This book spotlights the champions of deities in the D&D game, clerics and paladins. It's packed with ways to customize cleric and paladin characters, including:
New feats, prestige classes, weapons, and equipment.
More uses for turning checks, and new magic items and spells designed specially for clerics and paladins.
Information about special organizations such as the Laughing Knives and the Stargazers.
Detailed maps of temples that players and Dungeon Masters can use as bases of operation or as enemy structures that must be brought down.
Indispensable to both players and Dungeon Masters, this book adds excitement to any campaign.
Already got it Overpackaged I've been playiong LARP as a Paladin for like a decade now, and I already got the overpacked second edition typical paladin described in the player's handbook. Plus with the 2nd edition Complete Paladin's handbook, it explains a day in the life of a stronghold or church paladin you can pick from. The Paladin is probably the most over rated class there is, because it's way up there in chain of command, while simply serving as an upgrade of the battle mage kit. I've heard a paladin described as a backup priest, shopkeeper, high class warrior, and missionary. I picked a stronghold paladin, it is a lot easier to play. You get a squire to do your household chores at high levels. I picked a true paladin, the one described in the Player's handbook. I didn't know the Knight class described in the Player's Handbook II existed until I looked it up online. The Paladin serves as the party's arcane and divine spellcaster with a limited selection of spells each day to pick from. I heard third edition goes up to level 30, but hopefully it is similar to the retro midevil 2nd edition. It's all right there in the 2nd edition paladin's handbook, just simply an upgrade of the battle mage kit. You acquire spells through prayer. Screw the pen and paper, I do Larp.
Helpful and condensed In building my D&D library, I asked friends about these paperback guidebooks to the various classes. They told me to instead purchase the "complete" hardbacks now currently out. While the hardbacks may have updated 3.5 rules, they are also much more costly and filled with, in my opinion, rarely useful extras. If, like me, you're simply looking for something a cleric and/or paladin might want to see when leveling up during a campaign, I would highly suggest this book.
The older book was better I am referring to the Complete Guide to Paladins for 2nd edtion. That book had far more material in greater depth than Defenders does. Again, this book also seems underdone, like so many 3rd edition books. The most useful material was the section describing how the faiths of specific alignments, and deities, work. As for the rest, it is "overbalanced". Most of the feats are so "balanced" as to be worthless, as are the prestige classes. The kits found in the Complete Guide are better, I think, with real balance, not +'s and -'s canceling each other out. The organizations listed were a little better, but again, the Guide had more interesting ones. Although I have focussed on Paladins, the same holds for priests. The Complete Guide to Priests wasn't that good, so I can't recommend looking for it. Overall, I wouldn't bother buying this again just four about 10 pages of useful material.
worst so far... BUT... i got this book for a paladin so i was really disappointed. the only good parts was the section on dragon mounts. but this book has great stuff on clerics, i look at them in a whole new light now. but if you want paladins, back order Dragon #199
worst so far... BUT... i got this book for a paladin so i was really disappointed. the only good parts was the section on dragon mounts. but this book has great stuff on clerics, i look at them in a whole new light now. but if you want paladins, back order Dragon #199