Hypersmurf
Moderatarrrrh...
Elder-Basilisk said:Really, there are things that, while technically legal according to the game rules, ought not to be done. Horses initiating grapples is one of them.
Hey, you're trying to nerf the paladin!
-Hyp.
Elder-Basilisk said:Really, there are things that, while technically legal according to the game rules, ought not to be done. Horses initiating grapples is one of them.
Celtavian said:I think a Paladin could beat a Fighter/Cleric in a standard start at the same time fight. If the Paladin gave the cleric time to fully buff up prior to the fight, then there might be a problem depending on the cleric build. One Righteous Might spell would be incredibly hard for a Paladin to beat due to the DR. A Paladin couldn't wield a weapon capable of punching through the cleric's DR. Righteous Might is alot more powerful than it used to be.
Yeah. One reason why I always saw the paladin as superior to the ftr/clr built was that in my group the paladin (with the weaker stats) always lasted longer as frontliner, while the ftr/clr as second line supporter (he saw himself that way, the others wanted him further ahead) always went down first.Number47 said:I think the best test between the two characters, how does each contribute to a party, not who would win a fight. As a character, paladin just beats the pants off of cleric/fighter. It's little things that never get discussed in smackdown threads, like how a high charisma makes the paladin practically immune to level-appropriate magic. The mount kicks ass is there when you need it, unlike your mundane mount. Paladin spells are overall better for their level, a second level paladin spell is better than a second level cleric spell.
If all you are looking at is a one-on-one fight, it is the character with the most buffing and the time to do that buffing that will always win.
I did. But last time someone came up with these comparisons, they considered 3 prep rounds for the level 1 clericreapersaurus said:Darklone - you never understood (or responded about) that many fights don't start within melee range.
Yeah, sure. He's so sneaky, you knowIf you manufacture the environment to have the Paladin be on his mount, and within charge distance vs the cleric (unmounted), than that isn't a comparison - you might as well give the Paladin a surprise round while you're at it.
I don't know many long running buffs anymore... And I do not allow Persistent Spell as written, that may of course be a reason why I see usually the paladin as winner.So I think a fair comparison would include at least 1 round's prep, not to mention any long-running buffs that the cleric might have running.
The Divine feat chains: Last time we considered these things, we agreed that a ftr/clr likely a higher Wis and the paladin a higher Cha. Strength and Con might easily be similar. If that's the case, then a paladin will usually benefit more.And other than the spells, the real reason a ftr/clr will kick all over a paladin (mechanics only, guys- we're not comparing roleplay here) is because of the feats.
Whatever feat chain you think a paladin can take advantage of (Divine Might, Divine Shield/Shield Charge or Mounted Combat/Ride-By/Spirited Charge), a ftr/clr can take advantage of BETTER.
What does the paladin have instead? ooooh, a likely-useless Smite.
And the problematic Mount.![]()