Help Making a Paladin?

If you were going to use 2-handed weapons then I would keep the 18 in STR.

If you are going to use a shield, then I would drop the STR to 16 and make the dex 12.


g!
 

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sparhawk said:
The 90 points starts everybody at 0 so if you evenly distributed points you would have a 15 in each stat. This does
not seem very overwhelming to me.


Ah I see. Well that changes things a little.


sparhawk said:
The world is a home brew world but I think is very Greyhawk like because not to magic heavy like FR or magic weak like DL. However the DM says magic is chaotic which I am not sure what this means.


Probably means that it might be unstable. Which might mean there's wild magic OR chaotic magic from Mongoose Publishing Chaos Magic: Wild Sorcery.


sparhawk said:
I never heard of the Scarred lands stuff until today when I read a post about it earlier.


Well I'd be happy to educate you as best I can. :) Certainly I can direct you to some of the best stuff I know as well as some of the highlights of the world of Scarn/the Scarred Lands. All you need to do is ask. :)
 

Nightfal
I sent you an email asking about this setting.
I figured it would be easier than talking on the boards because I am having real trouble getting my messages up.

{edit: corrected Nightfal's name}
 
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I got it. Sent you a reply (don't worry about mispelling my name! :)) If you'd prefer we continue this discussion through email, no problem by me.
 

As a paladin player myself, I DISAGREE with dropping INT in favor of DEX. Sure, you might not have the best armor in the world at 1st level, but that will change pretty quickly. Your CHA already gives you +4 to your Reflex save, and trust me, you'll really appreciate those Skill points when you can't decide whether to raise your Ride OR your Concentration OR Diplomacy. Your stats seem right on the money to me.

Also, I'd suggest reading Sepulcrave's Story Hour (http://enworld.cyberstreet.com/showthread.php?s=&threadid=762) in addition to PiracteCat's for some good paladin inspiration.
 

sparhawk said:
The world is a home brew world but I think is very Greyhawk like because not to magic heavy like FR or magic weak like DL. However the DM says magic is chaotic which I am not sure what this means.

I never heard of the Scarred lands stuff until today when I read a post about it earlier.


Nightfall will suggest adding the spells from Relics & Rituals, since Scarred Lands is his thing, but your DM will need to examine the spells *very* carefully to approve them. Several of them are out-and-out broken; our group has completely disallowed the entire sourcebook. There are some good spells, still, but they need to looked at case-by-case. Which he/she will probably do anyway, but just friendly advice...
 

Eridanis said:


Nightfall will suggest adding the spells from Relics & Rituals, since Scarred Lands is his thing, but your DM will need to examine the spells *very* carefully to approve them. Several of them are out-and-out broken; our group has completely disallowed the entire sourcebook. There are some good spells, still, but they need to looked at case-by-case. Which he/she will probably do anyway, but just friendly advice...

I was just going to suggest the paladin spells. The rest he doesn't need. I don't seem much harm in using say the Body of Corean spells or Holy Beacon
 

Nightfall said:


I was just going to suggest the paladin spells. The rest he doesn't need. I don't seem much harm in using say the Body of Corean spells or Holy Beacon

[Eridanis crawls out from under a stack of papers, one clenched in hand]

Sacred Journey was the one I'm thinking of. I know of a paladin who memmed it to boost his lay on hands, and then turned around and destroyed the big, bad vampire fellow who was the main antagonist with his hyped-up LOH. If your DM prepared for those sorts of twists of fate/creative uses for spells/munchkin moments (however you choose to look at it), then cool; but bear in mind that some spells have unintended consequences...
 

Because you are doing straight point buy, I think your stats are fine as is. (I prefer more balanced characters when using the DMG method.)

In the long term you can pick up Dex item to boost up that extra +1 AC.

I like a lot of skills. In the long term Int is much better for skills; the price you pay is a very small delay in getting higher level spells. Your saving throws are already pretty solid by stacking up Cha.

If you might want to be a social skills machine consider picking up Cosmopolitan: Sense Motive (from Forgotten Realms), and maximize Diplomacy and Sense Motive, giving a +2 synergy boost to Dip. The interesting thing about a paladin is that honest and normally villainous individuals alike know that they can count on a deal they hammer out with a paladin because of his Code; that gives you opportunities to negotiate that will make any Bard green.

Your undead hunting skills are fine. Raw Strength, good saves (from high Cha), and the turning you have is good enough. With your high Cha, your turning is only ever so slightly weaker than a straight Cleric with a Cha of 10. Your turning will work fine against weak undead.
 

maddman75 said:
For PrC's there is a Hunter of the Dead class in Defenders of the Faith IF you can talk your DM into letting it stack with paladin levels for turning undead. It should have been done like that anyway.

This is in the errata center:
http://www.d20reviews.com/Eric/errata.htm#defendersfaith

Hunter of the Dead Prestige Class: ...levels of Hunter of the Dead should stack with levels of other classes with the ability to turn undead.... So if you have a character that's Pal9/Hunter of the Dead 3, it turns undead as a 10th-level cleric. If you have a character that's Clr7/Hunter of the Dead 3, it turns undead as a 10th-level cleric. [WotC's Rich Baker on the Official WotC Boards]
 

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