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E: Templars of Stormreach

Posted April 6th, 2007 by Darkgolem

Templars of Stormreach

Guide to Paladin Enhancements

By Darkgolem

Paladins are very powerful class choice.  Not only can you fight (thought not as well as full fledged fighter), you also have a combination of powerful defenses and abilities with which to support your party.  These options all can be emphasized with the use of enhancements, changing your wide variety of normal abilities to an even higher level variety, since you can improve these abilties is various ways.  This enormous amount of choice can be a bit daunting, but with careful consideration you can turn the powerful paladin character your are making into an even more effective one.

The Basics

A quick summary for those unfamiliar with the way enhancements work for DDO is in order.  First, you get 4 action points every level.  They are earned gradually as you work your way to your next level. You use these action points to purchase enhancements.  You much qualify for an enhancement to purchase it.  Enhancements require a certain amount of action points to already have been spent, less powerful similar enhancements and sometimes for you to have a feat, before you can purchase them.  Because of the requirements for various enhancements, you should plan on how you wish to spend your action points when you begin character creation.

Paladin Enhancement UI

Choosing Your Role

The paladin has a variety of choices in what role they wish to fulfill.  In general, these are the roles of support, combat or protection.  The role of combat usually involves your feat selection more than enhancement, except in the case of undead, against these, the special abilities of a paladin can come to fore.  The roles of support and protection both intermix somewhat, support involving healing and similar functions more than protection. protection involving increasing saving throws more.  However, all three roles combine somewhat, so that no matter what role you emphasize, you will be fair at the other two.

The Undead Hunter

Van Helsin is small fries compared to the paladin undead hunter.  With several abilities that work especially against undead, to augment the undead hunters formidable combat ability, an undead hunter can go into tombs, burial grounds and similar places with little concern of being overwhelmed by the walking dead.
  • Paladin Attack Boost - Some undead, notably some of the armored, corporeal types, are quite hard to hit.  Attack boosts can give a undead hunter that needed edge to hit and dispatch these foes quickly.
  • Paladin Saves Boost - Undead are noted for their deadly attacks.  Undead hunters face level drain, con drain, and other horrible effects, in addition to the spell undead abominations cast.  A paladin's save boost can mean the difference between joining the undead as one of their kind, and victory.
  • Paladin Divine Light - This ability is not so much geared toward destorying undead, it doesn't do enough damage to do that without many repeated applications, as it drawing the attention of undead in the area toward the paladin.  This can be quite fun, and handy, since it allows use of other abilities, such as the cleave feat, or similar items, to greater affect.
  • Paladin Extra Lay of Hands - While not all powerful, this ability can finish off a stronger undead enemy, since healing hurts undead.  Needless to say, it's normal, healing function isn't bad to have either.
  • Paladin Extra Smite Evil - Almost all undead are evil, and smiting them is not only easier than normal combat, but does more damage.
  • Paladin Extra Turning - While turning undead itself, as a paladin, especially in DDO, is losing proposition, having the ability to use extra turns is great, if you have the Paladin Divine Light enhancment.  Don't take this otherwise, though.

The Citadel

The citadel is a paladin who acts as a protective focus for his or her adventuring companions.  The citadel's aura is very powerful, more so that a normal paladin's, and provides an adventuring party with a safe haven from many harmful effects, multiplying that party's effectiveness.
  • Paladin Bulwark of Good - This just a great enhancement, who doesn't want to be hit less in combat?
  • Paladin Courage of Good - bonuses to saves against fear are useful, but this isn't quite as good as Bulwark of Good, since while you are pretty sure to have someone take a swing at you and your compaions, your much less likely to be subject to fear effects as often.
  • Paladin Focus of Good - Useful to friendly spell casters, but another less bonus, since many casters have more than enough skill points to keep their concentration skill high, and all spell casters have concentration as a class skill.
  • Paladin Resistance of Good - This a huge benefit for a party.  A bonus to saving throws for everyone around you who is an ally is very, very helpful.  Probably the best of the "aura" enhancements.

