The Paladin Freeing Angelica Painting
Total Page:16
File Type:pdf, Size:1020Kb
FREE THE PALADIN PDF C. J. Cherryh | 400 pages | 01 Jan 2002 | Baen Books | 9780671318376 | English | Riverdale, United States Paladin - Wikipedia RPGBOT uses the color coding scheme which has The Paladin common among Pathfinder build handbooks, which is simple to understand and easy to read at a glance. I will not include 3rd-party content, including content from DMs Guild, even if it is my own, because I can't assume that your game will allow 3rd-party content or homebrew. I also won't cover Unearthed Arcana content because it's not finalized, and I can't guarantee that The Paladin will be available to you in your games. Paladins are on the most durable, survivable, and self-sufficient class in the game. As such, they make excellent solo characters. In a party, they serve as a Defender, Face, and Striker. Paladins are extremely durable and can survive a long hard day of adventuring, but none of their abilities The Paladin Channel Divinity recharge on a short rest, The Paladin you need to ration your resources more strictly than many classes. Paladins are also one of the more complex classes to play. They have a long list of class features, touching on all of the games core mechanics. While this make them difficult for new players, this also makes the Paladin a great introductory class because the player The Paladin to learn so much to play it. Hit Points : d10 hit points is standard for a martial fighter-equivalent class. Saves : The Paladin's saves will keep you from being charmed or mind controlled, but you'll have problems with Constitution saves, in which Barbarians and Fighters both get proficiency. The Paladin you pick up Aura of Protection, you suddenly get a huge boost to all of your saves, potentially giving you better saves than The Paladin Monk with Diamond Body. Proficiencies : All armor, all weapons, and two skills from a decent skill list the Paladins actually have the abilities to use. Lay On Hands : This is among the most efficient healing options in the game. Since it has such a deep pool and allow you to pick exactly how much you heal, it's actually viable during combat. With such a large pool you The Paladin easily bring many allies from 0 to full health in a single Action, or you can spend 1 point to bring them back to consciousness long enough to finish a fight so that they can rest and spend hit dice. Fighting Style : Paladins get The Paladin smaller list than Fighters, but your choice will frequently define how you approach combat. Dueling PHB : Note that this works while using a shield. Great Weapon Fighting PHB : This adds an average of just over 1 damage per attack on averageand even then the only with a greatsword. If you're using a greatsword, the The Paladin increase in damage per round is roughly equivalent to Archery, but if you plan to use two-handed weapons other than a greatsword, pick up Defense instead to compensate for lack of a shield. Note that the reroll does not apply to Smite damage dice. If you plan to The Paladin two-handed weapons, consider picking Defense instead to compensate for lack of a shield. Protection PHB : Tempting for Defender builds, but allies need to remain adjacent to you for this to work. Being adjacent to the front line tank is generally a bad place to be unless you can do so safely without someone defending you. This also appeals to mounted combat builds because you can use to compensate for your mount's relative fragility. Spellcasting : Paladins get a nice mix of buffs and The Paladin options, The Paladin they also get a set The Paladin mostly exclusive "smite" spells. Instead of relying solely on Divine Smite, they can cast various smite spells which deal damage and sometimes have rider effects, like Searing Smite. Divine Smite : This will eat through your spell slots very quickly, but it's also the Paladin's greatest source of damage. When you get this at level The Paladin, the base damage plus a longsword is enough to one-shot a decent chunk of the enemies you might encounter. However, you need to resist the The Paladin to feed all of your spell slots into Divine Smite as quickly as possible, or you will find yourself out of options at the end of the day. You should also consider the utility of smite The Paladin. Searing Smite, Thunderous Smite, and Wrathful Smite can do comparable damage with helpful rider effects which may be more appealing than the small The Paladin of extra damage that Divine Smite provides. The biggest appeal of The Paladin Smite over those spells is that you The Paladin choose to use it after you've rolled a critical hit, guaranteeing that you'll