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[3.0]compare these two clerics (power-wise)
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<blockquote data-quote="Darklone" data-source="post: 1054789" data-attributes="member: 1372"><p>Here's probably where we disagree, reaper... I'm usually playing with big groups (8-10 people) with four or more frontliners. Good saves keep the tanks in battle, IMC the paladin was nearly always the last man between the archers/spellslingers and the enemy. </p><p></p><p></p><p>*The paladins I saw had the same AC as fighters, those extra feats for AC ... which ones? Dodge?</p><p>* Paladins in my group put main stat on Cha, second best on Con... so they ended up with the same hitpoints as the fighter (who put the best in strength). This may be different with point buy groups.</p><p>* yeah, both use heavy armour. What's the matter <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />?</p><p>* In 3.5, Divine might is worse for paladins... but IMC they make up for the level 4 turn undead with enourmous charisma.</p><p></p><p></p><p>I agree that the paladin levels don't help a clr/pal much in respect of healing, turning, whatever. Biggest advantage are higher saves and weapon proficiencies. </p><p></p><p>Ftr/clr has one feat more (usually) and tower shield proficiency. He'll probably has a better strength too.</p><p></p><p>As I experienced it till now, the paladins usually caused less damage than a fighter, but were nearly never incapacitated by spells.</p><p></p><p>Coming back... In this case, the ftr/clr might be superior for a ranged cleric since those guys seldom have to have high saves and he might need the feats. The melee cleric should ask himself if he needs to dish out more damage (strength=> fighter) or stand longer (charisma=> paladin).</p></blockquote><p></p>
[QUOTE="Darklone, post: 1054789, member: 1372"] Here's probably where we disagree, reaper... I'm usually playing with big groups (8-10 people) with four or more frontliners. Good saves keep the tanks in battle, IMC the paladin was nearly always the last man between the archers/spellslingers and the enemy. [b][/b] *The paladins I saw had the same AC as fighters, those extra feats for AC ... which ones? Dodge? * Paladins in my group put main stat on Cha, second best on Con... so they ended up with the same hitpoints as the fighter (who put the best in strength). This may be different with point buy groups. * yeah, both use heavy armour. What's the matter ;)? * In 3.5, Divine might is worse for paladins... but IMC they make up for the level 4 turn undead with enourmous charisma. [b][/b] I agree that the paladin levels don't help a clr/pal much in respect of healing, turning, whatever. Biggest advantage are higher saves and weapon proficiencies. Ftr/clr has one feat more (usually) and tower shield proficiency. He'll probably has a better strength too. As I experienced it till now, the paladins usually caused less damage than a fighter, but were nearly never incapacitated by spells. [b][/B] Coming back... In this case, the ftr/clr might be superior for a ranged cleric since those guys seldom have to have high saves and he might need the feats. The melee cleric should ask himself if he needs to dish out more damage (strength=> fighter) or stand longer (charisma=> paladin). [/QUOTE]
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[3.0]compare these two clerics (power-wise)
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