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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
(3.5) The Paladin Sucks? Also, how to fix it?
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<blockquote data-quote="Fajita McJones" data-source="post: 5506072" data-attributes="member: 93075"><p>The standard, core Paladin is a great class depending on the environment you're going to play in. People seem to forget the mount. That mounted is a beast, and mounded combat is a killer in melee if you have enough room to be trotting around on a horse. If you're playing a campaign where at least 50% of your combats are going to take place on terrain suitable for mounted combat, the Paladin will shine.</p><p></p><p>However, being that this is <em>Dungeons</em> and Dragons, that's not always the case, hence the several alternate class features which are usually focused on giving you something cool in exchange for your mount. Charging Smite is the best one in my opinion. It also doesn't expend a smite use if the attack misses. Great stuff.</p><p></p><p>Also, and I hate to admit this because I love playing single class Fighters so much, but Paladins do have spells, and some really useful ones, and that makes them better and more versatile than any full-BAB class that doesn't have spells. If you're using the Spell Compendium there's some killer combat spells, too.</p><p></p><p>All that being said, if you want to beef up your Paladin there's a few things I'd recommend. Make smite last until the target is dead. Also, any smite attack should automatically overcome damage reduction. Those are both from Pathfinder and I think they transfer nicely. Also, I never liked the idea of Paladins turning undead, that seems a little too cowardly for a brave knight of everything good. I'd consider beefing up Lay on Hands considerably for more team healing and undead destroying and just get rid of turning altogether (unless you plan on using some of the very nice Divine Feats).</p></blockquote><p></p>
[QUOTE="Fajita McJones, post: 5506072, member: 93075"] The standard, core Paladin is a great class depending on the environment you're going to play in. People seem to forget the mount. That mounted is a beast, and mounded combat is a killer in melee if you have enough room to be trotting around on a horse. If you're playing a campaign where at least 50% of your combats are going to take place on terrain suitable for mounted combat, the Paladin will shine. However, being that this is [I]Dungeons[/I] and Dragons, that's not always the case, hence the several alternate class features which are usually focused on giving you something cool in exchange for your mount. Charging Smite is the best one in my opinion. It also doesn't expend a smite use if the attack misses. Great stuff. Also, and I hate to admit this because I love playing single class Fighters so much, but Paladins do have spells, and some really useful ones, and that makes them better and more versatile than any full-BAB class that doesn't have spells. If you're using the Spell Compendium there's some killer combat spells, too. All that being said, if you want to beef up your Paladin there's a few things I'd recommend. Make smite last until the target is dead. Also, any smite attack should automatically overcome damage reduction. Those are both from Pathfinder and I think they transfer nicely. Also, I never liked the idea of Paladins turning undead, that seems a little too cowardly for a brave knight of everything good. I'd consider beefing up Lay on Hands considerably for more team healing and undead destroying and just get rid of turning altogether (unless you plan on using some of the very nice Divine Feats). [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
(3.5) The Paladin Sucks? Also, how to fix it?
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