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Unhappy Pally - Righteous Rage + Vicious Weapon
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<blockquote data-quote="Mallus" data-source="post: 4769324" data-attributes="member: 3887"><p>First of all... let him rebuild/swap characters until he's satisfied. This is always good advice. Recreational activities should be fun.</p><p></p><p>Second... 4th edition paladins are fine, particularly the Dragonborn variety, though I really recommend going CHA then STR, or forsaking STR entirely thanks to the Martial Training feat. </p><p></p><p>Third... paladins take a few levels to come into their own. By 6th, thanks to Wrath of the Gods --good even if you 'only' have a CHA of 14-- and items like the Iron Armbands of Might (AV, +2 to melee damage, kinda cheesy), you can quickly ramp up their damage potential to Striker territory. </p><p></p><p>Even something simple like a Bloodclaw weapon (AV again, take enhancement bonus in damage for 2X enhancement bonus extra damage) can make a big difference.</p><p></p><p>Under optimal conditions --ie, while Bloodied, using a Bloodclaw battle axe, and under the effect of Wrath of the Gods-- my Dragonborn paladin does 1d10+19 w/his at-will. </p><p></p><p>Fourth... having to split your item budget between a weapon and an implement <strong>is</strong> a problem. We allow paladins to use their weapons as implements.</p><p></p><p>Fifth... throw some undead at the paladin. Being able to generate Radiant damage (w/a weapon attack) against vulnerable opponents will have him feeling more useful in no time.</p></blockquote><p></p>
[QUOTE="Mallus, post: 4769324, member: 3887"] First of all... let him rebuild/swap characters until he's satisfied. This is always good advice. Recreational activities should be fun. Second... 4th edition paladins are fine, particularly the Dragonborn variety, though I really recommend going CHA then STR, or forsaking STR entirely thanks to the Martial Training feat. Third... paladins take a few levels to come into their own. By 6th, thanks to Wrath of the Gods --good even if you 'only' have a CHA of 14-- and items like the Iron Armbands of Might (AV, +2 to melee damage, kinda cheesy), you can quickly ramp up their damage potential to Striker territory. Even something simple like a Bloodclaw weapon (AV again, take enhancement bonus in damage for 2X enhancement bonus extra damage) can make a big difference. Under optimal conditions --ie, while Bloodied, using a Bloodclaw battle axe, and under the effect of Wrath of the Gods-- my Dragonborn paladin does 1d10+19 w/his at-will. Fourth... having to split your item budget between a weapon and an implement [b]is[/b] a problem. We allow paladins to use their weapons as implements. Fifth... throw some undead at the paladin. Being able to generate Radiant damage (w/a weapon attack) against vulnerable opponents will have him feeling more useful in no time. [/QUOTE]
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Unhappy Pally - Righteous Rage + Vicious Weapon
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