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<blockquote data-quote="Elder-Basilisk" data-source="post: 2742323" data-attributes="member: 3146"><p>It'd be more than just a bit challenging to pull this off in 3.5 (and would be pretty challenging in 3.0 too, but without arrow and bow enhancements stacking, with the reduced progression for greater magic weapon, and with a penalty for using a mighty bow too strong for you normally, and short duration strength buffs in 3.5, it's a lot more challenging). Without a strength modifier, archers have a lot of trouble dealing decent damage.</p><p></p><p>In 32 point buy, for a traditional paladin, my suggested build would be:</p><p></p><p>Str 16--14 is really the minimum for a melee (or ranged) fighter in a 25-32 point buy game. Any less and you'll not only have trouble hitting compared to your fighter and barbarian companions, you won't deal significant damage either. However, since this is 32 point buy rather than 28, you can afford to spend a little more.</p><p></p><p>Dex 10 You don't want a penalty. A 12 would be ideal, but I'd rather have an extra point of charisma in the long run.</p><p></p><p>Con 14 You can survive on a 12 if you're careful and have good support from your party, but going for a 14 Con makes everything a lot easier.</p><p></p><p>Int 10 You could get by on 8--especially if you're a human and don't care about skills too much, but I'd rather role-play someone who's at least average int.</p><p></p><p>Wis 12 That'll keep you running until 8th level or so and by then, you should be able to afford a periapt of wisdom. (And you won't absolutely need more until 11th or 12th level)</p><p></p><p>Cha 15 You could switch strength and charisma pretty easily--it just depends what you'd prefer to have high.</p><p></p><p>My own preference for strength over charisma and constitution over wisdom follows this logic:</p><p>1. Strength is useful from level 1 on. Charisma is good for 1 smite/day at level 1 and starts powering saves and lay on hands at level 2.</p><p>2. Constitution is essential at every level since paladins tend to take a beating on the front line of combat. (And even characters who aren't on the front line take a beating in D&D so it's essential for everyone at every level).</p><p>3. Wisdom does nothing except saves and skills until level 4 and even then, you get no extra benefit from a 14 until level 8. At that point, you can afford a periapt of wisdom. By level 12, you want to have at least a 13, but even if you want your neck slot for something else, it's reasonable to hope to find an ioun stone by then.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2742323, member: 3146"] It'd be more than just a bit challenging to pull this off in 3.5 (and would be pretty challenging in 3.0 too, but without arrow and bow enhancements stacking, with the reduced progression for greater magic weapon, and with a penalty for using a mighty bow too strong for you normally, and short duration strength buffs in 3.5, it's a lot more challenging). Without a strength modifier, archers have a lot of trouble dealing decent damage. In 32 point buy, for a traditional paladin, my suggested build would be: Str 16--14 is really the minimum for a melee (or ranged) fighter in a 25-32 point buy game. Any less and you'll not only have trouble hitting compared to your fighter and barbarian companions, you won't deal significant damage either. However, since this is 32 point buy rather than 28, you can afford to spend a little more. Dex 10 You don't want a penalty. A 12 would be ideal, but I'd rather have an extra point of charisma in the long run. Con 14 You can survive on a 12 if you're careful and have good support from your party, but going for a 14 Con makes everything a lot easier. Int 10 You could get by on 8--especially if you're a human and don't care about skills too much, but I'd rather role-play someone who's at least average int. Wis 12 That'll keep you running until 8th level or so and by then, you should be able to afford a periapt of wisdom. (And you won't absolutely need more until 11th or 12th level) Cha 15 You could switch strength and charisma pretty easily--it just depends what you'd prefer to have high. My own preference for strength over charisma and constitution over wisdom follows this logic: 1. Strength is useful from level 1 on. Charisma is good for 1 smite/day at level 1 and starts powering saves and lay on hands at level 2. 2. Constitution is essential at every level since paladins tend to take a beating on the front line of combat. (And even characters who aren't on the front line take a beating in D&D so it's essential for everyone at every level). 3. Wisdom does nothing except saves and skills until level 4 and even then, you get no extra benefit from a 14 until level 8. At that point, you can afford a periapt of wisdom. By level 12, you want to have at least a 13, but even if you want your neck slot for something else, it's reasonable to hope to find an ioun stone by then. [/QUOTE]
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