by taanyth, Sep 24,2009

Fundamentals of Faith: Baseline mechanics

Class Traits

Hit Points

15 + CON score at 1st level, 6 gained per level. It's the standard hit point figures for Defender classes, which you certainly can't complain about. Only the Warden has more base hit points than you.

Healing Surges

10 + CON modifier is the highest baseline for any class in the game. Good thing, too, since only some of you will undergo the heaviest of endurance training.


You're the only class that can wear plate mail from the start. You're also trained in all military melee weapons, which as far as basic training goes is as good as it gets. Your implement is a holy symbol, which is the only type of implement that doesn't take up a weapon or shield slot. As for ranged weapons, you can only use the simple ones, but no one gets everything.

Defense Bonuses

+1 to all three non-AC defenses (NADs ... shut up, Beavis). Very solid

Class Features & Powers

Divine Challenge (PHB)

Place a mark from up to 5 squares away as a minor action. The first time the enemy doesn't include you in an attack, it automatically and unavoidably eats radiant damage. The damage costs no action at all to deliver, and a good thing that, because it doesn't quite scale with the damage-per-round figures of a melee basic attack that Fighters and Wardens use with their mark punishments. This feature's greatest weakness is that it can be a real pain at times to maintain via its engagement clause (such as when you need to heal someone that round), and the penalty for failing to engage is quite harsh. Luckily, thanks to Divine Sanction, that weakness isn't quite as crippling to your defender performance as it was in the past.

Divine Sanction "#000000">(DP) Not a feature per se, but it's a special type of mark that's attached to many of your powers and feats. It works like Divine Challenge in that it automatically and unavoidably deals radiant damage (3/6/9 + CHA modifier, like DC) when the enemy doesn't include you in an attack, but it doesn't have DC's engagement stipulations. DS marks last as long and affect as many enemies as the associated power or feat prescribes. There's also no limit to how many enemies suffer the damage if they violate DS, making mass-DS powers very good for defense against a crowd. DS complements DC, and it often covers for the situations in which DC fails.

Channel Divinity "#000000">(PHB) This is your per-encounter feature power. You start with two possible ways to use Channel Divinity in any given encounter, and feats and paragon paths may give you more ways to use it. But no matter how many options you wind up with, you still only get one use of Channel Divinity per encounter. Use it wisely.
"#00BFFF">Channel Divinity: Divine Mettle (PHB): Grant a save to an ally with your CHA-modifier's worth of a bonus. Amazing for a high-CHA Paladin.
Channel Divinity: Divine Strength (PHB): Extra damage equal to your STR modifier on one attack. It's there, although only Paladins who don't focus on Charisma will make any appreciable use of it. This power does, however, become a lot more valuable for high-STR Paladins in Epic Tier.[[/sblock]]

Special Powers "#000000">(PHB)
"#0000FF">Lay on Hands (PHB): Use your healing surge and heal an ally (or yourself) with it. The healing target heals their healing surge value's worth. A fair Constitution is needed to prevent this power from being a liability to you, but it is very solid backup for a leader if you're geared for it. This feature does get the best feat support of the three.
"#0000FF">Ardent Vow (DP): This feature gives you the most reliable way to put Divine Sanction on an enemy for a whole encounter. Any attacks after the vow will mark, hit or miss. You also get a fairly large WIS-dependent damage bonus for the first attack after the vow, so you'll either want to maximize your hit chances or use a daily attack power with miss damage (the power specifies damage roll, but not whether the attack hits or misses in order to apply the extra damage).
"#000000">Virtue's Touch (DP): Removes one condition from you or an ally that can include: blinded, dazed, deafened, slowed, stunned, or weakened. This one a nice boost against enemies who deal such effects in a manner that doesn't involve a save. It's amazing when it stops effects that can get worse after failed saves. It's more situational than the other powers here, but when you need to use it, you're glad you had it. It won't be used too often in the first 15 levels, but in Late-Paragon it will start to pay off, especially if you pick up other means to heal to compensate for having no Lay on Hands.

Guides: Index | Defenders | Leaders | Strikers | Controllers | Races Handbook: [[../Handbook|Contents]] | Overview | [[../Attributes]] | [[../Archetypes]] | [[../Races]] | [[../Powers]] | [[../PP|Paragon Paths]] | [[../ED|Epic Destinies]] | [[../Feats]] | [[../Equipment]] | [[../Notes|Notes & Tactics]]