Here's a fun little combo: Half-Elf Paladin / Pact Initiate (Warlock)
Divine Challenge + Dire Radiance Dire Radiance (Standard Action): Radiant damage + Target takes extra radiant damage if it moves nearer to you on its next turn. Divine Challenge (Minor Action): Mark target. While marked, target takes standard penalties (-2 to hit anyone who isn't you) and also radiant damage the first time it makes an attack that doesn't include you before the start of your next turn
So if the creature attacks someone else, it takes a penalty to hit and radiant damage. If the creature moves toward you, it takes radiant damage. In order to avoid taking radiant damage at all, the creature has to not attack and not move closer to you, thus effectively forcing it to waste actions or take radiant damage.
Dilettante: (Part 1) There's a lot of options, but trying to keep it within your focus attributes (Str, Con, Cha). Also, as an encounter power some choices are a lot better than others since it's no longer at-will. Some to consider...
Hit and Run (Ranger 1) Encounter, Martial & Weapon (Melee) Standard Action, Strength vs AC Hit: 1[W] + Strength modifier (increases to 2[W] at 21st level) Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the opponent. Analysis: Good for weaving past small fry to get into melee with the heavy hitters. Alternately, for getting past the heavy hitters to engage the controllers or artillery of the enemy team.
Sacred Flame (Cleric 1) Encounter, Divine, Implement, Radiant Standard Action, Ranged 5, Wisdom vs Reflex Target: One Creature Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses to either gain temporary hit points equal to your Charisma modifier + one half your level or to make a saving throw. Increase damage to 2d6 + Wisdom modifier at 21st level. Analysis: The damage is a bit ehh, but the ability to grant temporary hit points or (and at higher levels, more importantly) an extra saving throw to one of your companions will just about always be useful. You do need to hit to get that benefit, however, it's versus Reflex so that will often be easier than straight AC.
Tide of Iron (Fighter 1) Encounter, Martial, Weapon Standard Action, Melee Weapon, Strength vs AC Requirement: Must be using a shield Target: One creature Hit: 1[W] + Strength modifier damage, and you push the target 1 square if it is your size or smaller or up to 1 size larger than you. You can shift into the space the target occupied. Increase damage to 2[W] + Strength modifier at 21st level. Analysis: Shield should not be a problem for a Paladin. The ability to manipulate the enemy position is always useful, even if it's just a one square push; if that one square gets it off your wizard or into a combat advantage position for your party it's well worth the effort, especially since you can choose to follow or not - and since it's a shift, there won't normally be an Opportunity Attack if you do follow up.
The biggest downside to rogue powers is the fact they all require a light blade, crossbow or sling (Dex weapons); not exactly a paladin's strong suit.
Half-Elf Paladin / Pact Initiate (Warlock)
Divine Challenge + Dire Radiance
Dire Radiance (Standard Action): Radiant damage + Target takes extra radiant damage if it moves nearer to you on its next turn.
Divine Challenge (Minor Action): Mark target. While marked, target takes standard penalties (-2 to hit anyone who isn't you) and also radiant damage the first time it makes an attack that doesn't include you before the start of your next turn
So if the creature attacks someone else, it takes a penalty to hit and radiant damage. If the creature moves toward you, it takes radiant damage. In order to avoid taking radiant damage at all, the creature has to not attack and not move closer to you, thus effectively forcing it to waste actions or take radiant damage.
Dilettante: (Part 1)
There's a lot of options, but trying to keep it within your focus attributes (Str, Con, Cha). Also, as an encounter power some choices are a lot better than others since it's no longer at-will. Some to consider...
Hit and Run (Ranger 1) Encounter, Martial & Weapon (Melee)
Standard Action, Strength vs AC
Hit: 1[W] + Strength modifier (increases to 2[W] at 21st level)
Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke an opportunity attack from the opponent.
Analysis: Good for weaving past small fry to get into melee with the heavy hitters. Alternately, for getting past the heavy hitters to engage the controllers or artillery of the enemy team.
Sacred Flame (Cleric 1) Encounter, Divine, Implement, Radiant
Standard Action, Ranged 5, Wisdom vs Reflex
Target: One Creature
Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses to either gain temporary hit points equal to your Charisma modifier + one half your level or to make a saving throw.
Increase damage to 2d6 + Wisdom modifier at 21st level.
Analysis: The damage is a bit ehh, but the ability to grant temporary hit points or (and at higher levels, more importantly) an extra saving throw to one of your companions will just about always be useful. You do need to hit to get that benefit, however, it's versus Reflex so that will often be easier than straight AC.
Tide of Iron (Fighter 1) Encounter, Martial, Weapon
Standard Action, Melee Weapon, Strength vs AC
Requirement: Must be using a shield
Target: One creature
Hit: 1[W] + Strength modifier damage, and you push the target 1 square if it is your size or smaller or up to 1 size larger than you. You can shift into the space the target occupied.
Increase damage to 2[W] + Strength modifier at 21st level.
Analysis: Shield should not be a problem for a Paladin. The ability to manipulate the enemy position is always useful, even if it's just a one square push; if that one square gets it off your wizard or into a combat advantage position for your party it's well worth the effort, especially since you can choose to follow or not - and since it's a shift, there won't normally be an Opportunity Attack if you do follow up.
The biggest downside to rogue powers is the fact they all require a light blade, crossbow or sling (Dex weapons); not exactly a paladin's strong suit.
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