The Defender

The defender's interest is very similar to the citadel's.  But while the citadel focuses in indirectly helping a party by using an improved aura, the defender is more interested in doing so directly.
  • Paladin Extra Lay of Hands - More healing equals good, plus this gives you some anti - undead ability, since healing hurts undead.
  • Paladin Extra Remove Disease - While not a show stopper, this isn't a horrible thing to have.  Don't take it unless you don't have anything else you can take with the same points that you want more.
  • Paladin Rally - This is another ok enhancement.  Removing fear is important, sometimes, especially when your parties main fighter type is shut down in the middle of a key combat.  But on the other hand, how often does that happen?
  • Paladin Devotion - while a paladin isn't a primary healer, this enhancement can make a big difference in the defenders ability to function like one.
  • Paladin Energy of the Templar - being able to cast more, obviously is good.  Remember that no matter what you do, your never going to be a substitute for a cleric, so don't go too crazy picking up this feat.  There are better ways to spend your points.

The Enhancements

 

Name

Cost

Progression

Requirement

Benefit

Follower of the Lord of Blades

2

0

Warforged Paladin level 1 or Warforged Cleric level 1

Warforged only. You are a Blade, a true believer in the cult of the Lord of Blades. Warforged were made to rule Eberron; the other races are weak. Grants a +1 bonus to hit with greatswords, the favored weapon of the cultists of the Lord of Blades.

Bladesworn Transformation

4

28

Warforged Paladin level 9 or Warforged Cleric level 6, Follower of the Lord of Blades

You are a devoted follower of the Lord of Blades, and your faith has been rewarded. Activate this ability to become a juggernaut of destruction for 60 seconds. You have a +4 profane bonus to Strength, a +4 natural armor bonus to AC, a +4 profane bonus on damage rolls, and proficiency in all simple and martial weapons. Your base attack bonus equals your character level. You have lost your spellcasting ability. You have immunity to critical hits and sneak attacks, but cannot be healed by healing spells.  Cooldown: 20 minutes.

Follower of the Silver Flame

2

0

Paladin level 1 or Cleric level 1

You are one of the Purified, a true believer in the Silver Flame. Burn the corruption and taint of evil from all Eberron. Grants a +1 bonus to hit with longbows, the favored weapon of the clergy of the Silver Flame.

Silver Flame Exorcism

4

28

Paladin level 9 or Cleric level 6, Follower of the Silver Flame

You are a devoted follower of the Silver Flame, and your faith has been rewarded. Activate this ability to attempt to exorcise an extraplanar creature, which is entirely consumed in holy fire on a failed Will save or savagely burned by the light of the Silver Flame. A successful Fortitude save reduces the damage to half. The Save DC for this ability is 10 + Paladin Level + Charisma Modifier.  Cooldown: 20 minutes.

Follower of the Sovereign Host

2

0

Paladin level 1 or Cleric level 1

You are a Vassal of the Sovereign Host, a true believer in the Doctrine of Universal Sovereignty. As is the world, so are the gods. As are the gods, so is the world. Grants a +1 bonus to hit with longswords, the favored weapon of the clergy of the Sovereign Host.

Unyielding Sovereignty

4

28

Paladin level 9 or Cleric level 6, Follower of the Sovereign Host

You are a devoted follower of the Sovereign Host, and your faith has been rewarded. Activate this ability to fully heal hit point damage done to a targetted ally, remove ability damage, and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned.  Cooldown: 20 minutes.

Follower of the Undying Court

2

0

High Elf Paladin level 1 or High Elf Cleric level 1

High Elf only. You are guided by the wisdom of the deathless of Aerenal, and are a true believer in the ways of the Undying Court. Existence is a spiritual journey requiring far longer than a single lifetime. Only the Undying can ever truly learn what great wonders lie at its end. Grants a +1 bonus to hit with scimitars, the favored weapon of the clergy of the Undying Court.

Undying Call

4

28

High Elf Paladin level 9 or High Elf Cleric level 6, Follower of the Undying Court

You are a devoted follower of the Undying Court, and your faith has been rewarded. Activate this ability to lead a dead ally's spirit back to this world, acting as a True Resurrection on high elven spirits or a Raise Dead for others. Cooldown: 20 minutes.

