Why Paladins?
- Luis Antonio
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@Kenyon, I have to agree with you, but that's due to the goodie two shoes Dungeons and Dragons Forgotten Realms setting. The very places are designed to make you be a do gooder. Even if you choose the way of evil, its more like you're going out there to save the world than anything else, with small twists in the storyline that sometimes (specially in BG2) make me feel that the evil path is actually really the good path, cause you destroy both evil houses, being used by one only temporarily.
Now, regarding powerplay and Paladins... True class is roleplaying. Inquisitor is powerplaying. The rest of them kits add something, but nothing exceptional to the powers of the paladin so I wouldnt talk about them here.
Now, regarding powerplay and Paladins... True class is roleplaying. Inquisitor is powerplaying. The rest of them kits add something, but nothing exceptional to the powers of the paladin so I wouldnt talk about them here.
Flesh to stone ain't permanent, it seems.
- TonyMontana1638
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Paladins are nice. Both in roleplaying and powerplaying
Even if they`re Lawful Good, it doesn`t mean they have to be a saint. But they try be emphatic - well paladins of Illmater at least, and do the right thing - slaying everything they see as evil
First of all their starting stats are high, so it`s easier to get a very good roll at the character generation. The only class with higher minimum stats is the ranger.
They get a really nice +2 bonus to ALL saving throws. ALL of them.
They also have a lot of "detect evil" spells which i used several times before initiating a dialogue, to find out right away who was the bad guy. In BG1 it`s nice to use it to find out how many enemies there are in the area, they`ll all come up on the text screen.
Cure Desease, Turn Undead and Lay on hands (I thing the healing hit points depend on your charisma and wisdom modifier) with no casting time rock in the thickest combat.
It`s really a long time since I`ve played BG2, but with combining the Carsomyr, with Ring of Gaxx and Kaligun`s amulet of magic resistance, you get 70% magic resistance
In addition, with the belt of the Inertial Barrier (from Trademeet I think) You get 50% immunity to all magical damage.
And at the top, it`s possible to get another 10% bonus from the Incredible Machine in Watcher`s Keep, and 10% bonus in Hell.
Of course, you combine it with Helm of Balduran that gives you +1 saving throw bonus, and the ring of protection +3 (another +3 to saving throws).. and Ring of Gaxx +2
Well, then you have a Paladin with Holy Might, all spells against him are 90% likely to outright fail, and if they don`t they inflict half damage.. IF he\she doesn`t save against them with insane saving throws. And the Inquisitor subclass can dispel almost anything..
I think those arrogant wizards are in for a surprise
Even if they`re Lawful Good, it doesn`t mean they have to be a saint. But they try be emphatic - well paladins of Illmater at least, and do the right thing - slaying everything they see as evil
First of all their starting stats are high, so it`s easier to get a very good roll at the character generation. The only class with higher minimum stats is the ranger.
They get a really nice +2 bonus to ALL saving throws. ALL of them.
They also have a lot of "detect evil" spells which i used several times before initiating a dialogue, to find out right away who was the bad guy. In BG1 it`s nice to use it to find out how many enemies there are in the area, they`ll all come up on the text screen.
Cure Desease, Turn Undead and Lay on hands (I thing the healing hit points depend on your charisma and wisdom modifier) with no casting time rock in the thickest combat.
It`s really a long time since I`ve played BG2, but with combining the Carsomyr, with Ring of Gaxx and Kaligun`s amulet of magic resistance, you get 70% magic resistance
In addition, with the belt of the Inertial Barrier (from Trademeet I think) You get 50% immunity to all magical damage.
And at the top, it`s possible to get another 10% bonus from the Incredible Machine in Watcher`s Keep, and 10% bonus in Hell.
Of course, you combine it with Helm of Balduran that gives you +1 saving throw bonus, and the ring of protection +3 (another +3 to saving throws).. and Ring of Gaxx +2
Well, then you have a Paladin with Holy Might, all spells against him are 90% likely to outright fail, and if they don`t they inflict half damage.. IF he\she doesn`t save against them with insane saving throws. And the Inquisitor subclass can dispel almost anything..
I think those arrogant wizards are in for a surprise
[QUOTE=JCDenton]Paladins are nice. Both in roleplaying and powerplaying
Even if they`re Lawful Good, it doesn`t mean they have to be a saint. But they try be emphatic - well paladins of Illmater at least, and do the right thing - slaying everything they see as evil
First of all their starting stats are high, so it`s easier to get a very good roll at the character generation. The only class with higher minimum stats is the ranger.
They get a really nice +2 bonus to ALL saving throws. ALL of them.
