From HGWiki
Paladin information on NWNWiki
Paladins are powerful holy warriors. Through their divine powers they are protected from sources of evil and can deal great damage.
HG Customization
- Legendary BAB: +15
- Forum Class Ability Board
- Legendary Ability Bonuses: Legendary Paladins gain +1 per 5 legendary levels to Strength and Charisma.
- Guardian Angel: At Paladin level 20 and total character level 30, characters can acquire the ability to call upon a guardian angel to bring them back from death once per day.
- Divine Might: Divine Might duration doubles with at Cleric 21, Paladin 21, or Blackguard 21, and triples at character level 41 if the previous requirement is met.
- Divine Shield: Divine Shield duration doubles with at Cleric 21, Paladin 21, or Blackguard 21, and triples at character level 41 if the previous requirement is met.
- A divine damage shield is also added to the effect at level 21, inflicting damage equal to the character's CHA bonus + 1d6 on anyone swinging at the character in melee combat. The base damage also increases by 50% at character level 41, to (3/2xCHA bonus) + 1d6. It also provides 1% immunity to divine damage per point of charisma modifier, regardless of caster level.
- Characters with control class Paladin or Blackguard gain Shield AC equal to their Charisma modifier / 2, if they do not receive Wisdom AC (1 level of Monk or 2 levels of Ranger) from any other source and do not belong to a quasiclass.
- Great Smiting: Legendary Paladins, Blackguards, and Champions of Torm receive +1 Strength for each Great Smiting feat they possess upon taking level 41.
- Mass Resurrection: At Cleric 30 or Paladin 25 and total character level 40, characters can acquire the ability to cast a mass resurrection spell once per day.
- Divine Grace: Divine Grace requires good alignment to grant its Charisma bonus to saves.
- Lay on Hands: Legendary Paladins who Lay Hands on an ally will grant that ally immunity to critical hits for one round per Paladin level.
- Greater Smite has been significantly enhanced. Click the 'show' button below to see all the details.
| Greater Smite Changes
|
- At Paladin 20, Blackguard 20, or Champion of Torm 20, characters receive an enhanced Greater Smite ability if they have the Smite Evil or Smite Good feat.
- It is usable an unlimited number of times per day, but it only works if you have smites available. You may use it once every 6 minutes. This recharge time between uses is decreased by 20 seconds for every Great Smite feat the character has, and by 40 seconds more if they have the Extra Smiting feat. A Character with all 10 Great Smite feats and the Extra Smiting feat is able to use Greater Smite once every 2 minutes. Resting also recharges the ability. The character must recharge the ability after dying.
- Greater smite can be targeted a short distance away. At the targeted area, you 'attack' every enemy in a large radius by rolling (Attack Bonus + Charisma Ability Modifier + 1d20) vs AC. Temporary AB buffs like spells and bard song are NOT included. If you hit, you deal (Number of Greater Smiting Feats +1) x (Total smiter levels) damage. This means a maximum of 660 damage to every creature in the area of effect that you hit.
- For Paladins and Champions of Torm, the total smiter level is the number of Paladin levels plus the number of CoT levels, plus legendary levels if the character's control class is Paladin or CoT. Paladin/CoT smite only does damage to evil creatures.
- For Blackguards, the total smiter level is the number of Paladin levels plus the number of CoT levels plus the number of Blackguard levels, plus legendary levels if the character's control class is Paladin or CoT or Blackguard. Blackguard smite effects creatures of all alignments.
- If you have 20 levels of Paladin and 20 levels of Blackguard, you will do the Blackguard smite, regardless of what your alignment is (it is assumed you were a level 20 Paladin and went bad).
- The smiter is able to select from a variety of damage types depending on his classes, by using chat commands.
- Smiters with 20 levels of Paladin can select from:
- !damfi - Fire
- !dampo - Positive Energy
- !damma - Magical
- !damdi - Divine
- Smiters with 20 levels of Champion of Torm can select from:
- !damso - Sonic
- !dampo - Positive Energy
- !damma - Magical
- !damdi - Divine
- Smiters with 20 levels of Blackguard can select from:
- !damco - Cold
- !damne - Negative Energy
- !damma - Magical
- !damdi - Divine
- Characters with both 20 levels of Paladin and 20 levels of Blackguard may select from both sets of damage types.
- These commands may be hotkeyed, and are instantaneous. They are selected before the Greater Smite is used. If none is selected the damage type defaults to divine damage.
- Undead creatures are immune to Negative Energy smites.
|
- Turn Undead has been significantly enhanced. Click the 'show' button below to see all the details.
| Turner Changes
|
- Turn Undead now has enhanced mechanics and enemies have a Turn Resistance (TR) value proportionate to their difficulty.