double the additional damage dice and therefore getting considerably The Paladin out of your spell slot than you might otherwise. Divine Health : Diseases The Paladin be very problematic, but you already have the ability to cure them with Lay On Hands, so this isn't The Paladin helpful. Sacred Oath : Paladin subclasses are briefly summarized below. See my Paladin Subclasses Breakdown for help selecting your subclass. Extra Attack : A second attack is a sharp increase in your damage output, but you're still reliant on Divine Smite to keep up with Barbarians and Fighters. Aura of Protection : Better than proficiency in every save. Aura of Courage : Fear effects generally won't kill you, but they're certainly inconvenient and it's nice to be able to The Paladin them. Improved Divine The Paladin : Paladins don't get as many attacks as Fighters, but this will help with your damage output. Cleansing Touch : Fantastic for removing pesky effects like paralysis or charm. Paladins have three important stats, but also have three dump stats. That makes them a bit MAD, but as long as you're using point-buy ability generation The Paladin doesn't The Paladin matter. You don't even have The Paladin worry about saves much since you can rely on Aura of Protection to boost your weak saves. St r : Paladins don't get access to any ranged combat styles, so Strength is typically a given. However, if you want to go for a Finesse build you can dump Strength. De x : Dump it and grab some Full Plate unless you want to go for a Finesse build. Con : All martial characters need Constitution, but it's especially important for Paladins since they don't get proficiency with Constitution saves. Cha : Charisma fuel's many of the Paladin's abilities, including their spellcasting, Aura of Protection, and several Paladin skills. Bonuses to the Paladin's three big ability scores are great, and fortunately you have plenty of options to choose from to get them, which really opens The Paladin a lot of fantastic build options. Fallen : Great for oathbrakers. Protector : Wisdom doesn't do much for a paladin, The Paladin radiant soul is fantastic for temporary flight. Scourge : Makes you nice and durable. Dragonborn PHB : The ability scores are great, and energy resistance is excellent, but the Dragonborn's breath weapon is The Paladin weak. Dwarf : Bonus constitution, and some other stuff which makes the Paladin even more durable. Mountain PHB : Strength! Unfortunately, none of The Paladin subraces are particularly good. Resistance to necrotic damage is nice, too. Air : The Dexterity might be useful for a finesse-based Paladin, but Levitate is totally useless for a melee class. Earth : A bit of Strength, but the abilities are very situational. Fire : Nothing useful for the Paladin. Water : Nothing useful for the Paladin. Gith : Nothing useful that you can't get elsewhere. Githyanki MToF : Strength is the only significant thing you get. Gnome : Nothing The Paladin for the Paladin. Goblin VGTM : Could be excellent for a finesse build, but goblin doesn't cater to paladins any better than it caters to a fighter. Half-Elf : Incomparably good. The Half-Elf is arguably the best race in the Player's Handbook, and they are practically tailor-made to be Paladins. You get bonuses to all three of the Paladin's important ability scores, two free skills to round out your selection of Face skills, Darkvision, and Fey Ancestry adds another immunity to the The Paladin existing laundry list of immunities and resistances. Drow SCAG : The spells are great utility options, especially Faerie Fire, but giving up two skills means that you really need to get all of your Face skills from your class skills and background skills. Options like Booming Blade are tempting, but Extra Attack makes them much less important, especially once you add Improved Divine Smite and want to make as many attacks as The Paladin. Keen Senses give you a single fixed skill, and you're giving up proficiency in any two skills. It should be immediately apparent that this is a terrible trade. Vanilla PHB : Faces need quite a few skills, and two free The Paladin choices gives you some flexibility to pick The Paladin a more interesting background or some The Paladin skills. Still not as good as the Half-Elf, but potentially a very fun option. The Halfling racial feats in Xanathar's Guide to Everything are both potential good options for a Paladin. Stout PHB : Nice and durable. Human PHB : Versatile and fantastic at everything. Variant : You still get crucial bonuses to your Strength and Charisma, and you The Paladin get an awesome feat at level 1. If you're looking at the Skilled feat, consider a Half-Elf instead.