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Paladins - How to play/make them?
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<blockquote data-quote="Ridley's Cohort" data-source="post: 3129330" data-attributes="member: 545"><p>My Paladin's preferred method of turning undead is to invoke Divine Might.</p><p></p><p>Turning is really unnecessary. Anything you are likely you successfully turn, even with your sky high Cha, is something that could be chopped up in 1-2 rounds. I suppose that it could be valuable if you are overrun by weak undead, but Cleave and Fireballs can handle that as well.</p><p></p><p>The advantages of sticking straight Paladin are:</p><p></p><p>(1) Lay on Hands: This is the best dire emergency healing in the game until the party cleric is high enough level to cast Heal, better than any other healing spell. Wands are good enough when the fight is over, but what are you going to do when someone needs 30 or 45 or 60 points of healing <em>right now</em>.</p><p></p><p>(2) Smite Evil: This adds up and it is bread & butter for smackdowns, and every Paladin level boosts it up further -- not that you necessarily care about smackdowns, but this is a vote for its potency. <strong>Extra Smiting.</strong> I know. You are thinking "That sounds boring. I already have 1-2 Smite Evils." At least that is what <em>I</em> thought when it was suggested to me. But this feat works. It gives the Paladin a lot of focus as absolutely fearsome against evil -- only the most superoptimized heavy offensive Fighter can compete with a Paladin using Smite Evil and Divine Might in combination.</p><p></p><p>(3) Spellcasting: Not necessarily a huge deal, but I think that getting up to a level where you get a 2nd level spell is really nice. You really really want at least 6 Paladin levels so you can cast Bull's Strength and Remove Paralysis (in an emergency) from a scroll. The 3rd and 4th level Paladin spells are nothing to sneeze, although it is a long road there.</p><p></p><p>(4) Paladin Mount: You want <em>at least</em> 8 Paladin levels to get that next boost to your mount. Playing levels 5-10, the special mount can give most party members a run for their money in terms of raw combat effectiveness, including the Paladin himself. Yes, the mount fades in significance at higher levels, but it is a <em>dominating</em> presence early on.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 3129330, member: 545"] My Paladin's preferred method of turning undead is to invoke Divine Might. Turning is really unnecessary. Anything you are likely you successfully turn, even with your sky high Cha, is something that could be chopped up in 1-2 rounds. I suppose that it could be valuable if you are overrun by weak undead, but Cleave and Fireballs can handle that as well. The advantages of sticking straight Paladin are: (1) Lay on Hands: This is the best dire emergency healing in the game until the party cleric is high enough level to cast Heal, better than any other healing spell. Wands are good enough when the fight is over, but what are you going to do when someone needs 30 or 45 or 60 points of healing [i]right now[/i]. (2) Smite Evil: This adds up and it is bread & butter for smackdowns, and every Paladin level boosts it up further -- not that you necessarily care about smackdowns, but this is a vote for its potency. [b]Extra Smiting.[/b] I know. You are thinking "That sounds boring. I already have 1-2 Smite Evils." At least that is what [i]I[/i] thought when it was suggested to me. But this feat works. It gives the Paladin a lot of focus as absolutely fearsome against evil -- only the most superoptimized heavy offensive Fighter can compete with a Paladin using Smite Evil and Divine Might in combination. (3) Spellcasting: Not necessarily a huge deal, but I think that getting up to a level where you get a 2nd level spell is really nice. You really really want at least 6 Paladin levels so you can cast Bull's Strength and Remove Paralysis (in an emergency) from a scroll. The 3rd and 4th level Paladin spells are nothing to sneeze, although it is a long road there. (4) Paladin Mount: You want [i]at least[/i] 8 Paladin levels to get that next boost to your mount. Playing levels 5-10, the special mount can give most party members a run for their money in terms of raw combat effectiveness, including the Paladin himself. Yes, the mount fades in significance at higher levels, but it is a [i]dominating[/i] presence early on. [/QUOTE]
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Paladins - How to play/make them?
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