jasperwinkel
First Post
Build options
Build options: About str vs wis vs cha.
This is a choice that bothered me greatly while building my dragonborn paladin. The thing is that if you want to play your role as defender well, you want to mark more than one opponent each turn. My original concept was indeed to build Cha/Wis, but then I looked more closely at the powers. There's several encounter abilities that allow your paladin to mark additional targets. However, the first three of them are strength based (Piercing smite (encounter 1), acring smite (encounter 3), Radiant charge or whirlwind smite (encounter 13). The ones based on charisma are only available very late in the game (Hand of the gods (encounter 17), To the nine hells with you (daily 25), Restricting smite (encounter 27)).
Since the whole point of being a Defender is keeping your less durable allies from getting minced, these abilities were a must-have in my opinion. In the end, I went for strength first (18), cha second (16), and wis third (14), with the intention of boosting str and cha twice, and then str and con twice (to get my 13 con up to 17 in time for axe mastery at level 21).
As for taking damage vs the fighter: The paladin may be able to wear plate (Woo Hoo, +1 AC) but that gets lame at level 11 (trade 1 sq move for 1 AC? Nah.) The fighter, however, has many more abilities to replete his hit point pool. Also, the fighter can mark as many opponents as he can attack (and miss!), making it easier to act the defender. (try a dragonborn fighter with enlarged dragon's breath, for instance!)
Build options: About str vs wis vs cha.
This is a choice that bothered me greatly while building my dragonborn paladin. The thing is that if you want to play your role as defender well, you want to mark more than one opponent each turn. My original concept was indeed to build Cha/Wis, but then I looked more closely at the powers. There's several encounter abilities that allow your paladin to mark additional targets. However, the first three of them are strength based (Piercing smite (encounter 1), acring smite (encounter 3), Radiant charge or whirlwind smite (encounter 13). The ones based on charisma are only available very late in the game (Hand of the gods (encounter 17), To the nine hells with you (daily 25), Restricting smite (encounter 27)).
Since the whole point of being a Defender is keeping your less durable allies from getting minced, these abilities were a must-have in my opinion. In the end, I went for strength first (18), cha second (16), and wis third (14), with the intention of boosting str and cha twice, and then str and con twice (to get my 13 con up to 17 in time for axe mastery at level 21).
As for taking damage vs the fighter: The paladin may be able to wear plate (Woo Hoo, +1 AC) but that gets lame at level 11 (trade 1 sq move for 1 AC? Nah.) The fighter, however, has many more abilities to replete his hit point pool. Also, the fighter can mark as many opponents as he can attack (and miss!), making it easier to act the defender. (try a dragonborn fighter with enlarged dragon's breath, for instance!)