They also have a lot of "detect evil" spells which i used several times before initiating a dialogue, to find out right away who was the bad guy. In BG1 it`s nice to use it to find out how many enemies there are in the area, they`ll all come up on the text screen.
Cure Desease, Turn Undead and Lay on hands (I thing the healing hit points depend on your charisma and wisdom modifier) with no casting time rock in the thickest combat.
It`s really a long time since I`ve played BG2, but with combining the Carsomyr, with Ring of Gaxx and Kaligun`s amulet of magic resistance, you get 70% magic resistance
In addition, with the belt of the Inertial Barrier (from Trademeet I think) You get 50% immunity to all magical damage.
And at the top, it`s possible to get another 10% bonus from the Incredible Machine in Watcher`s Keep, and 10% bonus in Hell.
Of course, you combine it with Helm of Balduran that gives you +1 saving throw bonus, and the ring of protection +3 (another +3 to saving throws).. and Ring of Gaxx +2
Well, then you have a Paladin with Holy Might, all spells against him are 90% likely to outright fail, and if they don`t they inflict half damage.. IF he\she doesn`t save against them with insane saving throws. And the Inquisitor subclass can dispel almost anything..
I think those arrogant wizards are in for a surprise
[/QUOTE]
Precisely - very well said.
Plus, if fighters try to bring out the big guns (Vorpal weapons or upgraded Gram Sword of Grief), Death ward and Negative Plane Protection deals with that.
Even if they`re Lawful Good, it doesn`t mean they have to be a saint. But they try be emphatic - well paladins of Illmater at least, and do the right thing - slaying everything they see as evil
First of all their starting stats are high, so it`s easier to get a very good roll at the character generation. The only class with higher minimum stats is the ranger.
They get a really nice +2 bonus to ALL saving throws. ALL of them.
They also have a lot of "detect evil" spells which i used several times before initiating a dialogue, to find out right away who was the bad guy. In BG1 it`s nice to use it to find out how many enemies there are in the area, they`ll all come up on the text screen.
Cure Desease, Turn Undead and Lay on hands (I thing the healing hit points depend on your charisma and wisdom modifier) with no casting time rock in the thickest combat.
It`s really a long time since I`ve played BG2, but with combining the Carsomyr, with Ring of Gaxx and Kaligun`s amulet of magic resistance, you get 70% magic resistance
In addition, with the belt of the Inertial Barrier (from Trademeet I think) You get 50% immunity to all magical damage.
And at the top, it`s possible to get another 10% bonus from the Incredible Machine in Watcher`s Keep, and 10% bonus in Hell.
Of course, you combine it with Helm of Balduran that gives you +1 saving throw bonus, and the ring of protection +3 (another +3 to saving throws).. and Ring of Gaxx +2
Well, then you have a Paladin with Holy Might, all spells against him are 90% likely to outright fail, and if they don`t they inflict half damage.. IF he\she doesn`t save against them with insane saving throws. And the Inquisitor subclass can dispel almost anything..
I think those arrogant wizards are in for a surprise
Precisely - very well said.
Plus, if fighters try to bring out the big guns (Vorpal weapons or upgraded Gram Sword of Grief), Death ward and Negative Plane Protection deals with that.
"It is not a Commonwealth division, it is an Australian Division. Why, give me two Australian Divisions and I will conquer the world for you!" - The Desert Fox
- Sir Redweed
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- Joined: Sun Jun 15, 2003 10:11 am
- Location: Cumberland Gap, TN
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Paladin:The Holy Warrior
When roleplayed properly the paladin class is one of the more fun and limiting characters in the game. If played properly it cuts the NPC list in half. I've played BG thru 5 or 6 times and I have yet to have any evil NPCs in the party. If you want to Solo you can't go wrong with the Paladin and maybe heal 40HP or better instantly with LOH at higher levels. Besides wasn't D&D originally about the good guys saving the world or their little part of it?
When roleplayed properly the paladin class is one of the more fun and limiting characters in the game. If played properly it cuts the NPC list in half. I've played BG thru 5 or 6 times and I have yet to have any evil NPCs in the party. If you want to Solo you can't go wrong with the Paladin and maybe heal 40HP or better instantly with LOH at higher levels. Besides wasn't D&D originally about the good guys saving the world or their little part of it?
What doesn't kill you will make you stronger!!
The original Paladin kit is pretty weak, but it's special kits are great. Seeing as I have only played though as a Cavalier I will tell you they beast. 20% resistence to fire and acid as well as immune to fear, poison. His/Her spells while obviously low level should be all protection spells. Lay on Hands takes care of healing, what else could you want.
