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Could I get some opinions?
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<blockquote data-quote="babomb" data-source="post: 1018716" data-attributes="member: 1316"><p>Well,you've only got two feats left, after getting the required ones, right? Saddleback, Ride-by-Attack, and Spirited Charge would be helpful if you anticipate a lot of mount use (especially since you'll have your Paladin mount and Mounted combat). Until my Aasimar Paladin died recently, he got some good use out of Divine Might (from DotF; spend one turning attempt to add Cha mod to damage for a number of rounds equal to your Cha mod). Also remember that with Leadership, you have a probably have cohort one level lower than you. If your DM lets you create him/her, try to pick abilities that complement yours. If you'll be using a 2-handed weapon, try the 3.5 Power Attack. You could also go for TWF/Ambidexterity (or TWF/ITWF if you're using 3.5). A lot of the players in my group like the Dodge-Mobility-Spring Attack path. You'll probably be wearing heavy armor, which lowers the usefulness of Spring Attack, but you might consider Dodge. Weapon Focus is a good choice as well.</p><p></p><p>For skills, you'll need some in Ride. I'd feel odd playing a Paladin with no ranks in Knowledge(Religion), but it doesn't have to be maxed out. Diplomacy is a good choice for a Paladin. Any ranks you have left over put into Handle Animal, Craft, Profession, or Swim (to negate your probably massive penalty).</p><p></p><p>As for spells (you probably have two 1st-level spells), if you don't have a cleric in your party, make all of your spells Cure Light Wounds. If you do have a cleric, consider Bless, Bless Weapon, Divine Favor, or Magic Weapon. You might want to pick one of those and one Cure Light Wounds just in case.</p></blockquote><p></p>
[QUOTE="babomb, post: 1018716, member: 1316"] Well,you've only got two feats left, after getting the required ones, right? Saddleback, Ride-by-Attack, and Spirited Charge would be helpful if you anticipate a lot of mount use (especially since you'll have your Paladin mount and Mounted combat). Until my Aasimar Paladin died recently, he got some good use out of Divine Might (from DotF; spend one turning attempt to add Cha mod to damage for a number of rounds equal to your Cha mod). Also remember that with Leadership, you have a probably have cohort one level lower than you. If your DM lets you create him/her, try to pick abilities that complement yours. If you'll be using a 2-handed weapon, try the 3.5 Power Attack. You could also go for TWF/Ambidexterity (or TWF/ITWF if you're using 3.5). A lot of the players in my group like the Dodge-Mobility-Spring Attack path. You'll probably be wearing heavy armor, which lowers the usefulness of Spring Attack, but you might consider Dodge. Weapon Focus is a good choice as well. For skills, you'll need some in Ride. I'd feel odd playing a Paladin with no ranks in Knowledge(Religion), but it doesn't have to be maxed out. Diplomacy is a good choice for a Paladin. Any ranks you have left over put into Handle Animal, Craft, Profession, or Swim (to negate your probably massive penalty). As for spells (you probably have two 1st-level spells), if you don't have a cleric in your party, make all of your spells Cure Light Wounds. If you do have a cleric, consider Bless, Bless Weapon, Divine Favor, or Magic Weapon. You might want to pick one of those and one Cure Light Wounds just in case. [/QUOTE]
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