Paladin Sacrifice I: not bad for a lower level paladin. Only requires level 4 paladin, with only 11 ap spent.
How much better is this spell than vicious?
PLEASE: Here's again hoping something, anything for Paladin levels past 11. Sacrifice 2,3?
Paladin Sacrifice I: not bad for a lower level paladin. Only requires level 4 paladin, with only 11 ap spent.
How much better is this spell than vicious?
PLEASE: Here's again hoping something, anything for Paladin levels past 11. Sacrifice 2,3?
Last edited by artvan delet; 03-24-2008 at 12:46 PM.
It would be nice to get some clarification on Wrack the Construct. Is it always on? Is it a single swing? Does it stack with Sneak Attack when fighting Warforged?
While I love the WDA, they suffer from the same malady the online character guides do - very poor/incomplete information for several abilities/spells.
I like knowing what my abilities do before I pay the cost to get them.
Thelanis characters: Ashelynne, Dixx, Gunghir, Khalmyr, Nebulla, Schyv, Staunch
Maybe we can just get Golem Strike and Grave Strike added to the game as spells, and then rogues can simply UMD them off of wands or scrolls.
Please?
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# NEW Paladin Divine Sacrifice I
* Prereq: Paladin level 4, Paladin Extra Smiting I, 11 Action Points spent
* Cost: 1 Action Point
* Benefit: Giving up some of your life force to win the battle, you empower your next blow against your foe. This attack deals an additional 5d6 Good damage to evil opponents and increases the critical multiplier of your weapon by 1, but costs you 10 hp and 1 sp, whether or not the attack is successful.". (6 second cooldown.)
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Boo!!!!
No seriously, as I've said before paladins do not have a lot of hp compared to fighters/barbarians. Making an ability require health like vicious weaponry is very bad. Especially with the fact you could be using it and wiffing away. 30 Damage max? That's going to do what to most creatures? Make them blink? Most of the decent leveled creatures in the game have 500 health and about an AC of 50+.
Honestly, I cannot figure out why the developers keep throwing barbed wire to the paladins of the game. You want to make this good? You pay so many life points and you get a constant buff/effect for the duration.
Good examples;
- Wrath of God - When you pay your life, you become a weapon of destruction for your God to destroy evil. You gain +5 to hit but are unable to use healing magic.
- Armor of God - When you pay your life, you become a protector of the innocent for your God. You gain +5 to AC but are unable to use divine spells.
- Healer of God - When you pay your life, you become a tool of mercy for your God. You gain Superior Devotion (highest heal level you can cast) and a increase to mp but your to hit is reduced by 1/2.
- Dead Seeker - When you pay your life, you become a cleanser for your God. You gain Favored Enemy: Undead while this is in effect but you are less effective against everything else. The effects of Favored Enemy: Undead increase the higher the paladin level you are.
- Divine Instrument - When you pay your life, you become adept at understand the works of God. You gain a bonus to your UMD for the duration. The bonus depends on how high your paladin level is. In exchange you lose interest in destruction and deal 1/2 damage while this is active.
- Divine Judgment - You pay your life in multiples of 10. When this ability is activated, you cannot be healed of this sacrifice. Your damage is increased by 10 for each 10 health you sacrifice for the duration. Your AC is reduced by 6 while this spell is activated.
1 time hit or miss like Smite Evil, Unyielding Sovereignty and Lay on Hands are too easily negated/interrupted/hard to use on the actual battle field. A good paladin shouldn't have time to figure out which clicky to use. They should be able to turn on the enhancement based on the situation.
If you want Paladins to tank, you have to give them abilities (to hit, ac, health, and damage) above what they have at base. If you want them to be able to support others you have to give them abilities that make it easy (UMD bonus and Healing Bonuses).
Currently pure paladins do one or the other, and are typically surpassed quite easily in effectiveness by other classes
Get it?
Last edited by Kisaragi; 03-24-2008 at 12:07 PM.
On Thelanis (formerly Xoriat) (All Characters) Poison Squirrels from Hell
Alexio - Level Capped Wizard (Drow) Officer {Main}
Bloodsyn - Level 16 Paladin (Drow) {Alt}
37 Int on my Wizard and climbing.
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Variable damage is supposed to be a static add to the final total, fixed damage get mulitpled by the crit factor. (Magic weapons, str, enhancements, FE, etc are all fixed boosts and get mulitpled. Stuff like Fire or Burst gets a single add at the end. At least that is the way it is supposed to work.
Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more
On Thelanis (formerly Xoriat) (All Characters) Poison Squirrels from Hell
Alexio - Level Capped Wizard (Drow) Officer {Main}
Bloodsyn - Level 16 Paladin (Drow) {Alt}
37 Int on my Wizard and climbing.
It's not really that simple.
So, it really just depends on whether the damage is considered "extra damage" or an increase to the weapon's normal damage.Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.
Either way, it's not the main benefit of the attack, the increased multiplier is.
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Yes. And that enhancement is overpowered. I'm glad they're not matching new enhancements to it and hope they reconsider the current effects of said barbarian enhancement.
And none of those characters will have the defensive capabilities of a paladin.
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You're not likely to see any new enhancements at the power level that Barbarian Improved Critical is currently at. There are some interesting synergies out there between certain item enchantments and other Paladin abilities with Divine Sacrifice. (Such as Bodyfeeder, noted earlier in the thread, or the Virtue spell.)
Edit: And Mystic Theurge beats me to the comment, again.
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"Traps don't do damage. They ask you to do damage to yourself." -Andy Menard
Release your inner dwarf. Then get him some ale!