Charisma or AC for my Paladin?

Use Protection from Evil or Shield of Faith to get +2 Deflection bonus to AC instead of a Ring of Protection.
Ask your fellow Cleric for a Magic Vestment or two.

Get the Cloak of Charisma +4! :)

Bye
Thanee
 

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G'day

Take your prior experience as the best guide to future adventure content.

Now ask: What has given me most trouble to date?

1) Getting hit, running low on hit points, and suffering level drains and other effects of getting hit, thus requiring healing spells, 'Restoration', and AC buffs? Does your low AC cost you more than 20 hp per fight?

or 2) Failing saves, failing turn checks, failing Diplomacy checks, etc.

Once you have this answer, you will be in a position to mend what is broken.

Don't forget that if everyone concentrated on covering their weaknesses the party would end up all much alike and not much good at anything. You get more bang for your GP (or XP) by reinforcing your strengths and relying on your buddies to cover your weaknesses.

Regards,


Agback
 
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Go with the cloak.

If you want a better AC, ditch the greataxe, and go with a large shield and a dwarven waraxe. The damage difference will be noticed, but it isn't that great (unless you're using Power Attack).
 

What is your touch AC?

If it is 11 (as I currently suspect from reading this thread), something to boost that could be a life saver. In that case, the ring of deflection is probably the way to go. Depending on party resources, you might want to do just a ring +3 rather than ring +2 plus amulet +2 since we are looking at touch AC.

Otherwise, I agree with another poster. Look at what has given you the greatest problems in the past. If you've had trouble staying in the fight because nothing misses you, even on the second or third attack, it is probably time to boost the AC. If it is being taken out by missed saving throws, then go with the cloak.

As you already noted, the Cloak helps with the greatest number of paladin abilities. It definately wins in the case of a tie.
 

Getting adamantine magical plate is never a bad idea, either. Negates a lot of stupid saving throws from creatures that do miniscule damage, but have nasty poison. Granted, dwarven saves are pretty good, but any saves you can eliminate are a good thing.
 

FEATs dont fail me ever.

Your Feat selection could make this a real easy question to answer.
Are you using Defender of the Faith, Divine Feats would improve greatly with the cloak.

What other equipment do you have? Dont forget about some of wands and scrolls of precombat buffs and postcombat healing then thatll leave you open for flashy offensive spells.

Is there a straight cleric in your group?

Always make the cleric/mage take Item Creation feats ALWAYS!

What other books are you using?

I'd much rather you get the Armor of Command, the imagery is so much grander.
 

Don't compromise: All those small lower-bonus items are shortly going to wind up being sold at a loss, because upgrading your kit is going to eventually require you to replace that item: The longer you can postpone having to replace an item, the better, and the larger the bonus is on the item, the more likely you are to keep it indefinitely. Whereas a lowly +2 is likely to surely be earmarked for replacement at some point, a +4 may very well carry you throughout the character's playing career.

Also, raising your Chr, for a Paladin, will boost your active mechanics. Boosting your AC only provides a tiny benefit to a passive mechanic that you have no real control over anyway. Thus, your ability to leverage this is minimal. +2 to AC has basically minimal effect.
 

Lamoni said:
Hello, I am currently playing a dwarf Paladin that just leveled up to level 10. I have 102 HP's, 23 AC, 17 Charisma.
Well, right there's your problem, IMO.

(This is all from a rules-analysis point of view, NO roleplaying, OK?)
Dwarf Paladins are a terrible use of the class.
Paladins are built on CHA. ALmost every class ability revolves having it as high as possible. If not, than they are just weak fighters. If you want high AC, there's much better classes for it also.
A 17 CHA at level 10 is an ineffective paladin build, in my eyes. (No offense)
Any mid-level Paladin should automatically go for as high of + CLoak of CHA as they can afford, and if DotF is allowed, try to get the Armor (or Shield) of Command, if the DM plays it like it's written (+4 competence bonus to CHA).
It's too bad that's almost all there is to pump CHA, but other than inherent bonuses, that's about all she wrote.
Here's a suggestion that combines both your desires: If your DM allows it, look into the NetBook of Feats, and Divine Armor, or whatever it's called. It gives sacred bonus to AC equal to your CHA bonus for CHA bonus # of rounds, I think.
Fight for the Divine Feats being used as a free action interpretation, as supported by the FAQ. This would help your paladin be more effective which if the DM agrees that he needs help, than it should be agreeable to all.
 

The above post is aboslutely correct -- unless you're playing a Gold Dwarf (FRCS), who gets -2 to DEX instead of CHA, and gets +1 to hit abberations instead of goblinoids.

Gold Dwarves make nice Paladins. :D
 

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