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General Tabletop Discussion
Character Builds & Optimization
'The Paladin as King': Cutting Through the Hype
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<blockquote data-quote="Logain08" data-source="post: 6752376" data-attributes="member: 6804227"><p>For my level 9 paladin, I raised my strength to 20 with my two ABIs. Rather boring, I know, but effective.</p><p></p><p>I favor GWF, not for wielding the greatsword as such, but for rerollling 1s and 2s when I smite. When I attack normally with my level 9 paladin, I do about the same damage as the rapier-wielding fighter in our group with the dueling style. So for me the value of GWF is mostly in extra smiting damage.</p><p></p><p>In our new campaign, I'm planning on taking GWM at level 4. I still think maxing your attack attribute (strength or dexterity) is more important, but I want something different this time around. And now we have a cleric to cast bless, which may offset my lower attack bonus and damage.</p><p></p><p>As for lessons learned:</p><p>- Bless is great, if you know when to use it. In our longest running campaign, I was the only one in the group who was able to cast it, but I often misjudged the need to cast it, wasting the slot.</p><p>- Wrathful Smite is an excellent level 1 spell. Great for taking out low-wisdom hard-hitting mobs, such as ogres and giants. If you succeed with wrathful smite, those type of monsters can basically do nothing to harm you for the rest of the fight. Fun stuff.</p><p>- Always keep some LoH on reserve, just in case you need to bring someone back during combat, or just after it.</p><p>- Abjure Enemy isn't as good as Oath of Enmity, but it has its uses, especially when you want to prevent an enemy from escaping or from closing the distance while you deal with other enemies.</p><p>- Relentless Avenger sucks. Especially compared to what Devotion or Ancient paladins get at that level. Moving 15 feet if you get an OA isn't all that great.</p><p>- I play the only character in our group that has a good strength score, don't underestimate the tactical options of shoving and knocking someone prone. You can contribute a lot to a group in that way. I want to use those options more in our new campaign.</p><p></p><p>I hope this is useful. But again, paladins are far from squishy. Sure, barbarians may be tougher, but I think they're supposed to be tougher anyway. Paladins are extremely versatile as far as warriors go: you can damage, take damage, support the party with spells, excellent burst damage, a pool of healing throughout the day whereby you can control (!) the amount you heal (so nothing is ever wasted!). So for me, depending on the encounter, there is always a useful way to contribute. I love the class!</p></blockquote><p></p>
[QUOTE="Logain08, post: 6752376, member: 6804227"] For my level 9 paladin, I raised my strength to 20 with my two ABIs. Rather boring, I know, but effective. I favor GWF, not for wielding the greatsword as such, but for rerollling 1s and 2s when I smite. When I attack normally with my level 9 paladin, I do about the same damage as the rapier-wielding fighter in our group with the dueling style. So for me the value of GWF is mostly in extra smiting damage. In our new campaign, I'm planning on taking GWM at level 4. I still think maxing your attack attribute (strength or dexterity) is more important, but I want something different this time around. And now we have a cleric to cast bless, which may offset my lower attack bonus and damage. As for lessons learned: - Bless is great, if you know when to use it. In our longest running campaign, I was the only one in the group who was able to cast it, but I often misjudged the need to cast it, wasting the slot. - Wrathful Smite is an excellent level 1 spell. Great for taking out low-wisdom hard-hitting mobs, such as ogres and giants. If you succeed with wrathful smite, those type of monsters can basically do nothing to harm you for the rest of the fight. Fun stuff. - Always keep some LoH on reserve, just in case you need to bring someone back during combat, or just after it. - Abjure Enemy isn't as good as Oath of Enmity, but it has its uses, especially when you want to prevent an enemy from escaping or from closing the distance while you deal with other enemies. - Relentless Avenger sucks. Especially compared to what Devotion or Ancient paladins get at that level. Moving 15 feet if you get an OA isn't all that great. - I play the only character in our group that has a good strength score, don't underestimate the tactical options of shoving and knocking someone prone. You can contribute a lot to a group in that way. I want to use those options more in our new campaign. I hope this is useful. But again, paladins are far from squishy. Sure, barbarians may be tougher, but I think they're supposed to be tougher anyway. Paladins are extremely versatile as far as warriors go: you can damage, take damage, support the party with spells, excellent burst damage, a pool of healing throughout the day whereby you can control (!) the amount you heal (so nothing is ever wasted!). So for me, depending on the encounter, there is always a useful way to contribute. I love the class! [/QUOTE]
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'The Paladin as King': Cutting Through the Hype
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