) = 30 average. Execution axe: 3d12 (brutal 2) + 4 + 1d12 = 33 average. So a human Straladin of Tempus can potentially average killing one Brute every encounter. [b]Lv. 2 Massive Damage[/b] [b]NOTE:[/b] This assumes a Paladin starting with STR 18. [b]Piece 1:[/b] Heedless Fury (Paladin encounter 1, DP) [b]Piece 2:[/b] Bloodclaw for any two-handed weapon with 1d12 or 2d6 damage dice (Weapon property, AV) [b]Piece 3:[/b] Divine Strength (Paladin Channel Divinity, PHB) [b]Sequence:[/b] Minor action - Divine Strength Standard action - Heedless Fury Free action (only after hit) - Bloodclaw encounter power [u][b]Description:[/b][/u] An extension of the above combo. At minimum, when you use Heedless Fury, you stand to gain +4 to all of the damage figures from the above combo (+1 enhancement bonus, +3 Bloodclaw encounter power). Fullblade or greataxe: 31.5 average. Maul: 33 average. Execution axe: 34.5 average (36.5 Dwarf). Mordenkrad: 36 average (38 Dwarf). A Lv. 2 average enemy has 38 HPs, and a Brute has 44. Which means that a mordenkrad-wielding Dwarf averages killing one non-Brute every fight that he hits with Heedless Fury. [b]Another piece to the puzzle:[/b] If you start the fight next to the enemy you're trying to kill, you can also use Ardent Vow as your second minor action if you have it, before you attack. Assuming a starting WIS of 14, add 7 to all damage figures. [b]Variation 1:[/b] Use Blood of the Mighty (Paladin daily 1, DP) instead of Heedless Fury. Fullblade or greataxe: 38 average. Maul: 40 average. Execution axe: 42 average (44 Dwarf). Mordenkrad: 44 average (46 Dwarf). You average killing one non-Brute every fight in for all the 1d12 or 2d6 weapons. A mordenkrad will kill a Brute outright. [b]Variation 2 (Tempus worshippers only):[/b] With a high-crit weapon, use Righteous Rage of Tempus (Divinity feat, FRPG) instead of Divine Strength with Heedless Fury. RRoT adds an additional +1d6 (Bloodclaw crit property) to what it did before. So add a total of 7.5 to the damage figures from the above combos: Fullblade or greataxe: 37.5 average (just short of killing non-Brutes on average, taking Weapon Focus will push this over the threshold) Execution axe: 40.5 average (easily killing non-Brutes on average) [b]Variation 3 (Tempus worshippers only):[/b] Blood of the Mighty + high crit weapon + RRoT Fullblade or greataxe: 44 damage (killing a Brute on average) Execution axe: 48 damage (EASILY killing a Brute on average) [b]Full-Blooded Nova[/b] [b]NOTE:[/b] This assumes a Paladin starting with STR 18, WIS 14. [b]Piece 1:[/b] Heedless Fury (Paladin encounter 1, DP) [b]Piece 2:[/b] Superior Weapon Proficiency (General feat, PHB) [b]Piece 3:[/b] Weapon Focus (General feat, PHB) [b]Piece 4:[/b] Bloodclaw +1 fullblade, execution axe or mordenkrad (Weapon property, AV) [b]Piece 5:[/b] Divine Strength (Paladin Channel Divinity, PHB) [b]Piece 6:[/b] Ardent Vow (Paladin class feature, DP) [b]Piece 7:[/b] Blood of the Mighty (Paladin daily 1, DP) [b]Sequence:[/b] You MUST start your turn next to your target. Minor action - Divine Strength Minor action - Ardent Vow Standard action - Heedless Fury Free action (only after hit) - Bloodclaw encounter power Free action (only after hit) - Action point Standard action - Blood of the Mighty [u][b]Description:[/b][/u] The Straladin's big nova for Heroic Tier. This time we're fully optimizing it, so we only want superior weapons, and we must have Weapon Focus (unless you're a Dwarf, in which case you took Dwarven Weapon Training and have a net +1 damage benefit per hit over everyone else). Everyone can get this combo going in full by Lv. 2. Now for the numbers: Fullblade: 39.5 (HF hit) + 32 (BotM hit) = 71.5 average Execution axe: 42.5 (HF hit) + 36 (BotM hit) = 78.5 average (80.5 Dwarf) Mordenkrad: 44 (HF hit) + 38 (BotM hit) = 82 average (84 Dwarf) Enemy HPs for comparisons: Lv. 5: 63 (Brute 75) (All weapons kill non-Brutes, last two kill Brutes) Lv. 6: 72 (Brute 86) (Fullblade falls just short of killing non-Brutes, no Brutes killed) Lv. 7: 80 (Brute 96) (Mordenkrad and Dwarf with execution axe kill non-Brutes) [u][b]Further development:[/b][/u] Lv. 8 Straladin, now with STR 20, WIS 16, Bloodclaw +2 and Iron Armbands of Power. This adds +4 damage to both hits, and an additional +5 to Heedless Fury. Fullblade: 48.5 + 36 = 84.5 Execution axe: 51.5 + 40 = 91.5 (93.5 Dwarf) Mordenkrad: 53 + 42 = 95 (97 Dwarf) Enemy HPs: Lv. 8: 89 (Brute 107) (Execution axe and mordenkrad kills non-Brute) Lv. 9: 97 (Brute 117) (Only a Dwarf with mordenkrad can kill anything) Lv. 10: 106 (Brute 128) (Haha, forget