
Vigil RPG Superstar 2011 Top 16 |

This weekend, one third of our group was out of town. The fairer third, actually. So while my wife and the wife of one of the other players were gone, we rolled up new characters and ran through The Demon Within by Stephen Greer. By Memorial Day, we finished the adventure successfully. We played through to the adventure's completion without stopping to rest, so there was no fifteen minute adventuring day here!
On to our observations!
The Paladin
The Monk
The Ranger
The Cleric
Next week, back to Rise of the Runelords!

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Had the player of the Paladin run paladins before? What do they mean when they say "paladiny"? Is it a case that the pathfinder paladin is less paladiny than 3.5 or is it that the class concept in general is lacking something in the players opinion?
No...I haven't played a paladin before, so although I don't have an idea on how a 3.5 paladin felt really, just playing the Paladin in general it just felt like a class that tries to be a Cleric and a Fighter at the same time, but falls short of both. Maybe if there wasn't a Cleric in the group I would have felt a bit more useful, but I really didn't need to use any type of lay on hands, the channel positive was weaker until I learned a new spell that made me as effective as the Cleric, and yes..when given the choice to attack or charge up my weapon...I might as well attack since I was already getting around any kind of damage reductions. It also didn't help that I had no confirmed duration of the bond. As far as combat went, I didn't really have a problem persay, but I know I could have been even more effective with all the extra feats a Fighter gets.
So I guess to answer your question: In my opinion the class in general just felt lacking of something to make it unique from the other classes really. Like mentioned in Vigil's first post, it just felt I could have played a Fighter and accomplished the same type of special abilities by using items from Magic Item Compendium

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Well I suppose I should step in and talk a bit about the game.... seeing how I ran it. Backward compatibility ran into a little snag with some of the stat blocks
I suppose I should also weigh in on the Ranger...
Well I suppose thats about all I can think of.
Edit: Just wanted to add a big thanks to Stephen Greer and Tim Hitchcock for this awesome adventure! I only wish I could have used it as an end to a campaign instead of a one-shot.

hogarth |

No...I haven't played a paladin before, so although I don't have an idea on how a 3.5 paladin felt really, just playing the Paladin in general it just felt like a class that tries to be a Cleric and a Fighter at the same time, but falls short of both.
Yup, that's how a paladin is supposed to feel, all right! :)

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OK, I was curious if the feeling was something unique to the pathfinder Paladin or not. As someone who was once playing a Dwarven Paladin and had a guy show up with a Dwarven Fighter Cleric one day, I can sympathize.
In my opinion its not just limited to Pathfinder. The last time I myself enjoyed playing a Paladin was in 2nd edition. 3rd ed made the cleric so much better for a warrior/priest that the paladin was left in the dark.

Mucus von Spidtle |

Baquies wrote:OK, I was curious if the feeling was something unique to the pathfinder Paladin or not. As someone who was once playing a Dwarven Paladin and had a guy show up with a Dwarven Fighter Cleric one day, I can sympathize.In my opinion its not just limited to Pathfinder. The last time I myself enjoyed playing a Paladin was in 2nd edition. 3rd ed made the cleric so much better for a warrior/priest that the paladin was left in the dark.
Using 3.5 rules, I'm playing an Aasimar Paladin (currently lvl 9) through Age of Worms with a Druid, Barbarian/Fighter/Eye of Grumsh(?), Druid/Barbarian (mainly Druid), Wizard, and an Urban Ranger. My paladin uses Sword of Celestia class ability from Dragon mag in place of mount.
Early on I found the Lay on Hands useful in a tight spot but that is now mostly used to keep the paladin up in combat against tough foes who can hit him. The druid and urban ranger can use CLW wands and we have some potions so paladin looks after himself and the odd NPC mostly.
Have use turning very occasionally but our group prefers to kill undead and given the paladin is weaker than the cleric I've taken Divine Shield feat from Complete Warrior and Sacred Vitality from Libris Mortis to use Turn uses to boost survivability in combat instead.
Haven't bothered with Heal skill, leave that to the druid which has come in hand with a certain monster in the AoW campaign.
The Sword of Celestia class ability is more limited than the PRPG version but it has some nice tradeoffs.
In combat I find the Barb/Fighter/Grumsh guy consistently outshines in the damage dept as we don't seem to go through enough combats to use up all his Rage abilities and the Grumsh PrC has some pretty big bonuses. Even his AC seems to compete with my paladin's AC of 22 - 25 (I need a ring of protection I think). Given our DMs propensity for rolling an insane number of very high rolls and 20s it doesn't seem to make a lot of difference what AC we have though.

Baquies |

Well in 3.0 I made pretty good use of my "mount", selecting a riding dog and choosing to use it as more of a police dog, he would run in an make trip attacks to hold the bad guys in place while my heavily armored dwarf could waddle on over and beat them down. Of course I lost that with the 3.5 poke-mount but then my dwarf was not so slow in armor.
So with that in mind I would like to see the full time real mount as an option or have the summoned mount be usable multiple times per day; summonable 1/2 paladin levels time per day, minimum of 1 hour, no more than 2 x level hours per day. or something.

thelesuit |

In my opinion its not just limited to Pathfinder. The last time I myself enjoyed playing a Paladin was in 2nd edition. 3rd ed made the cleric so much better for a warrior/priest that the paladin was left in the dark.
I'm currently playing a paladin (okay he is a dedicated 1/fighter 1/paladin 5) and I have yet to feel redundant in a party. I have adventured with clerics and fighters aplenty. I find what this character brings to the table is mostly leadership -- he isn't a combat powerhouse (he holds his own) as either a tank or a DPS fighter. Out of combat he is generally in-charge and the "face" of the party. And once we wade into combat it is his plans and tactics that galvanize the party into action.
I know that D&D has largely become a Squad-level fantasy combat simulator -- but there ARE other aspects to the game and those are the areas where the paladin shines.
On the flip side: paladins should excel in smacking truly evil creatures: undead, demons, etc. Those creatures that are on the opposite end of the morality compass rose should fear facing a high level paladin in combat.
CJ