Follower of Vulkoor

2

0

Drow Paladin level 1 or Drow Cleric level 1

Drow Elf only. You are one of Vulkoor's chosen, a worshiper of the scorpion god of Xen'drik. Followers of Vulkoor the Hunter pay homage by their actions, as well as through lengthy recitations of the deeds of the god and the heroes who follow him. Grants a +1 bonus to hit with shortswords.

Vulkoor's Avatar

4

28

Drow Paladin level 9 or Drow Cleric level 6, Follower of the Vulkoor

You are a devoted follower of Vulkoor the Hunter, and your faith has been rewarded. Activate this ability to ask Vulkoor to send one of his servants to destroy your enemies.  Cooldown: 20 minutes.

Paladin Armor Class Boost 1

1

0

Paladin level 1

(30 Second Cooldown) Activate this ability to receive a +2 bonus to armor class for 20 seconds.

Paladin Armor Class Boost 2

2

10

Paladin level 4, Paladin Armor Class Boost 1

(30 Second Cooldown) Activate this ability to receive a +3 bonus to armor class for 20 seconds.

Paladin Armor Class Boost 3

3

21

Paladin level 7, Paladin Armor Class Boost 2

(30 Second Cooldown) Activate this ability to receive a +4 bonus to armor class for 20 seconds.

Paladin Armor Class Boost 4

4

32

Paladin level 10, Paladin Armor Class Boost 3

(30 Second Cooldown) Activate this ability to receive a +5 bonus to armor class for 20 seconds.

Paladin Attack Boost I

1

0

Paladin level 1

(30 Second Cooldown) Activate this ability to receive a +2 bonus to attack for 20 seconds.

Paladin Attack Boost 2

2

10

Paladin level 4, Paladin Attack Boost 1

(30 Second Cooldown) Activate this ability to receive a +3 bonus to attack for 20 seconds.

Paladin Attack Boost 3

3

21

Paladin level 8, Paladin Attack  Boost 2

(30 Second Cooldown) Activate this ability to receive a +4 bonus to attack for 20 seconds.

Paladin Attack Boost 4

4

32

Paladin level 10, Paladin Attack Boost 3

(30 Second Cooldown) Activate this ability to receive a +5 bonus to attack for 20 seconds.

Paladin Extra Action Boost 1

2

38

Paladin level 11, Requires one each of Paladin Armor Class Boost 4 or Paladin Attack Boost 4 or Paladin Saves Boost 4

You can use each of your Paladin action boosts an additional time between resting.

Paladin Extra Action Boost 2

4

48

Paladin level 14, Paladin Extra Action Boost 2

You can use each of your Paladin action boosts 2 additional times per rest.

Paladin Saves Boost 1

1

0

Paladin level 1

(30 Second Cooldown) Activate this ability to receive a +2 bonus to saving throws for 20 seconds.

Paladin Saves Boost 2

2

10

Paladin level 4, Paladin Saves Boost 1

(30 Second Cooldown) Activate this ability to receive a +3 bonus to saving throws for 20 seconds.

Paladin Saves Boost 3

3

21

Paladin level 7, Paladin Saves  Boost 2

(30 Second Cooldown) Activate this ability to receive a +4 bonus to saving throws for 20 seconds.

Paladin Saves Boost 4

4

32

Paladin level 10, Paladin Saves  Boost 3

(30 Second Cooldown) Activate this ability to receive a +5 bonus to saving throws for 20 seconds.

Paladin Courage of Good 1

1

7

Paladin level 3

You aura of courage provides an additional +1 bonus to saving throws against fear.

Paladin Courage of Good 2

2

22

Paladin level 7, Paladin Courage of Good 1

You aura of courage provides an additional +2 bonus to saving throws against fear.

Paladin Bulkwark of Good 1

2

6

Paladin level 3

You aura of good provides an additional +1 bonus to armor class.

Paladin Bulkwark of Good 2

4

20

Paladin level 7, Paladin Bulwark of Good 1

You aura of good provides an additional +2 bonus to armor class.

Paladin Bulkwark of Good 3

6

34

Paladin level 11, Paladin Bulward of Good 2

You aura of good provides an additional +3 bonus to armor class.