it) [b][u]Closing thoughts: [/u][/b]We see that this is clearly a potent combo up to Lv. 5 or so, being able to kill standard enemies outright and take an Elite down to half or lower. However, we also see just how much monster HPs scale, to the point that even after optimizing everything we could think of at Lv. 8, the combo still lost its one-shot ability (except for Dwarves with a mordenkrad) at the very next level. At this point, we're definitely experiencing diminishing returns. This is why the recommended progression of Straladins throughout this handbook has been to keep Heedless Fury, Blood of the Mighty, and the Bloodclaw Weapons until about Lv. 5 or Lv. 6, but then start retraining and requipping yourself more for at-will DPR, mark optimization and battlefield control. [Size=5][b]Paragon Tier[/b][/size] [b]Unyielding Justice[/b] [b]Piece 1:[/b] Unyielding Faith (Paladin daily power, DP) [b]Piece 2:[/b] Certain Justice (Champion of Order encounter power, PHB) [b]Sequence:[/b] Standard action - Unyielding Faith Free action - If you hit with Unyielding Faith, action point Standard action - Certain Justice [u][b]Description:[/b][/u] This is how you completely lock down one enemy per day. Since Unyielding Faith is a permanemt Sanction, that makes the Certain Justice follow-up a permanent daze and weaken. Note that since Unyielding Faith is a Charisma-based attack, only Baladin Champions of Order can do this one. [b]Knightly Justice[/b] [b]Piece 1:[/b] Knightly Intercession (Paladin daily power, DP) [b]Piece 2:[/b] Certain Justice (Champion of Order encounter power, PHB) [b]Sequence:[/b] Immediate action - If enemy within 10 squares hits an ally, Knightly Intercession Standard action - If you hit with Knightly Intercession, Certain Justice [b]Next turn:[/b] Have fun. [b][u]Description:[/u][/b] Off-action punishment followed by the Certain Justice perma-lockdown. This is one that all Straladins can do. [b]Bolster the Fellowship[/b] [b]Piece 1:[/b] Bolstering Strike (Paladin at-will power, DP) [b]Piece 2:[/b] Shield of Fellowship (Shield property, AV2)[b] [/b] [b]Sequence:[/b] Standard action - Bolstering Strike Free action - Shield of Fellowship property, transfer your THPs +3 to an adjacent ally [u][b]Description:[/b][/u] The Shield of Fellowship, a Lv. 15 item, lets you transfer THPs that you gain to an adjacent ally, and 3 more. This means Bolstering Strike can now grant the THPs to your allies, instead of yourself. An effective way to keep a THP cushion on an ally who needs it. [b]Fellowship of Virtue[/b] [b]Piece 1:[/b] Virtue (Paladin 2 utility, DP) [b]Piece 2:[/b] Shield of Fellowship (Shield property, AV2) [b]Piece 3 (optional)[/b]: Deliverance of Faith (Religion 6 utility, D 385) [b]Sequence:[/b] Minor action - Virtue or Deliverance of Faith Free action - Shield of Fellowship property, transfer your THPs +3 to an adjacent ally [u][b]Description:[/b][/u] The Shield of Fellowship lets your Virtue act as a proactive, per-encounter version of Lay on Hands. Actually, scratch that, even better, since you always use your healing surge value! If you also take Deliverance of Faith, you get to do this twice per encounter. This is a great way for Paladins who took Ardent Vow or Virtue's Touch to make up for not taking Lay on Hands. [b]No Shifting Allowed[/b] Piece 1: Any Arcane multiclass feat (Recommended: Bardic Dilletante, PHB2; Soul of Sorcery, AP; Pact Initiate, PHB) Piece 2: White Lotus Hindrance (Arcane heroic feat, D 374) Piece 3: White Lotus Master Hindrance (Arcane paragon feat, D 374) Piece 4: Virtuous Strike (Paladin at-will, DP) Piece 5: Power of Arcana (Domain feat, DP) OR Piece 4: Any Arcane at-will (Half-Elf only, Dilletante) (Recommended: Eldritch Strike, PHBH; Vicious Mockery, PHB2; Eyebite, PHB) Piece 5: Versatile Master (Half-Elf paragon feat, PHB2) Sequence: Move action - Get into a flank with your ally, if necessary. Standard action - Virtuous Strike or Arcane at-will from Dilletante. Next turn: Lather, rinse, repeat. [u]Description:[/u] Master Hindrance makes all squares adjacent to all allies (and you, with the original Hindrance) difficult terrain. If you get an enemy in a flank he cannot shift out of it, since your difficult terrain and your ally's touch. [b]Champion of Order Action Denial[/b] Piece 1: Champion of Order (Paladin paragon path, PHB) Piece 2: Mark of Storm (Eberron Dragonmark feat, EPG) Piece 3: Lightning Weapon (Weapon property, Any weapon, PHB) OR Piece 2: Mark of Storm (Eberron Dragonmark feat, EPG) Piece 3: Valiant Strike (Paladin at-will, PHB) Piece 4: Power of the Storm (Domain