Paladin: Enhancements

by on Jun 14, 2006

<h1 style="color: rgb(153, 51, 0);">Paladin's Toolbox: Paladin Enhancements</h1> <span style="font-style: italic;">By Save-vs-DM</span><br> <br> For those of us who have been playing Dungeons &amp; Dragons (D&amp;D) since you had to ink your own numb

Paladin's Toolbox: Paladin
Enhancements

By Save-vs-DM



For those of us who have been playing Dungeons & Dragons (D&D)
since you had to ink your own numbers on the dice, Enhancements can be
confusing or even daunting.

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Even for players who have never looked at
the pages of the Player's Handbook,
Enhancements offer another level of complexity in an already complex
system. This guide is intended to dispel some of the confusion
surrounding paladin enhancements.

Enhancement Basics

Enhancements are extra abilities you can choose between your levels.
You can choose or replace four Enhancements per level from a list
compiled from your race and class (or classes, if you've multiclassed).
Unlike Feats, you can replace an Enhancement you don't like each time
you earn an action point. You can only choose four Enhancements at a
time, though you can swap one Enhancement for another each time you
earn a new action point.



Generally, Enhancements enhance (funny how that works) a feature or
role of your class. Paladins get dramatically different Enhancements
from a sorcerer, for example. In general, paladin Enhancements boost
your armor class, saving throws, or allow you to use your special
abilities more often (or more effectively).



The fun thing with Enhancements is that you can try out different ones
without being locked into them for too long. If you're unsure if you'll
find a particular Enhancement useful, try it out!  You can always
swap it out for something different if you don't like it.


Enhancements and Play Style

The beautiful thing about Dungeons & Dragons Online: Stormreach
(DDO) is the wide variety between characters of the same class.
Enhancements add to this diversity by allowing you to focus on a narrow
niche of your class even further. However, what works for one player
won't always work for another.



Your play style and group construction will often determine what
enhancements are most useful to you. An offensive paladin will have
different enhancements than a defensive paladin, as they will be
focusing on different aspects of the paladin class. In general, the
best way to determine what enhancements work best for you is by trying
out a variety of enhancements and finding which ones work for you.
Adhere less to restrictive build guilds and more what feels and works
best for you.


Enhancement Specifics

Paladins can choose from the following Enhancements. I have omitted the
specifics of what each enhancement does and at what level they can be
taken, as you can find that information from the href="http://www.ddo.com/index.php?page_id=226">DDO Compendium.



Bulwark of Good I-III

Bulwark of Good is one of the most universally useful paladin
Enhancements. It grants an additional armor class bonus equal to the
value of the Enhancement to you and your allies. This bonus stacks with
every magic item in the game. Since a higher armor class means that
you'll be hit less often and therefore take less damage, Bulwark of
Good is one of the strongest Enhancements for all build and play
styles. I strongly encourage all paladins to at least try out Bulwark
of Good.



Courage of Good I-II

Courage of Good provides you and  your allies with an additional
bonus on saves versus fear. Because paladins are immune to fear after
Level 3 and already grant their allies an additional +4 to saves versus
fear, this Enhancement is rarely taken. However, it can be useful at
the very low levels when you're fighting hordes of kobold shamans who
like to spam cause fear. If you find that you and your allies are being
hit with fear effects a bit too often, you might consider taking
Courage of Good.



Devotion I

This Enhancement provides a bonus to the amount of damage healed with
your first level healing spells. This Enhancement is rarely taken,
mostly because most paladins have fewer spell points than clerics and
often don't use Cure Light Wounds often enough to make Devotion worth
the limited slots available. However, it can be worth it if you find
yourself working as a backup healer.



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src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/DDO_characters.jpg"
style="border: 2px solid ; width: 300px; height: 200px;" align="left">
style="font-weight: bold;">Energy of the Templar I-VII

This Enhancement provides a small bonus to your spell points. Few
paladins find the amount of bonus spell points worth the slot, but
it's a good way to accomplish the task if you want to cast more
spells. Energy of the Templar does have a place as a stopgap measure at
some levels. Some paladins find that the bonus spell points are a nice
boon at Level 4, when you don't yet have spell points from your class.
This Enhancement can often be replaced with Power or Wizardry items.



Extra
Lay on Hands I-II


Extra Lay on Hands is a very potent Enhancement that can really add a
healing punch to your paladin build. It allows you to use your Lay on
Hands ability one or two additional times per rest. While this
Enhancement is not for everyone, if you like having extra
uninterruptible and potent healing on hand, it is definitely worth a
look. This is a good Enhancement for paladins who are in smaller groups
or who do a lot of soloing, as the healing allows you to work as a
backup or secondary healer in some instances.



Extra Smite Evil I-IV

If you find that you really like Smiting Evil left and right, this
Enhancement is definitely for you. Smite Evil can deal truly large
amounts of damage to evil creatures at higher levels, and for some
players having additional uses of this ability is a huge benefit. This
Enhancement often finds a place in a few offensive paladin builds who
want to deal large amounts of damage.



