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2014-10-14, 08:03 PM (ISO 8601)
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Re: Good is Not Nice: A Paladin's Guide
Now I want to play a Paladin1/Warlock2/PaladinX who makes a fiendish pact out of necessity in the first adventure and then rules lawyers (the character, not the player) with his patron, successfully abiding by his pact and his oath.
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2014-10-14, 08:25 PM (ISO 8601)
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- Aug 2014
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- United States
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Re: Good is Not Nice: A Paladin's Guide
5e Bard's Guide
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Avatar by Honest Tiefling
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2014-10-14, 08:28 PM (ISO 8601)
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- Sep 2014
Re: Good is Not Nice: A Paladin's Guide
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2014-10-14, 09:01 PM (ISO 8601)
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- Jan 2012
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2014-10-15, 04:57 AM (ISO 8601)
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- Oct 2014
Re: Good is Not Nice: A Paladin's Guide
EvilAnagram,
Very little I would change, pre-spellcasting.
I think Great Weapon Fighting ought to be blue. It ups the average damage on a greatsword by 1.33 damage per hit. Not quite as solid as the dueling damage buff, but with significantly burstier potential that brings it about even for the added utility of those swings that go from 6 damage to 15 because re-rolling is chaos.
Thanks so much for putting in the time on this one. I have a new player who loves the paladin archetype and this is where I'll be sending him to learn.
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2014-10-15, 05:23 AM (ISO 8601)
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- Sep 2014
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2014-10-15, 05:42 AM (ISO 8601)
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- Feb 2013
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- The Netherlands
Re: Good is Not Nice: A Paladin's Guide
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2014-10-15, 12:05 PM (ISO 8601)
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- Aug 2014
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- United States
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Re: Good is Not Nice: A Paladin's Guide
In light of its applicability to smite damage, I'm upping the Great Weapon Fighting rating.
Anyhow, I finished most of the spells.I'll finish fifth level when I get some reading done for class.It's done. Feel free to comment to heart's content.Last edited by EvilAnagram; 2014-10-15 at 01:10 PM.
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Avatar by Honest Tiefling
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2014-10-15, 12:27 PM (ISO 8601)
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- Jul 2013
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- Seattle
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Re: Good is Not Nice: A Paladin's Guide
Just wanted to say, great guide!
Seriously, I wasn't sure what I wanted to play but I think you've swayed me into playing a paladin
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2014-10-15, 01:02 PM (ISO 8601)
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- Aug 2014
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- United States
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Avatar by Honest Tiefling
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2014-10-16, 12:47 AM (ISO 8601)
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- Sep 2014
Re: Good is Not Nice: A Paladin's Guide
Branding Smite: Like Thunderous Smite, but it scales and reveals invisible creatures. Not bad, but it's a bit silly to make a spell to reveal invisible creatures that depends on hitting with a melee attack.
Lesser Restoration**: Very nice spell, and the Oath of Devotion Paladin doesn't need to prepare it.
Find Steed: If you want a steed, this power is just about mandatory. If you don't, it isn't.
Second, it's a mount that's both intelligent, AND obeys you. Checking the mount rules, that means that unlike normal mounts, it can attack on its own because it's intelligent, but unlike other intelligent mounts, will still go where you direct it to. It's the best of both worlds. This mount is arguably better than the entire Beast Master Ranger subclass. As an added bonus, you never need to make rolls to control your mount either.
Beacon of Hope*: Another awesome spell, though it would be better if you could stack it with Aura of Vitality.
Crusader's Mantle: Buff all friendlies with extra damage.
Commune*: You get to talk to your god. It's good for when you really need to talk to your god. It's a situational benefit, but it might be exactly what you need.Last edited by Strill; 2014-10-16 at 01:08 AM.
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2014-10-16, 07:17 AM (ISO 8601)
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- Aug 2014
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Re: Good is Not Nice: A Paladin's Guide
I was referring to the disadvantage when I said that, and I think that point stands.
Your Lay on Hands can cure one poison or disease effect per 5HP spent. This can cure multiple afflictions, specifically afflictions that can keep a player from being effective in combat. I think it's absolutely worth a spell slot to bring someone back into combat when they're having difficulty making a CON save.
You make a compelling argument. I'll up it to blue.