feat, DP) Piece 5: Any heavy blade Piece 6: Heavy Blade Opportunity (General paragon feat, PHB) OR Piece 2: Eldritch Strike (Warlock at-will, PHBH, Half-Elf only, Dilletante) Piece 3: Versatile Master (Half-Elf paragon feat, PHB2) OR Piece 2: Any Martial multiclass feat (Recommended: Battle Awareness, MP; Resourceful Leader, MP2) Piece 3: Lashing Flail (Martial paragon feat, MP2) Piece 4: Any flail Sequence: Minor action - Divine Challenge Opportunity action - Triggered when a Challenged enemy makes an attack that does not include you as a target, make an OA. Next turn: Repeat. [u]Description:[/u] Whether you get here via Mark of Storm, Eldritch Strike or Lashing Flail, the result is the same. Namely, if the enemy decides to defy your Divine Challenge when you're bearing down on him, you strike with an OA that not only stacks on top of the Challenge damage, but also slides the enemy a square. And because an OA is an interrupt, this can slide the enemy out of melee attack range before his attack can connect, sparing your ally completely and wasting the enemy's turn. [b]Mark Penalty Madness[/b] Piece 1: Mark of Warding (Eberron Dragonmark feat, EPG) Piece 2: Group Defense (Half-Elf Paladin heroic feat, DP) Piece 3: Enfeebling Strike (Paladin at-will, PHB) Piece 4: Power of Madness (Domain feat, DP) Piece 5: Githyanki Silver Weapon (Weapon property, Heavy blade, MOTP) Piece 6: Psychic Lock (General paragon feat, PHB) Sequence: Minor action - Divine Challenge Standard action - Enfeebling Strike Next turn: Repeat. [u]Description:[/u] This Half-Elf Chaladin of Madness is all about stacking penalties on marks. With all the pieces in place, an enemy he whacks with Enfeebling Strike gets slapped with a -5 to hit him, and a whopping -8 to hit his allies, who also have an extra +1 to all defenses from his Group Defense. So, effectively, that's -9 to hit his allies. Perfect way to render an enemy impotent. [b]Mega-Zap[/b] Piece 1: Mighty Challenge (Paladin heroic feat, DP) Piece 2: Morninglord (Divine paragon path, FRPG) Piece 3: Any Radiant keyword attack (e.g. Holy Strike, Virtuous Strike, Radiant weapon, Sunblade) Piece 4: Symbol of the Champion's Code (Holy symbol, AV2) Sequence: Minor action - Divine Challenge Standard action - Radiant keyword attack Next turn: Repeat. [u]Description:[/u] The Baladin Morninglord's calling card. With the pieces in place his Divine Challenge becomes truly scary all by itself. We're talking 33 points of automatic damage by the end of Paragon Tier, and 43 by the end of Epic. In both cases, that's competitive with a moderately optimized melee basic attack. And, of course, to bring up your threat level even more, keep some punishment stackers handy. [Size=5][b]Epic Tier[/b][/size] [b]Certain Justice, Indeed[/b] Piece 1: Champion of Order (Paladin paragon path, PHB) Piece 2: Crusading Wrath (Paladin epic feat, DP) Sequence: Minor action - Divine Strength Standard action - Certain Justice Next turn: Laugh. [u]Description:[/u] If you thought Certain Justice was awesome in Paragon Tier, then you'll really love it in Epic Tier when you get Crusading Wrath. With that feat, Divine Strength becomes a way to perma-mark your foe. Combine that with Certain Justice, and you've effectively got an attack that turns the biggest threat in every single fight into a mewling little kitten. Permanently if they can't escape your mark. Perfect to use on that Solo or Elite your party may be saving for last. [b]At-Will Dazing - Earth Domain[/b] Piece 1: Bolstering Strike (Paladin at-will, PHB) Piece 2: Power of Earth (Domain feat, DP) Piece 3: Battle Awareness (Fighter multiclass feat, MP) Piece 4: Overwhelming Impact (Fighter epic feat, MP2) Piece 5: Any hammer Sequence: Standard action - Bolstering Strike Next turn: Rinse and repeat. [u]Description:[/u] An at-will daze attack for Chaladins. What more needs to be said? [b]At-Will Dazing - Son of Mercy[/b] Piece 1: Son of Mercy (Defender class paragon path, D 370) Piece 2: Battle Awareness (Fighter multiclass feat, MP) Piece 3: Overwhelming Impact (Fighter epic feat, MP2) Piece 4: Any hammer Sequence: Minor action - Divine Challenge Free action - Lawbreaker's Doom Standard action - Any attack Next turn: Attack again. If enemy dies, repeat Divine Challenge and Lawbreaker's Doom on new target. [u]Description:[/u] At-will dazing for Straladins. Yet another present for an already godly paragon path. [/QUOTE]
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Pillars of Faith (and Facestabs): The Paladin's Handbook (By Litigation)
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