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Blog: Paladin vs. Cleric, fight!
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<blockquote data-quote="ComputerSherpa" data-source="post: 5889276" data-attributes="member: 83829"><p>There are two spells that I feel essentially describe the Paladin: <em>Lay on Hands</em> and <em>Smite Evil</em>.</p><p></p><p>In the recent column <a href="http://wizards.com/dnd/Article.aspx?x=dnd/4ll/20120423" target="_blank">Cleric Design Goals</a>, Mike Mearls wrote that "Divine powers are subtle and indirect", citing <em>bless, cure light wounds,</em> and <em>neutralize poison</em> as iconic divine spells. This is absolutely correct for the Cleric, but it's not right for the Paladin. Paladins are <strong>not subtle.</strong> They are the dramatic, heroic, hard-charging front-line warriors of the church.</p><p></p><p>Clerics are support characters. They are tremendously powerful--sometimes even essential--in that role. Their main job is to heal and bolster their allies using magic, and they are also equipped to smack someone around with a mace should that become necessary.</p><p></p><p>Paladins are also support characters, but in a different way. The most essential piece of equipment for a cleric is their holy symbol; the most essential piece of gear for a paladin is his shield. Paladins are superb defenders: they're tough, they can heal themselves and their allies, and their spells earn them the fear of their enemies. When a paladin finds an enemy worthy of his <em>smite evil</em> spell, sh*t is going down.</p><p></p><p>Being a paladin isn't about riding on horseback. It's about protecting your friends until your last breath--not by standing behind them with a heal, but by standing in front of them with a stout shield and a dangerous look in your eye. And it's about putting the fear of God into your enemies by showing them the glorious power your deity grants unto his champions.</p></blockquote><p></p>
[QUOTE="ComputerSherpa, post: 5889276, member: 83829"] There are two spells that I feel essentially describe the Paladin: [i]Lay on Hands[/i] and [i]Smite Evil[/i]. In the recent column [url="http://wizards.com/dnd/Article.aspx?x=dnd/4ll/20120423"]Cleric Design Goals[/url], Mike Mearls wrote that "Divine powers are subtle and indirect", citing [i]bless, cure light wounds,[/i] and [i]neutralize poison[/i] as iconic divine spells. This is absolutely correct for the Cleric, but it's not right for the Paladin. Paladins are [b]not subtle.[/b] They are the dramatic, heroic, hard-charging front-line warriors of the church. Clerics are support characters. They are tremendously powerful--sometimes even essential--in that role. Their main job is to heal and bolster their allies using magic, and they are also equipped to smack someone around with a mace should that become necessary. Paladins are also support characters, but in a different way. The most essential piece of equipment for a cleric is their holy symbol; the most essential piece of gear for a paladin is his shield. Paladins are superb defenders: they're tough, they can heal themselves and their allies, and their spells earn them the fear of their enemies. When a paladin finds an enemy worthy of his [i]smite evil[/i] spell, sh*t is going down. Being a paladin isn't about riding on horseback. It's about protecting your friends until your last breath--not by standing behind them with a heal, but by standing in front of them with a stout shield and a dangerous look in your eye. And it's about putting the fear of God into your enemies by showing them the glorious power your deity grants unto his champions. [/QUOTE]
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