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Old 01-27-2006, 09:03 PM   #21
Cornbread
Elite Waterdeep Guard
 

Join Date: May 15, 2003
Location: San Diego
Age: 51
Posts: 40
I have been experimenting with a paladin that can turn decent actually. I took a level of cleric and got the Sun domain power and one of the elemental domain for the hell of it to see how it worked. It is kinda cool watching a paladin turn earth elementals and chase them around without getting to hurt. I read the Sun realm description and it says it adds 1d6 to all turning attempts, so I don't see why it wouldn't work for a paladin too. Anyways, it seems to work pretty well without any loss of power for the Paladin, plus it is a little easier in the beginning since you get a summon animal and some cure light wounds too. Just a couple thoughts,

Sly
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Old 01-27-2006, 09:57 PM   #22
Variol (Farseer) Elmwood
Jack Burton
 

Join Date: May 16, 2003
Location: Dartmouth, NS Canada
Age: 58
Posts: 5,634
Cornbread you shy fellow, you've been posting for going onto 3 years and you're still just a Waterdeep guard. I recommend lots more postin' for lots of cool avatars!
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Old 01-28-2006, 12:20 AM   #23
robertthebard
Xanathar Thieves Guild
 

Join Date: March 17, 2001
Location: Wichita, KS USA
Age: 60
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Yeah, a few lvls of cleric is really good for paladin's turning, but it takes away from the pure paladin/CoT I was referring to. It would be a big help if pallys got domains, as clerics do, but they don't, a fact that is offset by other abilities/feats they can take. Actually, I think cleric/pally/CoT would be a good solid build, with lots of buffs, and a few summons to help in big battles.
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