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Fixing The Paladin
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1546227" data-attributes="member: 3146"><p>I think you're laboring under some misconceptions here. My own experience playing a paladin and playing paladins is that my paladin really felt weak from about first to fourth level and may now start to come into his own.</p><p></p><p>My observation from looking at other peoples' paladins is that paladins start to shine brightest at high levels and when mounted. The mount ability is probably one of the most significant class features of the character.</p><p></p><p></p><p></p><p>Right on there. Fear effects don't seem that common (though a lot of the powerful evil outsiders and dragons have fear auras so there may be something there--we just haven't run into any of them). Certainly, in my experience, immunity to fear isn't even remotely close to as useful as the Holy Liberator's immunity to charms and compulsions.</p><p></p><p></p><p></p><p>Nonsense. Divine Grace is one of the most scalable paladin abilities because attributes are scalable. If it starts at +2 (14 charisma), it will almost certainly finish at +8-+10 between stat bumps, inherent bonusses from tomes, and +6 cloaks. If you manage to finagle some other kind of charisma increase (like the competence bonus from DotF Armor of Command) it scales even faster.</p><p></p><p></p><p></p><p>In my observation, by mid levels, Lay on Hands is one of the best combat healing abilities out there. An 8th level paladin with an 18 modified charisma will cure 32 points of damage with Lay on Hands. The 8th level cleric only averages 27 points with a cure critical wounds. Past that, the only thing that competes with it is a Heal spell and at 20th level, even a Heal spell is unlikely to be able to match the Lay on Hands ability for curing damage.</p><p></p><p> </p><p></p><p>3.5 really nerfed the paladin's Turn Undead ability. It's semi-useful against hordes of weak undead--provided they're not accompanied by an evil cleric and therefore bolstered. If the weak undead are accompanied by an evil cleric, the paladin shouldn't bother. At -3 levels, it's not going to be very useful against tough undead. It was marginal at -2 levels in 3.0. About all it's good for is powering Divine feats.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1546227, member: 3146"] I think you're laboring under some misconceptions here. My own experience playing a paladin and playing paladins is that my paladin really felt weak from about first to fourth level and may now start to come into his own. My observation from looking at other peoples' paladins is that paladins start to shine brightest at high levels and when mounted. The mount ability is probably one of the most significant class features of the character. Right on there. Fear effects don't seem that common (though a lot of the powerful evil outsiders and dragons have fear auras so there may be something there--we just haven't run into any of them). Certainly, in my experience, immunity to fear isn't even remotely close to as useful as the Holy Liberator's immunity to charms and compulsions. Nonsense. Divine Grace is one of the most scalable paladin abilities because attributes are scalable. If it starts at +2 (14 charisma), it will almost certainly finish at +8-+10 between stat bumps, inherent bonusses from tomes, and +6 cloaks. If you manage to finagle some other kind of charisma increase (like the competence bonus from DotF Armor of Command) it scales even faster. In my observation, by mid levels, Lay on Hands is one of the best combat healing abilities out there. An 8th level paladin with an 18 modified charisma will cure 32 points of damage with Lay on Hands. The 8th level cleric only averages 27 points with a cure critical wounds. Past that, the only thing that competes with it is a Heal spell and at 20th level, even a Heal spell is unlikely to be able to match the Lay on Hands ability for curing damage. 3.5 really nerfed the paladin's Turn Undead ability. It's semi-useful against hordes of weak undead--provided they're not accompanied by an evil cleric and therefore bolstered. If the weak undead are accompanied by an evil cleric, the paladin shouldn't bother. At -3 levels, it's not going to be very useful against tough undead. It was marginal at -2 levels in 3.0. About all it's good for is powering Divine feats. [/QUOTE]
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