Your Experiences With Paladins


3.5/d20/OGL

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Fatespinner wrote:


One of the ways I power up paladins a little bit in my campaigns is that I allow them to choose one of their god's domains which they may use the special granted power from as a cleric equal to their paladin level. They do not gain access to the domain spells, however. It's not much, but a paladin with the Strength Domain can certainly hand out some punishment on a Smite Evil attack.

Doesn't that just add to the front-loading problem, or do you have them wait till a higher level to get the ability?

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Sebastian wrote:
Doesn't that just add to the front-loading problem, or do you have them wait till a higher level to get the ability?

I wasn't really trying to address the front-loading problem. I just think the class as a whole is a little underpowered. Between awarding them the domain (at 1st level) and giving them restoration instead of remove disease, I think it makes the class stronger. The paladin's spells are really the reason to continue raising your paladin level (or at least go for a prestige class with full caster progression) after 5th level. If you look in books like the BoED or the Complete Divine, there are some formidable paladin spells out there. I never really thought the front-loading was that big of an issue and I've never had any players in my games try to multiclass out of being a paladin (except for prestige classes).


Sir Kaikillah has a simple code:
1. be always vigilant of Evil.
2. always show compasion
3. defend the meek and rightious from wrong doers
4. Go beyond do unto others as you would have them do unto you, but Do what is right.
5. Retain discpline and composure in the face of the enemy, least you slip into the grip of evil.

Thier is no code against using poison, but Sir Kaikillah would find such acts as beneth him. Thier is no code against fratinizing with Evil, yet to do so risks his discpline and composure. So he avoids associating with those he knows as evil. Sir kaikillah is libral with the use of Det. Evil ability, but won't strike down the evil town guard, but remain vigilant and weary of the guards disposition. Sir Kaikillah remains compasioate and cares and worries for those who follow him. Hence his new found caution.

I love Paladins. They represent the ideal heroic character. Fighting against evil for the better good. But I do not see why so many people are stuck on the one dimensional "Dudley Dooright stereotype of a paladin. I think thier is many ways to play a paladin, from the over bearing stallwart against evil, to the compasionate, if vain, inspirational leader, to the quiet unasuming slayer of demons, to the peoples champion inspiring hope in the common man with his deeds.

Thier are different ways to play Lawfulgood. If you few alignment as a guide post instead of a straightjacket you just open up the possabilities to a Paladins personality.


One thing I've noticed, and granted I haven't been playing a paladin long, but Smite seems a little lacking, even with Channel Smite. For frame of reference, the paladin character is currently level 10.

My rogue of the same level with two weapon fighting on a sneak attack could dish out far more damage to the enemy, evil or no.

For story reasons, my character was converted from a rogue to a paladin after finally redeeming himself for a life of spreading misery and bloodshed - which was all very cool - but I'm finding the damage output to be very lacking so far. It strikes me odd that a rogue could outshine a paladin in combating evil, which is what I thought was the domain of the paladin.

Granted, I got an AC boost with the shield as well, going from a 28 to a 33, but still, the low damage output and feat restrictions don't feel like they make up for the utility of healing, or even Smite.


With an array of supplements at your disposal, a paladin can be truly terrifying in the face of evil. With the supplements Complete Champion, Spell Compendium, and the Player's Handbook 2 a paladin can really dish out some damage while charging. Problem is, it's his one big gimmick. So boots that allow teleportation, ignore difficult terrain, and allow better charging techniques are a must.

For an example, you can take this character seen below

Sir Marcus

Spoiler:

SIR MARCUS, SOLDIER AT ARMS; CR 12
Male paladin 12 (Tyr)
LG medium humanoid (human)
Init +1; Senses Listen +2, Spot +2
Aura courage (10 ft. allies +4 against fear), good (moderate)
Languages Common, Dwarven
=========================================================================== ======
AC 25, touch 13, flat-footed 24
(+10 armor, +3 shield, +1 Dex, +1 deflection)
hp 156 (12 HD)
Immune disease, fear
Fort +20, Ref +14, Will +15
=========================================================================== ======
Speed 20 ft. (4 squares); base 30 ft.
Melee +1 holy valorous longsword +20/+15/+10 (1d8+10/19-20 plus 2d6 against evil) or
Melee mwk silver maul +19/+14/+9 (1d10+8/x3)
Ranged +2 composite shortbow (Str +4) +15/+10/+5 (1d6+6/x3)
Base Atk +12; Grp +18
Atk Options Power Attack, smite evil 3/day (+7 attack, +12 damage or +36 when charging)
Special Actions lay on hands 84 points/day, turn undead 10/day (+9, 2d6+16; 9th)
Combat Gear wand of cure moderate wounds (50 charges; CL 5th), 2 flasks of holy water
Paladin Spell Prepared (CL 6th):
3rd—diamond steel, find the gap, righteous fury
2nd—knight’s move, remove paralysis, strength of stone
1st—divine sacrifice, lesser restoration, rhino’s rush[/b]
Spell-Like Abilities (CL 12th):
At will—[i]detect evil

3/week—remove curse
=========================================================================== ======
Abilities Str 22, Dex 12, Con 16, Int 10, Wis 14, Cha 25
Feats Awesome Smite, Battle Blessing, Combat Brute, Improved Sunder, Power Attack, Weapon Focus (longsword)
Skills Concentration +5, Diplomacy +12*, Handle Animal +10, Heal +7, Jump +8, Knowledge (arcana) +1, Knowledge (nobility/royalty) +3, Knowledge (religion) +5, Profession (cook) +2, Ride +5, Sense Motive +8
Possessions combat gear plus +2 full plate of calling, angel-helm, +1 animated heavy steel shield, +1 holy valorous longsword (Trueheart), +2 composite shortbow (Str +4), amulet of health +2, belt of Strength +4, cloak of Charisma +4, ring of protection +1, vest of resistance +2, backpack, bedroll, flint and steel, hempen rope (50 ft.), quiver with 20 arrows, sunrods (2), trail rations (10 days), waterskin, silver holy symbol (Tyr), 140 pp, 100 gp, 40 sp.

With this guy, I was doing something like 250+ damage on a charging smite attack which could be done like twice per day. At level 12. So while I think the class is suited to do some exceptional damage, it falls flat on a few other fronts such as attacking things that aren't evil or coming out of moral dilemmas that don't have horrible, adverse effects on the character (like losing his powers and the like).

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