Destil
Explorer
I'm playing a, now 11th level, kalashtar paladin in a weekly game. While the paragon path and feats make me feel both a lot more sturdy and effective as a defender, I still spent about one third of my last session grabbed by a grey-render. Have I missed any good options to help avoid/get out of this sort of thing?
A) Training Athletics or Acrobatics feels like too little, too late. Fort defenses are crazy high on most graby monsters, and my respective ability scores are 9 and 11. After the -4 armor check I don't think another +5 is going to get me anywhere close to getting out.
B) Magic items are not an option. I'm extremely lucky to have the flail, as this is an campaign with almost no magic items (we've so far each gotten a single level 8 item of our choice for selfless actions and one dagger that I'd classify as a lesser artifact, plus some consumables). Further the DM doesn't appear to care about the 'too hit' math and generally scales monsters numbers fairly erratically or not at all to compensate.
C) My companions do help me when they can. Slide and push powers from our strikers got me free twice with the render, for instance. But I wouldn't mind having a more reliable option on my own.
Lars, level 11
Kalashtar, Paladin, Hospitaler
Kalashtar: Perception Bonus
Background: Geography - Urban (Streetwise class skill)
FINAL ABILITY SCORES
Str 9, Con 15, Dex 11, Int 14, Wis 19, Cha 21.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 13, Wis 14, Cha 16.
AC: 26 Fort: 18 Reflex: 20 Will: 21
HP: 90 Surges: 12 Surge Value: 22
TRAINED SKILLS
Religion +12, Streetwise +15, Diplomacy +15, Insight +16, Perception +16
UNTRAINED SKILLS
Acrobatics +1, Arcana +7, Bluff +10, Dungeoneering +9, Endurance +3, Heal +9, History +7, Intimidate +10, Nature +9, Stealth +1, Thievery +1, Athletics
FEATS
Level 1: Skill Training (Perception)
Level 2: Weapon Proficiency (Triple-headed flail)
Level 4: Virtuous Recovery
Level 6: Acolyte of Divine Secrets (retrained to Honored Foe at Level 11)
Level 8: Quori Shield
Level 10: Focused Expertise (Triple-headed flail)
Level 11: Armor Specialization (Plate)
POWERS
Acolyte of Divine Secrets: Mantle of the Infidel
Lay on Hands: Lay on Hands
Paladin at-will 1: Bolstering Strike (retrained to Virtuous Strike at Level 8)
Paladin at-will 1: Enfeebling Strike
Power User Choice: Hand of Justice
Paladin encounter 1: Fearsome Smite
Paladin daily 1: Radiant Delirium
Paladin utility 2: Call of Challenge
Paladin encounter 3: Righteous Smite
Paladin daily 5: Hallowed Circle
Paladin utility 6: Wrath of the Gods
Paladin encounter 7: Astral Thunder
Paladin daily 9: Ray of Reprisal
Paladin utility 10: Turn the Tide
ITEMS
Heavy Shield, Plate Armor, Adventurer's Kit, Disrupting Triple-headed flail +2, Dagger, Potion of Vitality (paragon tier) (3)
A) Training Athletics or Acrobatics feels like too little, too late. Fort defenses are crazy high on most graby monsters, and my respective ability scores are 9 and 11. After the -4 armor check I don't think another +5 is going to get me anywhere close to getting out.
B) Magic items are not an option. I'm extremely lucky to have the flail, as this is an campaign with almost no magic items (we've so far each gotten a single level 8 item of our choice for selfless actions and one dagger that I'd classify as a lesser artifact, plus some consumables). Further the DM doesn't appear to care about the 'too hit' math and generally scales monsters numbers fairly erratically or not at all to compensate.
C) My companions do help me when they can. Slide and push powers from our strikers got me free twice with the render, for instance. But I wouldn't mind having a more reliable option on my own.
Lars, level 11
Kalashtar, Paladin, Hospitaler
Kalashtar: Perception Bonus
Background: Geography - Urban (Streetwise class skill)
FINAL ABILITY SCORES
Str 9, Con 15, Dex 11, Int 14, Wis 19, Cha 21.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 13, Wis 14, Cha 16.
AC: 26 Fort: 18 Reflex: 20 Will: 21
HP: 90 Surges: 12 Surge Value: 22
TRAINED SKILLS
Religion +12, Streetwise +15, Diplomacy +15, Insight +16, Perception +16
UNTRAINED SKILLS
Acrobatics +1, Arcana +7, Bluff +10, Dungeoneering +9, Endurance +3, Heal +9, History +7, Intimidate +10, Nature +9, Stealth +1, Thievery +1, Athletics
FEATS
Level 1: Skill Training (Perception)
Level 2: Weapon Proficiency (Triple-headed flail)
Level 4: Virtuous Recovery
Level 6: Acolyte of Divine Secrets (retrained to Honored Foe at Level 11)
Level 8: Quori Shield
Level 10: Focused Expertise (Triple-headed flail)
Level 11: Armor Specialization (Plate)
POWERS
Acolyte of Divine Secrets: Mantle of the Infidel
Lay on Hands: Lay on Hands
Paladin at-will 1: Bolstering Strike (retrained to Virtuous Strike at Level 8)
Paladin at-will 1: Enfeebling Strike
Power User Choice: Hand of Justice
Paladin encounter 1: Fearsome Smite
Paladin daily 1: Radiant Delirium
Paladin utility 2: Call of Challenge
Paladin encounter 3: Righteous Smite
Paladin daily 5: Hallowed Circle
Paladin utility 6: Wrath of the Gods
Paladin encounter 7: Astral Thunder
Paladin daily 9: Ray of Reprisal
Paladin utility 10: Turn the Tide
ITEMS
Heavy Shield, Plate Armor, Adventurer's Kit, Disrupting Triple-headed flail +2, Dagger, Potion of Vitality (paragon tier) (3)