Extra Turning I-II

Given that paladins are generally only mediocre at turning undead due
to their lower turning level, this Enhancement isn't all that useful.
However, if you find you're fighting in a lot of dungeons with multiple
lower level undead, you might pick up this Enhancement temporarily to
give you additional uses of turn undead. For the most part, though,
you'll want to leave this one to the clerics.



Focus of Good I-III

Focus of Good provides everyone within your aura a bonus to
Concentration checks. While this sounds nice in practice, the fact is
that the majority of paladins are in the thick of combat and the
spellcasters are often on the fringe. So the characters who would most
benefit from this Enhancement are often actually out of its range.
Focus of Good might find a place in builds that prefer static
Enhancements or in some archer builds, as archers are likely to be in
the back with the spellcasters. For the most part, you'll want to avoid
this Enhancement as well.



Greater Devotion I

As Improved Devotion, only it provides a larger bonus to the amount of
damage healed.



Improved Devotion I

As Devotion, only it provides a larger bonus to the amount of damage
healed.



Paladin's Action Boost I-IV

For many players, this is one of the bread and butter Enhancements of
the paladin class. This action boost can increase your armor class,
attack bonus, or saving throws for 20 seconds. This is actually
probably the best action boost Enhancement in the game, given that you
can boost three of the most important abilities of your character. With
this Enhancement you can more accurately hit enemies with a high armor
class, avoid being hit by enemies with a high attack bonus, or avoid
taking damage from spells with your increased saves. Paladin's Action
Boost is a very solid Enhancement, and very few players regret having
it. At the very least, it can help you get through the low levels. Try
it out at the low levels, see if you like it (or use it enough), and
then evaluate whether or not you want to keep it as a permanent tool in
your toolbox.



Paladin's Charisma I-III

Wow, an Enhancement that increases the paladin's most important ability
score!  This Enhancement finds a place in many paladin builds, and
for good reason. Charisma is so vitally important to paladins that this
Enhancement is a huge boon. If you think your Charisma score is too
low, take Paladin's Charisma. There is one caveat: it will only provide
you with a benefit if it will increase your Charisma to an even number
or higher (14 to 16/17, 16 to 18/19, etc.). Do not take this
Enhancement if it won't increase your Charisma enough to grant you an
additional +1 ability modifier. This caveat becomes moot when you gain
access to Paladin's Charisma II or III, as those will always provide
you with a benefit.



Paladin's Grace I-II

This Enhancement provides you with a bonus to your saving throws.
Unlike Resistance of Good, this Enhancement only works for you. If you
find yourself regularly falling victim to enemy spells and effects, you
might consider picking up this Enhancement to further increase your
saving throws. Paladin's Grace sometimes finds its way into mage slayer
builds, as they focus on obtaining very high saving throws to avoid
enemy spells. In general, you will find that Resistance of Good is a
better option than Paladin's Grace (though the two taken together can
result in very, very high saving throws).



Paladin's Rally href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=Turning_undead&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Turning undead"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/Turning_undead.jpg"
style="border: 2px solid ; width: 250px; height: 200px;" align="right">


This Enhancement allows you to remove fear from one target once per
rest. It is very rarely taken, and if it is, it is generally taken at
Level 1 or 2, when fear is a big problem due to the kobold shamans.
This Enhancement rarely sticks around for long, though, as saving
throws increase and avoiding fear effects becomes more common. Try it
out at early if you find allies fall to fear too often for your tastes,
but get rid of it before Level 3 when Bulwark of Good and Resistance of
Good become available.



Resistance of Good I-III

Everything that is good about Bulwark of Good is also good about
Resistance of Good. Instead of improving  you and your allies'
armor class, Resistance of Good improves your saving throws. I strongly
encourage all paladins to at least try this Enhancement.



Skill Interaction I-V

This Enhancement provides a bonus to your Diplomacy and Intimidate
skills. While Diplomacy isn't all the useful to the paladin, Intimidate
is often a cornerstone of a lot of paladin builds. If you're playing a style="font-style: italic;">tank, or defensive style build,
this Skill Interaction can often be of great benefit. If you find that
your Intimidate skill isn't landing as often as you'd like, try out
this Enhancement.



Skill Recovery I-V

This Enhancement provides a bonus to your Heal and Repair skills. Given
that these skills are generally only used at rest shrines or when
reviving characters, this Enhancement usually isn't worth the slot it
occupies. Try it if--for some reason--you find yourself reviving
characters with the Heal or Repair skill often; otherwise avoid this
Enhancement.


Final Thoughts

As you can see, paladins have a large selection of nice Enhancements
that can aid you in your battle against evil. My guide will allow you
to choose the Enhancements best suited to your character and play
style. And remember: you can change Enhancements fairly often, so
experimenting is par for the course!

Which paladin Enhancments are your
favorites? Talk about them [ href="http://ddo.tentonhammer.com/index.php?name=PNphpBB2&file=viewtopic&p=1799#1799">HERE].





Last Updated: Mar 13, 2016