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Paladins - The first 4e class to fail
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<blockquote data-quote="Gorrstagg" data-source="post: 4689750" data-attributes="member: 15863"><p>What I noticed.. the Paladin as it is set up in the book isn't being all it can be. And works best with another class that gives it comparable powers.</p><p></p><p>I find that merging the Paladin with a Cleric is a great combination. That to me, makes it feel very much like a power house, as it's supposed to be. And is dropping heals when things get dicey.</p><p></p><p>By the same token, one could in theory always go Fighter and take advantage of Strength based attacks that focus less on healing and more on damage.</p><p></p><p>It's all a matter of perspective.</p><p></p><p>As a stand alone class, it's alright. And I'm certain it will really explode into a real shining beacon with Divine power down the road.</p><p></p><p>Over all.. I like this build for a melee Paladin who is still kicking tail and healing his allies when things get nasty.</p><p></p><p>(Ignore the gear in a sense, this is just what I projected as a DM for such a character in a campaign I'm running.)</p><p></p><p>====== Created Using Wizards of the Coast D&DI Character Builder ======</p><p>Mythbuster, level 11</p><p>Dragonborn, Paladin, Hospitaler</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 22, Con 11, Dex 11, Int 9, Wis 15, Cha 19.</p><p></p><p>Starting Ability Scores</p><p>Str 17, Con 10, Dex 10, Int 8, Wis 14, Cha 14.</p><p></p><p></p><p>AC: 28 Fort: 24 Reflex: 20 Will: 22</p><p>HP: 86 Surges: 10 Surge Value: 21</p><p></p><p>TRAINED SKILLS</p><p>Religion, Insight, Diplomacy, Intimidate.</p><p></p><p>FEATS</p><p>1: Weapon Proficiency (Waraxe)</p><p>2: Initiate of the Faith</p><p>4: Novice Power</p><p>6: Weapon Focus (Axe)</p><p>8: Acolyte Power</p><p>10: Adept Power</p><p>11: Healing Hands</p><p></p><p>POWERS</p><p>1, At-Will: Holy Strike</p><p>1, At-Will: Valiant Strike</p><p>1, Encounter: Piercing Smite</p><p>1, Daily: Paladin's Judgment</p><p>2, Utility: Sacred Circle (retrained to Cure Light Wounds at Acolyte Power)</p><p>3, Encounter: Invigorating Smite (retrained to Healing Strike at Novice Power)</p><p>5, Daily: Martyr's Retribution (retrained to Consecrated Ground at Adept Power)</p><p>6, Utility: Wrath of the Gods</p><p>7, Encounter: Thunder Smite (retrained to Strengthen the Faithful at Novice Power)</p><p>9, Daily: Crown of Glory (retrained to Divine Power at Adept Power)</p><p>10, Utility: Turn the Tide (retrained to Mass Cure Light Wounds at Acolyte Power)</p><p></p><p>ITEMS</p><p>Adventurer's Kit, Healer's Brooch +2, Recoil Shield Heavy Shield (heroic tier), Iron Armbands of Power (heroic tier), Helm of Opportunity (heroic tier), Boots of the Fencing Master (heroic tier), Healer's Sash (paragon tier), Symbol of Life +2, Radiant Waraxe +3, Reinforcing Layered Plate Armor +2</p><p>====== Created Using Wizards of the Coast D&DI Character Builder ======</p></blockquote><p></p>
[QUOTE="Gorrstagg, post: 4689750, member: 15863"] What I noticed.. the Paladin as it is set up in the book isn't being all it can be. And works best with another class that gives it comparable powers. I find that merging the Paladin with a Cleric is a great combination. That to me, makes it feel very much like a power house, as it's supposed to be. And is dropping heals when things get dicey. By the same token, one could in theory always go Fighter and take advantage of Strength based attacks that focus less on healing and more on damage. It's all a matter of perspective. As a stand alone class, it's alright. And I'm certain it will really explode into a real shining beacon with Divine power down the road. Over all.. I like this build for a melee Paladin who is still kicking tail and healing his allies when things get nasty. (Ignore the gear in a sense, this is just what I projected as a DM for such a character in a campaign I'm running.) ====== Created Using Wizards of the Coast D&DI Character Builder ====== Mythbuster, level 11 Dragonborn, Paladin, Hospitaler FINAL ABILITY SCORES Str 22, Con 11, Dex 11, Int 9, Wis 15, Cha 19. Starting Ability Scores Str 17, Con 10, Dex 10, Int 8, Wis 14, Cha 14. AC: 28 Fort: 24 Reflex: 20 Will: 22 HP: 86 Surges: 10 Surge Value: 21 TRAINED SKILLS Religion, Insight, Diplomacy, Intimidate. FEATS 1: Weapon Proficiency (Waraxe) 2: Initiate of the Faith 4: Novice Power 6: Weapon Focus (Axe) 8: Acolyte Power 10: Adept Power 11: Healing Hands POWERS 1, At-Will: Holy Strike 1, At-Will: Valiant Strike 1, Encounter: Piercing Smite 1, Daily: Paladin's Judgment 2, Utility: Sacred Circle (retrained to Cure Light Wounds at Acolyte Power) 3, Encounter: Invigorating Smite (retrained to Healing Strike at Novice Power) 5, Daily: Martyr's Retribution (retrained to Consecrated Ground at Adept Power) 6, Utility: Wrath of the Gods 7, Encounter: Thunder Smite (retrained to Strengthen the Faithful at Novice Power) 9, Daily: Crown of Glory (retrained to Divine Power at Adept Power) 10, Utility: Turn the Tide (retrained to Mass Cure Light Wounds at Acolyte Power) ITEMS Adventurer's Kit, Healer's Brooch +2, Recoil Shield Heavy Shield (heroic tier), Iron Armbands of Power (heroic tier), Helm of Opportunity (heroic tier), Boots of the Fencing Master (heroic tier), Healer's Sash (paragon tier), Symbol of Life +2, Radiant Waraxe +3, Reinforcing Layered Plate Armor +2 ====== Created Using Wizards of the Coast D&DI Character Builder ====== [/QUOTE]
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