Ashiel wrote:Kryzbyn wrote:How would you make a WoW Paladin, multiclass or gestalt? paladin/shield brawler? paladin/inquisitor?
I'd need to think about it. Off the top of my head I you could probably do it with any of the following.
Paladin 20 + Homebrew (my brother has a Holy Shock feat he uses to turn his Lay on Hands into blasts).
Psychic Warrior 20
You could alternatively go Paladin 2 / Wilder 18. Basically grab weapon / armor proficiences + divine grace from Paladin, then use wilder to snatch up more casting power. Both classes benefit a lot from speccing really hard into Charisma (gives +saves and +PP). Grab a psicrystal + share pain and create a vigor loop (surge dat sheet!) to absorb lots of physical punishment. You can get some AoE abilities and manifest them at your lowest values and surge, surge, surge. You can use some different surge bonds to decide how to spec your guy. I'm fond of the student surge, efficient surge, leader surge (your paladin levels make you immune to shaken conditions!), raging surge (surprisingly awesome for ret-paladin types, also allows you to get divine bond + superstitution ^.^), and warrior's surge.
I was thinking more prot pally, not necessarily for tankage (which is kinda pointless without aggro mechanics) but more for the Avenger's shield, consecrate, etc.The holy shock idea is a good one, though!
The rest was simply beast. I might throw that character at my Way of the Wicked players...
Sheesh, took long enough to get a chance to respond! D:
I <3 Prot Paladins. I played Prot as my primary spec during WotLK (last x-pack I played, also my favorite out of the ones I've played). They're tons of fun and really awesome (my brother played a Healadin and the two of us just steamrolled a bunch of x-faction guys in Hellfire Peninsula around level 63 or so*).
Building a prot-themed Paladin in Pathfinder would most likely take a lot of homebrew. You can fake it a bit with psionics (about the only hope you'll get for AoE stuff centered on yourself), and with one of those throwing belts and a throwing shield you can at least chuck a shield bash at people but getting it to do things like bounce, slow, or silence people will take some homebrew I think.
I've been toying with a few ideas for Paladins that involves sealing their spell slots to give them access to supernatural/spell-like abilities that they can use instead of their spells. Here's some examples themed after a Prot-Paladin that I'm throwing together for you now.
When the Paladin prepares spells he may invest spell slots into an oath. Once this is done, the spell slot is expended and the Paladin gains the oath's ability until he could prepare a new spell in the expended slot. Oaths are either spell-like or supernatural and may be used at-will unless noted otherwise. Some oaths provide passive benefits. Some oaths allow the paladin to invest more than one spell-slot into them for greater effect. Some oaths allow the Paladin to expend a prepared spell or unused spell slot later to improve the ability for a period of time.
Judgment of Light (Sp): As a swift action, you judge a creature within short range (25 ft. + 5 ft. / 2 paladin levels) with holy light. For a 5 rounds, each time the creature is hit with a melee or ranged attack their attacker heals a number of hit points equal to twice the level of the invested spell slot. The effective level of this spell-like ability is equal to the level of the spell slot invested.
Devotion: You may invest additional spell slots into this oath. Judgment of Light now deals an amount of divine damage equal to the total levels of additional spell slots invested (so investing two additional 3rd level slots would deal 6 points of divine damage to the target of the ability).
Consecration (Sp): As a swift action, you bless the area with a field of retributive magic that scorches through the defenses of your enemies with divine radiance. The radius of the blessing is equal to 25 ft. + 5 ft. / level, centered on you when you use this ability. Each round, any enemy that begins its turn within the affected area suffers divine damage equal to twice the level of the invested spell slot. The area remains consecrated for a number of rounds equal to your Charisma modifier (minimum 3 rounds). Using this ability while a previous use is still in effect ends the duration of the previous use. The effective level of this spell-like ability is equal to the level of the spell slot invested.
Devotion: You may invest additional spell slots into this oath. Increase the damage this ability deals each round by twice the level of all invested spell slots (investing four 4th level spell slots would cause all enemies within the area to suffer 32 points of divine damage each round spent in the area).
Divine Protection (Sp): You gain hardness equal to the level of the invested invested spell slot. Additionally, you gain a sacred bonus on saving throws equal to the level of the invested spell slot.
Sacrifice: You may sacrifice a prepared spell or unused spell slot to multiply the benefits of this ability for 5 rounds. For example, if you invested a 4th level spell slot, you gain hardness 4 and a +4 sacred bonus on saving throws. If later you sacrifice a 4th level spell or available spell slot, your hardness and saving throw bonus would become 16 for 5 rounds.
Avenger's Shield (Su): As a standard action, you may hurl your shield at enemies within short range (25 ft. + 5 ft. / 2 paladin levels) as a ranged attack. You may choose up to 3 enemies within 15 ft. of each other to attack. Make a single ranged attack roll to be used against each enemy, applying all appropriate modifiers (such as weapon enhancement bonuses on the shield). The attack gains a bonus equal to the Paladin's Charisma modifier. Each enemy that would be hit takes damage as if the Paladin hit them with a shield bash attack, except that bash deals divine damage. Additionally, enemies that are struck must make a Fortitude save (DC 10 + 1/2 the Paladin's level + the Paladin's Charisma modifier) or be staggered for a number of rounds equal to the level of the invested spell slot. After the attack resolves, the shield immediately returns to the Paladin.
There's probably also some Path of War stuff that could help a lot with this sort of concept.