Paladin Focus of Good 1

1

0

Paladin level 1

You aura of good provides a +1 bonus to Concentration skill checks, allowing spellcasters to continue their magic when damaged in combat.

Paladin Focus of Good 2

2

14

Paladin level 5, Paladin Focus of Good 1

You aura of good provides a +2 bonus to Concentration skill checks, allowing spellcasters to continue their magic when damaged in combat.

Paladin Focus of Good 3

3

29

Paladin level 9, Paladin Focus of Good 2

You aura of good provides a +3 bonus to Concentration skill checks, allowing spellcasters to continue their magic when damaged in combat.

Paladin Resistance of Good 1

2

6

Paladin Level 3

Your aura of good provides a +1 bonus to saving throws.

Paladin Resistance of Good 2

4

20

Paladin level 7, Paladin Resistance of Good 1

Your aura of good provides a +2 bonus to saving throws.

Paladin Resistance of Good 3

6

34

Paladin level 11, Paladin Resistance of Good 2

Your aura of good provides a +3 bonus to saving throws.

Paladin Divine Light 1

1

19

Paladin level 6

Activate this ability to deal 4d6 points of light damage to all nearby undead creatures. Consumes a use of your turn undead ability. A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.

Paladin Divine Light 2

2

34

Paladin level 10, Paladin Divine Light 1

Activate this ability to deal 8d6 points of light damage to all nearby undead creatures. Consumes a use of your turn undead ability. A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.

Paladin Divine Light 3

3

49

Paladin level 14, Paladin Divine Light 2

Activate this ability to deal 14d6 points of light damage to all nearby undead creatures. Consumes a use of your turn undead ability. A successful DC 10 + Paladin Level + Charisma Mod Will save reduces the damage by half.

Paladin Extra Extra Smite Evil 1

1

0

Paladin level 1

You gain the ability to Smite Evil 1 additional time between rests.

Paladin Extra Extra Smite Evil 2

2

10

Paladin level 4, Paladin Extra Smite Evil 2

You gain the ability to Smite Evil 2 additional time between rests.

Paladin Extra Extra Smite Evil 3

3

21

Paladin level 7, Paladin Extra Extra Smite Evil 2

You gain the ability to Smite Evil 3 additional time between rests.

Paladin Extra Extra Smite Evil 4

4

32

Paladin level 10, Paladin Extra Smite Evil 3

You gain the ability to Smite Evil 4 additional time between rests.

Paladin Extra Lay on Hands 1

2

6

Paladin level 3

You can call on your lay on hands ability 1 additional  times between each rest.

Paladin Extra Lay on Hands 2

4

24

Paladin level 8, Paladin Extra Lay on Hands 1

You can call on your lay on hands abillity 2 additional times between each rest.

Paladin Extra Lay on Hands 3

6

42

Paladin level 13, Paladin Extra Lay on Hands 2

You can call on your lay on hands ability 3 additional times between each rest.

Paladin Extra Remove Disease 1

1

19

Paladin level 6

You can use your remove disease ability 1 additional time per rest.

Paladin Extra Remove Disease 2

2

34

Paladin level 10, Paladin Extra Remove Disease 1

You can use your remove disease ability 2 additional times per rest.

Paladin Extra Remove Disease 3

3

49

Paladin level 14, Paladin Extra remove Disease 2

You can use your remove disease ability 3 additional times per rest.

Paladin Rally

2

34

Paladin level 10, Paladin Courage of Good 1

Grants you the ability to remove fear from the target ally.

Paladin Concentration 1

1

0

Paladin level 1

Grants +1 bonus to Concentration skill.

Paladin Concentration 2

2

10

Paladin level 4, Paladin Concentration 1

Grants +2 bonus to Concentration skill.

Paladin Concentration 3

3

25

Paladin level 8 Paladin Concentration 2

Grants +3 bonus to Concentration skill.

Paladin Concentration 4

4

40

Paladin level 12 Paladin Concentration 3

Grants +4 bonus to Concentration skill.

Paladin Diplomacy 1

1

0

Paladin level 1

Grants +1 bonus to Diplomacy skill.

