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Hospitaler info

I took some time to type the info about the Paladin Paragon Path for the Hospitaler from the pics posted on the previous page. Don't worry, no alliteration is contained within...just crunchy goodness:

Healing Font • Hospitaler Utility 12
A short prayer bestows your weapon with Healing power, so that whenever it strikes an enemy it heals an ally.
Daily • Divine, Healing
Minor Action • Personal
Effect: Until the end of this encounter, when you attack on your turn and hit at least one enemy, you heal an ally. Choose one ally within 10 squares of you. That ally regains a number of hit points equal to 1d6 [?] you Wisdom modifier.


Life-Giving Smite • Hospitaler Attack 20
You ? your weapon with radiant power, and as you strike at a foe the power of the attack heals an ally.
Daily • Divine, Healing Radiant, Weapon
Standard Action • Melee Weapon
Target: One Creature
Attack: Charisma vs. Fortitude
Effect: Choose one ally within 10 squares of you. The ally can spend a healing surge. Add your Charisma modifier to the hit points regained.


Healing font is nice. Your allies aren't required to use their healing surges. I believe this is the first healing power that we've seen like that.
 

You bestow healing power on your weapon...so why doesn't it heal the opponent you hit with it? I'm still bothered by this disconnect for divine powers. Your weapon is imbued with healing power, so that when it hits something...an ally 50 feet away gains some hit points? There's a gulf between cause and effect that bothers me. I understand the game design reasons for it, I just don't know if I'll ever be comfortable with it.
 

Fifth Element said:
You bestow healing power on your weapon...so why doesn't it heal the opponent you hit with it? I'm still bothered by this disconnect for divine powers. Your weapon is imbued with healing power, so that when it hits something...an ally 50 feet away gains some hit points?
The paladin is imbued with divine power. But their role is a divine Warrior.

Think of the Paladin's holy symbol as his sword. And part of the act of casting the spell is using that holy symbol. He is a priest of war, and so his beneficial acts also take violence to achieve.
 
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An interesting note is that the hospitaler's utility uses wisdom instead of charisma. I'm curious to see if most attacks while be based on the class's prime stat, but utility powers may often be based on the secondary stats.
 

The Stormwarden's two attack powers were both Str vs AC, which made me wonder if the two weapon ranger uses Str for the primary characteristic and the Bow ranger uses Dex. It could be some classes really need more than one primary attack stat: the DDXP paladin had both Wis and Cha at 16.

Other things the new pictures tell us: the paragon paths are collected with each class, and there's no alternative choices choices for the paragon powers.

Since Miko was saying there are "over 30" paragon paths, I'm guessing there are 4 of them for each class.
 

Fifth Element said:
You bestow healing power on your weapon...so why doesn't it heal the opponent you hit with it? I'm still bothered by this disconnect for divine powers. Your weapon is imbued with healing power, so that when it hits something...an ally 50 feet away gains some hit points? There's a gulf between cause and effect that bothers me. I understand the game design reasons for it, I just don't know if I'll ever be comfortable with it.
Completely agree. That might be my biggest annoyance about 4E.
 

Kobold Avenger said:
The Great Wheel isn't too too important to Planescape, but a lot of it was built off of things from the Great Wheel.

And if the focus is solely on Sigil, then the Great Wheel isn't that important.
That's the thing though, your Planescape games didn't need to focus on Sigil. Sure, most did because of the factions and all the doors to everywhere, but at one point I had my Planescape game based mostly in the Upper Planes, and in particular Mount Celestia and Bytopia. They didn't stay there all the time - they moved all over the place - but for a long time it was effectively home for them. For me, Planescape was about mood and atmosphere and the conflict of ideas and the whole idea of living in the afterlife (while not being dead) and the jaded attitude that often comes from seeing all these contradicting beliefs all around you manifested throughout the Great Wheel.
 

Rechan said:
The paladin is imbued with divine power. But their role is a divine Warrior.

Think of the Paladin's holy symbol as his sword. And part of the act of casting the spell is using that holy symbol. He is a priest of war, and so his beneficial acts also take violence to achieve.
Perhaps, but the cleric is the same way. Call down a holy flame, and also give an ally a distance away some unrelated bonus.

I've really liked the martial and arcane powers I've seen so far. But many divine powers seem to be two effects glued together randomly.
 


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