- A turner's turner level is equal to their cleric level. In addition, if the turner has at least 3 levels in Paladin or Blackguard, 2 less than their number of Paladin and Blackguard levels are added to the character's turner level. Further, if the character has Smite Good or Smite Evil uses remaining and the Planar Turning feat, a Smite use will be expended and the 2-level penalty for Paladin or Blackguard will not be applied. Legendary levels count as turner levels, if the control class is Cleric, Paladin or Blackguard. Turner level is further increased by certain cleric domains.
- Sun Domain adds +1 per 2 legendary levels for turning undead.
- Plant Domain adds +1 per 4 legendary levels for turning vermin.
- An elemental Domain (Fire, Water, Air or Earth) adds +1 per 4 legendary levels for turning elementals, if the Cleric has the Planar Turning feat.
- An alignment Domain (Good or Evil) adds +1 per legendary level for turning outsiders, if the Cleric has the Planar Turning feat.
- A turner may turn a total TR value of monsters equal to (turner level + Charisma modifier) * 3.
- A turner's destruction DC is equal to 10 + (Turner levels / 4) + (Cha modifier) + (2 within Medium radius or 1 within Huge radius).
- When rolling to turn, a turner's Turn Power (TP) is equal to their turner level.
- For all valid targets except constructs, if the turner's TP + d8 is greater than or equal to the target's Turn Resistance, the target will be turned. In addition, if the TP roll exceeds the target's TR by 10 or more, the target must make a Will save against the destruction DC or be destroyed.
- For turning constructs (requires Destruction Domain), the turner rolls TP + Spell Penetration + d20 against the construct's Spell Resistance. If successful, the construct will take 1d3 points of damage per point of TP. In addition, if the turner has the Planar Turning feat, the construct must make a Will save against the turner's destruction DC or be destroyed.
- Targets that are turned but not destroyed will be immobilized and unable to act. If they are damaged, they receive up to one Will save every round (against the turner's destruction DC) to free themselves. Optionally, the targets can be feared rather than immobilized, by using the !opt turnimmob SIMtools command.
- Characters with the Planar Turning feat may now buy the Sun, Air, Earth, Fire, Water, Destruction, Good, Evil, and Plant domains as feats in legendary levels. These will not add domain spells, but do increase the breadth of turning ability.
- Only characters with Blackguard levels can turn creatures of good alignment.
|
Paladin Types
Paladins are nearly always built as tanks, but there are several ways to achieve this. Pharlan and Hound Archon are the best subraces for Paladins, but Baseborn Titan and Fallen Angel are also good.
Smiter builds focus on maximizing damage from their Greater Smite ability to do a great chunk of AOE damage every 2 minutes. To do this they need to take Extra Smiting and all 10 Great Smite feats before level 40. Apart from improving smite, for each Great Smite feat a Paladin has before level 41, they receive one point of STR (maximum +10). This lets Paladins achieve both great AB and smiting ability. Smiter builds are usually close to being pure for the best smite damage.
Paladins don't necessarily have to be smiter based. By skipping the Great Smite feats a Paladin can maximize it's melee capabilities and do excellent damage using a weapon alone. By dropping Smites a Paladin can take feats such as Devastating Critical and splash Weapon Master for better crit ranges. Such builds still have access to lots of other Paladin features, such as Holy Sword and Crit Immune.
Play Guide
Defenses
Lacking concealment, paladins are fairly reliant on AC and buffs for survival. The most important buff available to Paladins is their Death Ward spell, which grants crit immunity if you have 40 base STR and death magic immunity. Also useful are Aura of Glory and Divine Shield which give phys/div/pos immunities. Freedom of Movement is handy as well for a bit of extra speed. The guardian angel secret is also important, bringing your character back from death once per day. Since paladins don't have any of their own concealment, it is a good idea to get Mass Camo or Displacement from other casters at the start of runs.
Don't forget that your Lay on Hands ability grants a single party member crit immunity. This is best put to use on a fragile and important character such as the bard, druid or cleric.
Damage Output
Paladins can GMW their own weapons. With a Ssithrak Enchantment tome GMW will reach +13 and at the cost of one feat, can be further boosted to +14 with LSF: Enchantment.
Divine Might and Divine Favor both grant unresistable damage and need to be kept active at all times (divine favor is very short duration and should be cast extended). A special on hit ability of a Paladin is Holy Sword, which makes their melee weapon do lesser spell breach on hit. This is great for stripping buffs off of enemies quickly, especially at Aboleths where normal targeted mords do not work. Be careful swinging a Holy Sword enemy near grabbed Rakshasa, as you could free them. Holy Sword also adds 2d6 divine damage.
See Also