Charisma or AC for my Paladin?

Norfleet said:
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.
That is unless a party spellcaster has item creation feats. In that case the items can just be enhanced to the higher bonuses by burning some GP, a little XP and some time. It also will depend on if the DM lets magic items be liquidated at market price or not. Otherwise, I agree that the Paladin should take the higher bonus item.
 

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I don't know if anyone mentioned this...but if you use or plan on taking the Divine Might feat from Defends of the Faith..the extra charisma makes it that much juicier.

Very nice Paladin feat.

Cedric
 

Cedric said:
I don't know if anyone mentioned this...but if you use or plan on taking the Divine Might feat from Defends of the Faith..the extra charisma makes it that much juicier.
Since we're not powergaming his Paladin, I didn't mention it - just the importance of CHA over AC primarily.

Divine Might is SO absolutely essential (IMO) for a Paladin that it goes without saying that he'll be picking it up at 6th (in 3.5). Without it, again, you're playing a weak fighter. If you're trying to be an combat effective paladin, Divine Might is a must. It's the only offensive thing (other than a couple spells + SMite + mount) that gives the Paladin something that the fighter doesn't have.
 

I apologize if I am resurrecting a buried thread. My computer at home is having problems and so I couldn't log on over the weekend.

Thanks for all the advice, let me respond to some of the comments...

I realize that Dwarf isn't the best race for Paladin, but it is still a pretty good one. I would like to have Charisma higher, but having 18 strength and 16 constitution is making him a valuable player. And the Charisma will go up to 18 at level 12. Add a cloak for +4, and 22 isn't too bad. Also, having darkvision is invaluable when no one else in the party does.

As for using Defenders of the Faith, my DM only allows things that are in books that he owns. And he didn't have DotF until I was midway through level 7. I still haven't had a chance to read it, but it sounds like I'll most likely be taking the Divine Might feat at level 12.

I also need to look at the armor of command. I am reluctant to give up my armor though because it is +3 full plate with the silent modifier that adds +10 to move silently. I am reluctant to give up my greataxe for a one handed weapon because I speant weapon focus on it. (And it is +1 with Icy burst). I also use power attack often so I enjoy 2-handed weapons.

The other party members are: Fighter, Rogue, and Cleric. The Fighter is 2 levels below us though so I have been doing the majority of the fighting. That is already changing though since he can do about equal damage... he just has 40 fewer HP's.

We played on Saturday and I was surprised to see one of the unidentified amulets we were carrying around was an amulet of natural armor +2. The party was nice and allowed me to have it. That made the decision pretty easy for me and I picked up a +4 cloak and still had enough money left over to give to the church, spend on light armor for my mount, and more beer.

I agree that +2 ability modifier items will get upgraded a lot and so I also prefer to buy items that are at least +3. However, having a free +2 item is very nice.

Thanks for all the comments. While I didn't have such a hard decision to make after all, I now have more direction to where I want to have my Paladin go. First thing on my list is to read Defenders of the Faith. I am a partial powergamer... I love to role play, but I spend all my off time thinking about improving my character and not the story.
 

While I would guess that a lot of people might consider advice like, "Take Feat X, because you get benefit Y and it's really nice" to be powergaming advice. I usually just consider it sound character creation advice in most cases.

Making sure every fighter/barbarian/rogue you played specialized in the Spiked Chain is more along the lines of what I consider power gaming.

In regards to Paladin and Divine Might, I equate that with the same advice I would give most rogues, make sure you are at least pretty good (if not great) at hiding and moving silently. It's just sound character advice.

Cedric
 

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