Paladin. Disappointing

mach1.9pants said:
Nope it says: at will BUT max 3/day (?) MAX 1 per round:
effect: You spend a healing surge but regain no hit points. (fair enough I see your point, however....)Instead, the target regains hit points as if it has spent a healing surge.
So unless you cannot target yourself, you are the target, you heal yourself. Particularly if you are an evil Paladin ;).
Another good one for the Sage, I suppose. If you can't use it one yourself, it should specify that. Anybody actually tried it at DDXP????

Uh... you do know that the idea of Healing Surges is so that people can heal themselves, right?
 

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Ipissimus said:
Uh... you do know that the idea of Healing Surges is so that people can heal themselves, right?
Nope, I didn't know that at all. I thought that you could trigger one per encounter (as the standard) by triggering your second wind. Outside that some power or feature would have to do it. Outside combat, only, you can surge heal at will:
"5. Healing gets an overhaul.
Hit points still measure your ability to stay in the fight, but healing’s no longer just the burden of one character anymore. Each character has a certain number of healing surges. Once during each encounter, you can take a standard action called a second wind; this gives you a certain amount of hit points back equal to your healing surge value and gives you a +2 bonus to all your defenses until the start of your next turn. You then tick off one of your healing surges for the day. Some powers (like some cleric prayers) will also heal you your healing surge value, and you’ll tick off your healing surges for them as well. When you run out of healing surges, you’ll want to take an extended rest.

If you’re outside of combat, you can take a short rest and tick off the healing surges you need to heal up damage."
 


Bolstering Strike is quite impressive, every time the paladin hit his foe he inflict 1d6+3 damage while regaining 3 HP. That mean in melee combat the paladin kick asses. And that is only a halfling with a shortsword, can you imagine a dragonborn with a greatsword?
 


The more I look at the Paladin the better he looks.

That high Halfling AC/screw you critical hit combo is a nice first step.

Then the Paladin Challenge with throwing hammer?

Paladin readies action to hit first monster to attack cleric.

Cleric goes in first. He has decent AC and is a priority target.

Monster moves to attacks cleric.

Paladin targets Monster with divine challenge. Minor action.

Then Paladin throws hammer with sheilding smite for 2d6+3 damage and a +3 AC boost to cleric.

Monster then attacks cleric at -2 and sustains 8 radiant damage or takes AoO from cleric (1d8+2) as it moves against Paladin.

& Paladin now attacks with +5 and damage 1d6+5 against marked target.

Having both a Paladin and Fighter in your party is even more murderous since the Fighter can potentially stop the Paladin's mark from attacking the Paladin at all.

And did anyone else notice that the Ranger's Quarry says nothing about being a mark? Mmmm, delicious overlap.
 
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