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Star Paladin Hybrid
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<blockquote data-quote="mkill" data-source="post: 5150566" data-attributes="member: 55985"><p>Now that the implement issue is answered, what exactly is the benefit of a Paladin / Star Pact Warlock combination?</p><p></p><p>Both Paladin and Star Pact Warlock are notorious for multiple attribute dependency issues, one for trying to keep Str/(Con)/Wis/Cha up, the other Con/Int/Cha. How is that supposed to work? So Charisma main stat, dump Dex, but then!?</p><p></p><p>Your hybrid talent is eaten up to get the Paladin armor proficiencies (I assume).</p><p></p><p>Your Hybrid Divine Challenge deals almost no damage and can be ignored by most monsters. Of course you can ignore Divine Challenge and concentrate on powers that grant Divine Sanction, but that's another wasted class feature.</p><p></p><p>Why Star Pact? Dire Radiance is pretty useless for a Defender, as because you want monsters to stay close, not punish them for it. I guess you want to go Eldritch Strike, but then Star Pact is unnecessary. You don't gain the Pact Boon either, because Hybrid Talent is necessary elsewhere, but then a piddly +1 to hit that you need to use immediately isn't exactly stellar anyway.</p><p></p><p>Unless there is some ubercombo that I missed, I just don't get how this character is useful in any way. Your Charisma-Paladin part wants you to collect as many foes around you as possible to fry them with close bursts and deal divine sanction, but then you can't use your ranged Warlock powers without eating several opportunity attacks. You're a Striker / Defender with a gimped mark and mediorcre damage, and can fill neither role properly.</p><p></p><p>There is one thing I see here and that is the option to go Morninglord and abuse radiant vulnerability (Star Pact has tons of radiant attacks). However, that will only become viable from 16th level, and there are easier ways to get there.</p><p></p><p>And before anybody says "it's a pure RP concept", how do the following match:</p><p>Star Pact</p><p><em>You have mastered the astrologer’s art, learning the secret names of the stars and gazing into the Far Realm beyond, gaining great power thereby. You can call upon powers that madden or terrify your enemies, manipulate chance and fate, or scour your foes with icy banes and curses drawn from beyond the night sky.</em></p><p></p><p><em>Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves. Paladins smite enemies with divine authority, bolster the courage of nearby companions, and radiate as if a beacon of inextinguishable hope. Paladins are transfigured on the field of battle, exemplars of divine ethos in action.</em></p><p></p><p>That must be a pretty shrewd deity that allows its servants to dabble in arcane arts to call upon ancient, terrifying beings from far beyond the divine realms.</p></blockquote><p></p>
[QUOTE="mkill, post: 5150566, member: 55985"] Now that the implement issue is answered, what exactly is the benefit of a Paladin / Star Pact Warlock combination? Both Paladin and Star Pact Warlock are notorious for multiple attribute dependency issues, one for trying to keep Str/(Con)/Wis/Cha up, the other Con/Int/Cha. How is that supposed to work? So Charisma main stat, dump Dex, but then!? Your hybrid talent is eaten up to get the Paladin armor proficiencies (I assume). Your Hybrid Divine Challenge deals almost no damage and can be ignored by most monsters. Of course you can ignore Divine Challenge and concentrate on powers that grant Divine Sanction, but that's another wasted class feature. Why Star Pact? Dire Radiance is pretty useless for a Defender, as because you want monsters to stay close, not punish them for it. I guess you want to go Eldritch Strike, but then Star Pact is unnecessary. You don't gain the Pact Boon either, because Hybrid Talent is necessary elsewhere, but then a piddly +1 to hit that you need to use immediately isn't exactly stellar anyway. Unless there is some ubercombo that I missed, I just don't get how this character is useful in any way. Your Charisma-Paladin part wants you to collect as many foes around you as possible to fry them with close bursts and deal divine sanction, but then you can't use your ranged Warlock powers without eating several opportunity attacks. You're a Striker / Defender with a gimped mark and mediorcre damage, and can fill neither role properly. There is one thing I see here and that is the option to go Morninglord and abuse radiant vulnerability (Star Pact has tons of radiant attacks). However, that will only become viable from 16th level, and there are easier ways to get there. And before anybody says "it's a pure RP concept", how do the following match: Star Pact [I]You have mastered the astrologer’s art, learning the secret names of the stars and gazing into the Far Realm beyond, gaining great power thereby. You can call upon powers that madden or terrify your enemies, manipulate chance and fate, or scour your foes with icy banes and curses drawn from beyond the night sky.[/I] [I]Paladins are indomitable warriors who’ve pledged their prowess to something greater than themselves. Paladins smite enemies with divine authority, bolster the courage of nearby companions, and radiate as if a beacon of inextinguishable hope. Paladins are transfigured on the field of battle, exemplars of divine ethos in action.[/I] That must be a pretty shrewd deity that allows its servants to dabble in arcane arts to call upon ancient, terrifying beings from far beyond the divine realms. [/QUOTE]
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