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A Paladin Problematic
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<blockquote data-quote="Aegeri" data-source="post: 5390952" data-attributes="member: 78116"><p>Tremorsense, Blindsight and Truesight all instantly nullify blind as an effect completely. So the DM should just use monsters like the Bebilith (Tremorsense), Balor (Truesight) and anything that has Blindsight. All three of those completely negate Blind and due to how close the Paladin has to be (5 squares), nearly every party member will be within the blindsight/tremorsense range.</p><p></p><p>Also you pointed out that the party will clump around the paladin. Even better, because not only does our friend I mentioned earlier Mr. Balor have truesight, he has a close burst 3 power. So the Balor can cut down the entire party even easier. Plus given the amount of radiant damage it does, the Balor might get bloodied if he takes enough from all 4 characters (assuming a bit of damage already). This means he'll recharge Beheading blade more than likely immediately. So he'll get two close burst 3 15-20 crit range, 74+3d12 crit damage bursts one right after the other with an action point.</p><p></p><p>Delicious.</p><p></p><p>Speaking of any monster with an AoE burst or similar can get around it (but not the damage), which often do ridiculous amounts of damage as well making the attack overall worth it. Noting that area burst and close burst powers ignore any penalties for being blind to begin with. Ranged artillery with AoE powers that are area burst 3 will catch the majority of the party while being well out of range and such forth.</p><p></p><p>It's really a very simple power to work around and has a major disadvantage for the Paladin given the party will clump around him. Also I can't help but feel Couatls or creatures that interact with radiant damage would be useful here.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5390952, member: 78116"] Tremorsense, Blindsight and Truesight all instantly nullify blind as an effect completely. So the DM should just use monsters like the Bebilith (Tremorsense), Balor (Truesight) and anything that has Blindsight. All three of those completely negate Blind and due to how close the Paladin has to be (5 squares), nearly every party member will be within the blindsight/tremorsense range. Also you pointed out that the party will clump around the paladin. Even better, because not only does our friend I mentioned earlier Mr. Balor have truesight, he has a close burst 3 power. So the Balor can cut down the entire party even easier. Plus given the amount of radiant damage it does, the Balor might get bloodied if he takes enough from all 4 characters (assuming a bit of damage already). This means he'll recharge Beheading blade more than likely immediately. So he'll get two close burst 3 15-20 crit range, 74+3d12 crit damage bursts one right after the other with an action point. Delicious. Speaking of any monster with an AoE burst or similar can get around it (but not the damage), which often do ridiculous amounts of damage as well making the attack overall worth it. Noting that area burst and close burst powers ignore any penalties for being blind to begin with. Ranged artillery with AoE powers that are area burst 3 will catch the majority of the party while being well out of range and such forth. It's really a very simple power to work around and has a major disadvantage for the Paladin given the party will clump around him. Also I can't help but feel Couatls or creatures that interact with radiant damage would be useful here. [/QUOTE]
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