-I'm too sexy for my shirt
It's hard to think of Paladins and particularly their kits as weak. Oh, sure, perhaps one on one, a pally fighting a pure fighter with equal weapons, the fighter might well be able to take down the pally, if he gives the pally no time to buff up.
But let's face it, most of the time, BG2 battles are one on one duals. They're against groups of enemies of varying capabilities or sometimes against very dangerous individual monsters. In those battles against a mix of enemies, the abilities of the paladin shine. Yes, he might not have quite the same mastery of weapons as his fighter buddy, but the pally should be more likely to be able to resist various magical attacks, etc. and withstand attacks that his fighter buddy would not. And who doesn't love having an Inquisitor around to cast that uber-Dispel magic ability on an enemy mage or perhaps even on his own party to dispel some dread magic that had immobilized his friends? Or what about that Undead Hunter who stares down vampires and other creatures of the night fearlessly when his fighter buddy is shivering in his boots at the thought of being charmed or "level drained" by a vamp? Or the Cavalier who boldly stares down the evil dragon without fear?
Yes, put a fighter up against your average, run of the mill enemies and he'll kick serious monster butt. But when it comes time to dead with the really nasty monsters, that's when the true monster-slayer, the paladin, shines.
As for bards.... Leave those singing wusses back at the pub! Monster slaying is serious business!

But let's face it, most of the time, BG2 battles are one on one duals. They're against groups of enemies of varying capabilities or sometimes against very dangerous individual monsters. In those battles against a mix of enemies, the abilities of the paladin shine. Yes, he might not have quite the same mastery of weapons as his fighter buddy, but the pally should be more likely to be able to resist various magical attacks, etc. and withstand attacks that his fighter buddy would not. And who doesn't love having an Inquisitor around to cast that uber-Dispel magic ability on an enemy mage or perhaps even on his own party to dispel some dread magic that had immobilized his friends? Or what about that Undead Hunter who stares down vampires and other creatures of the night fearlessly when his fighter buddy is shivering in his boots at the thought of being charmed or "level drained" by a vamp? Or the Cavalier who boldly stares down the evil dragon without fear?
Yes, put a fighter up against your average, run of the mill enemies and he'll kick serious monster butt. But when it comes time to dead with the really nasty monsters, that's when the true monster-slayer, the paladin, shines.
As for bards.... Leave those singing wusses back at the pub! Monster slaying is serious business!
[QUOTE=Crucis]As for bards.... Leave those singing wusses back at the pub! Monster slaying is serious business!
[/QUOTE]
While a Paladin would win thanks to the overly-holy-stickthingie in a one-on-one combat, Bards can be better suited to take down monsters when it comes to it. Apart from having some of the better HLAs (UAI, traps) he can protect himself with a couple of defensive spells and still have the fighting power of a warrior thanks to Tenser's.
Sure, Paladins might be strong, but a righly buffed Bard is about as deadly as it gets - if only for a limited time period, and it doesn't work against anything that dispells magic ^^
While a Paladin would win thanks to the overly-holy-stickthingie in a one-on-one combat, Bards can be better suited to take down monsters when it comes to it. Apart from having some of the better HLAs (UAI, traps) he can protect himself with a couple of defensive spells and still have the fighting power of a warrior thanks to Tenser's.
Sure, Paladins might be strong, but a righly buffed Bard is about as deadly as it gets - if only for a limited time period, and it doesn't work against anything that dispells magic ^^
**[quote="krunchyfrogg"] and I've loved Paladins ever since your Fighter could become one at level 9 in Basic D&D.
I remember that as well. Man does that seem a long time ago.**
Yes, thats because it WAS a long time ago, lol. 1978 for me...my first time playing. And, yes, I went for the paladin the moment I turned 9th level. Paladins in my opinion are the "standard wavers" of D&D...the ultimate knight. Paladins and barda were my favorite classes and I will have to disagree with you about them being weak. Let a fighter go by himself through Bodhi's dungeaon. Then let my Undead Hunter go next and bury the fighter's corpse. But, a dual wielding half orc berserker is a terror, too. I have played both.
I remember that as well. Man does that seem a long time ago.**
Yes, thats because it WAS a long time ago, lol. 1978 for me...my first time playing. And, yes, I went for the paladin the moment I turned 9th level. Paladins in my opinion are the "standard wavers" of D&D...the ultimate knight. Paladins and barda were my favorite classes and I will have to disagree with you about them being weak. Let a fighter go by himself through Bodhi's dungeaon. Then let my Undead Hunter go next and bury the fighter's corpse. But, a dual wielding half orc berserker is a terror, too. I have played both.
"Korax thinks you look very tasty today...