Paladin Diplomacy 2

2

10

Paladin level 4, Paladin Diplomacy 1

Grants +2 bonus to Diplomacy skill.

Paladin Diplomacy 3

3

25

Paladin level 8, Paladin Diplomacy 2

Grants +3 bonus to Diplomacy skill.

Paladin Diplomacy 4

4

40

Paladin level 12 Paladin Diplomacy 3

Grants +4 bonus to Diplmacy skill.

Paladin Heal 1

1

0

Paladin level 1

Grants +1 bonus to Heal skill.

Paladin Heal 2

2

10

Paladin level 4, Paladin Heal 1

Grants +2 bonus to Heal skill.

Paladin Heal 3

3

25

Paladin level 8, Paladin Heal 2

Grants +3 bonus to Heal skill.

Paladin Heal 4

4

40

Paladin level 12, Paladin Heal 3

Grants +4 bonus to Heal skill.

Paladin Devotion 1

1

0

Paladin level 1

Grants a 10% increase to the effectiveness of your healing spells.

Paladin Devotion 2

2

10

Paladin level 4, Paladin Devotion 1

Grants a 20% increase to the effectiveness of your healing spells.

Paladin Devotion 3

3

21

Paladin level 7, Paladin Devotion 2

Grants a 30% increase to the effectiveness of your healing spells.

Paladin Devotion 4

4

32

Paladin level 10, Paladin Devotion 3

Grants a 40% increase to the effectiveness of your healing spells.

Paladin Energy of the Templar 1

1

11

Paladin Level 4

Grants a 20 point increase to spell points.

Paladin Energy of the Templar 2

2

26

Paladin level 8, Paladin Energy of the Templar 1

Grants a 40 point increase to spell points.

Paladin Energy of the Templar 3

3

41

Paladin level 12, Paladin Energy of the Templar 2

Grants a 60 point increase to spell points.

Paladin Charisma 1

2

2

Paladin level 2

Grants a +1 increase to Charisma.

Paladin Charisma 2

4

16

Paladin level 6, Paladin Charisma 1

Grants a +2 increase to Charisma.

Paladin Charisma 3

6

30

Paladin level 10, Paladin Charisma 2

Grants a +3 increase to Charisma.

Paladin Toughness 1

1

0

Paladin level 1, requires Toughness feat

Grants you 5 additional hit points if you have the Toughness feat.

Paladin Toughness 2

2

10

Paladin level 4, Paladin Toughness 1

Grants you 10 additional hit points if you have the Toughness feat.  This is in addition to your other toughness enhancements.

Paladin Toughness 3

3

21

Paladin level 7, Paladin Toughness 2

Grants you 15 additional hit points if you have the Toughness feat.  This is in addition to your other toughness enhancements.

Paladin Toughness 4

4

32

Paladin level 10, Paladin Toughness 3

Grants you 20 additional hit points if you have the Toughness feat.  This is in addition to your other toughness enhancements.

Paladin Extra Turning 1

1

11

Paladin level 4

You gain the ability to preform 1 additional turn attempts before resting.

Paladin Extra Turning 2

2

26

Paladin level 8, Paladin Extra Turning 1

You gain the ability to preform 3 additional turn attempts before resting.

Paladin Extra Turning 3

3

41

Paladin level 12, Paladin Extra Turning 2

You gain the ability to preform 2 additional turn attempts before resting.

Paladin Improved Turning 1

2

14

Paladin Llevel 5

You increase your paladin for the purposes for turning undead by 1.

Paladin Improved Turning 2

4

28

Paladin level 9, Paladin Improved Turning 1

You increase your paladin for the purposes for turning undead by 2.

Paladin Improved Turning 3

6

42

Paladin level 13, Paladin Improved Turning 2

You increase your paladin for the purposes for turning undead by 2.

Paladin Divine Righteousness 1

2

18

Paladin level 6

Activate this ability to double the hate generated by your melee attacks and spells for 20 seconds, making monsters more likely to attack you. Consumes a use of your turn undead ability.


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Windows
Developer: Turbine, Inc.
Genre: Fantasy
Status: Published
Release Date: February 28, 2006
Fee: P2P
ESRB Rating: T