The healing maximizing is wonderful for parties with two or three members who can cast healing spells, which is likely when you consider that five classes out of twelve cast healing spells. It's meant to combo with these classes and can significantly increase your healing potential. Furthermore, the auras you mention don't have this range until level 18, and there are plenty of damaging spells that depend on WIS saves.
I think you have to build the party from the ground up to take advantage of this spell to the degree that it's worth a sky-blue rating. I will mention that it can combo, though.
First, purple is not the "bad" color. It means the use you'll get out of a power is situational. Second, this power is situational because it's only useful when you need information that your god knows. You won't constantly be making important decisions, and your god likely won't be able to solve puzzles for you left and right. It's situational because you might run into this situation once or twice a campaign.Last edited by EvilAnagram; 2014-10-16 at 07:19 AM.
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2014-10-16, 07:28 AM (ISO 8601)
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- Sep 2014
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2014-10-16, 07:30 AM (ISO 8601)
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- Feb 2013
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- The Netherlands
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2014-10-16, 07:41 AM (ISO 8601)
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- Aug 2014
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- United States
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Re: Good is Not Nice: A Paladin's Guide
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Avatar by Honest Tiefling
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2014-10-17, 12:11 PM (ISO 8601)
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- Jul 2013
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- Seattle
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Re: Good is Not Nice: A Paladin's Guide
I'm a bit confused by one of your spell reviews.
Hunter's Mark*: You don't have to prepare it, and it's a solid damage boost against the target of your Channel Divinity powers. An okay boost to the damage of Divine Favor, but it doesn't continue after your enemy falls.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
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2014-10-17, 12:19 PM (ISO 8601)
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- Oct 2014
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- Beaufort, SC USA
Re: Good is Not Nice: A Paladin's Guide
http://thesageadvice.wordpress.com/tag/paladin/
I don't think it is intended for GWF to apply to smite damage.
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2014-10-17, 12:38 PM (ISO 8601)
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- Aug 2014
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Re: Good is Not Nice: A Paladin's Guide
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Avatar by Honest Tiefling
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2014-10-17, 12:40 PM (ISO 8601)
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- Aug 2014
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Re: Good is Not Nice: A Paladin's Guide
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2014-10-17, 12:51 PM (ISO 8601)
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- Oct 2014
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- Beaufort, SC USA
Re: Good is Not Nice: A Paladin's Guide
Sacred Weapon (assuming 20 CHA) and Vow of Enmity seem like they would have great synergy with Great Weapon Master's -5/+10. Both would basically negate the penalty to hit.
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2014-10-17, 12:56 PM (ISO 8601)
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- Jul 2013
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2014-10-17, 06:14 PM (ISO 8601)
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- Sep 2014
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2014-10-17, 06:28 PM (ISO 8601)
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- Oct 2014
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- Beaufort, SC USA
Re: Good is Not Nice: A Paladin's Guide
Disregarding GWF and smite interaction, you don't think GWM and Sacred Weapon or Vow of Enmity are worthwhile?
I've been considering the idea of taking Defense Style, GWM, and using alongsword in two handsGreat Sword for the -5/+10 while either Sacred Weapon or Vow of Enmity are activeand using a shield and single hand longsword the rest if the time.
I'm not trying to squeeze the most optimization out of this but it looks kinda fun to me.
(Trying to fit this on an elf chassis is a pain though)
Edit: turns out Longswords aren't Heavy and I can't read.Last edited by Spinward Bound; 2014-10-17 at 07:32 PM.
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2014-10-17, 07:10 PM (ISO 8601)
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- Oct 2014
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2014-10-17, 07:28 PM (ISO 8601)
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- Oct 2014
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- Beaufort, SC USA
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2014-10-17, 08:06 PM (ISO 8601)
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- Jan 2012
Re: Good is Not Nice: A Paladin's Guide
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2014-10-17, 08:24 PM (ISO 8601)
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- Sep 2014
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2014-10-17, 09:30 PM (ISO 8601)
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- Jan 2012
Re: Good is Not Nice: A Paladin's Guide
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2014-10-18, 10:54 AM (ISO 8601)
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- Jan 2013
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- Derp
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Re: Good is Not Nice: A Paladin's Guide
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2014-10-18, 11:09 AM (ISO 8601)
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- Feb 2013
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- The Netherlands