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Making lv 1 Paladin for the first time & need help
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<blockquote data-quote="Elder-Basilisk" data-source="post: 903052" data-attributes="member: 3146"><p>Other people have made some very good suggestions. Here's my opinion:</p><p></p><p>Put the 17 and the 14 in either strength or charisma (either way will work--put the 17 in strength to be a good damage dealer with good (but not great) saves and a little bit of lay on hands. Put the 17 in charisma if you want to be a marginal damage dealer but have great saves and good turning/lay on hands ability.</p><p></p><p>Put the 13 in Con and the 12 in Wisdom. If the campaign doesn't go too long, it won't matter which goes where because you'll probably bump the 17 up to 18 at 4th level so you won't increase the 13 until 8th level at the earliest. At 8th level, it will make a difference--a 13 wisdom will enable you to increase it to 14 and have 2nd level spells (not that you get many good ones). A 13 con would enable you to get 8 hp from the increase. (And if you plan on multiclassing to something like Templar, Knight of the Middle Circle, or Knight of the Chalice, you won't lose out on spells until you're high enough level to afford a periapt of wisdom (probably 10th level or so).</p><p></p><p>Your last choices are the 10 and the 8. If you're planning on playing a human (probably your best choice, any other race will either nerf your con, charisma, or strength and you need all of those), you can put the 8 in intelligence and still have enough skills to qualify for a prestige class. On the other hand, putting the 8 in dex wouldn't hurt you too much either. If you think it would be fun to play a Forest Gump paladin, put the 8 in int but if you expect to be an active part of party problem solving, I'd go for the 10 int and lose out on dex.</p><p></p><p>So, the 4 choices I think best are:</p><p></p><p>Str 17, Dex 8, Con 13, Int 10, Wis 12, Cha 14</p><p>Str 14, Dex 8, Con 13, Int 10, Wis 12, Cha 17</p><p>Str 17, Dex 10, Con 13, Int 8, Wis 12, Cha 14</p><p>Str 14, Dex 10, Con 13, Int 8, Wis 12, Cha 17</p><p></p><p>They're all viable choices but they will effect what kind of equipment is optimal.</p><p></p><p>For the high strength, low dex build, you'll probably want to wield a two handed weapon. The AC penalty will make it difficult to get an AC that does much more than stop foes from power attacking you and 18 strength is where the two handed damage bonus starts to be worthwhile.</p><p></p><p>For the 14 strength, 10 dex build, weapon and shield would be a pretty good choice. You won't get the same milage out of a two handed weapon as the higher strength build and without the dex penalty, the armor class from a shield will make more of a difference.</p><p></p><p>The other two builds are less biased towards a particular setup but two handed weapons will still be better for the higher strength build.</p><p></p><p>WRT feats, I wouldn't recommend improved initiative--like most things, initiative bonusses matter more the higher they are. Since your score will still be average no matter what you do, I wouldn't bother. The feat is better spent elsewhere.</p><p></p><p>My recommendations would be Power Attack and Cleave at first level. If you have a 17 charisma, I'd then pick up Divine Might at 3rd level. Alternately, you might pick up Weapon Focus, EWP (for bastard sword or dwarven waraxe), or prerequisite feats for a prestige class.</p><p></p><p>Edit: Oh, one last recommendation WRT equipment: buy splint mail with your starting cash (unless you want to wield a greatsword in which case you'll have to settle for chain mail (otherwise you can't afford the greatsword) and don't change armor until you either can afford masterwork fullplate or can loot a suit of banded mail, halfplate, or fullplate from a foe.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 903052, member: 3146"] Other people have made some very good suggestions. Here's my opinion: Put the 17 and the 14 in either strength or charisma (either way will work--put the 17 in strength to be a good damage dealer with good (but not great) saves and a little bit of lay on hands. Put the 17 in charisma if you want to be a marginal damage dealer but have great saves and good turning/lay on hands ability. Put the 13 in Con and the 12 in Wisdom. If the campaign doesn't go too long, it won't matter which goes where because you'll probably bump the 17 up to 18 at 4th level so you won't increase the 13 until 8th level at the earliest. At 8th level, it will make a difference--a 13 wisdom will enable you to increase it to 14 and have 2nd level spells (not that you get many good ones). A 13 con would enable you to get 8 hp from the increase. (And if you plan on multiclassing to something like Templar, Knight of the Middle Circle, or Knight of the Chalice, you won't lose out on spells until you're high enough level to afford a periapt of wisdom (probably 10th level or so). Your last choices are the 10 and the 8. If you're planning on playing a human (probably your best choice, any other race will either nerf your con, charisma, or strength and you need all of those), you can put the 8 in intelligence and still have enough skills to qualify for a prestige class. On the other hand, putting the 8 in dex wouldn't hurt you too much either. If you think it would be fun to play a Forest Gump paladin, put the 8 in int but if you expect to be an active part of party problem solving, I'd go for the 10 int and lose out on dex. So, the 4 choices I think best are: Str 17, Dex 8, Con 13, Int 10, Wis 12, Cha 14 Str 14, Dex 8, Con 13, Int 10, Wis 12, Cha 17 Str 17, Dex 10, Con 13, Int 8, Wis 12, Cha 14 Str 14, Dex 10, Con 13, Int 8, Wis 12, Cha 17 They're all viable choices but they will effect what kind of equipment is optimal. For the high strength, low dex build, you'll probably want to wield a two handed weapon. The AC penalty will make it difficult to get an AC that does much more than stop foes from power attacking you and 18 strength is where the two handed damage bonus starts to be worthwhile. For the 14 strength, 10 dex build, weapon and shield would be a pretty good choice. You won't get the same milage out of a two handed weapon as the higher strength build and without the dex penalty, the armor class from a shield will make more of a difference. The other two builds are less biased towards a particular setup but two handed weapons will still be better for the higher strength build. WRT feats, I wouldn't recommend improved initiative--like most things, initiative bonusses matter more the higher they are. Since your score will still be average no matter what you do, I wouldn't bother. The feat is better spent elsewhere. My recommendations would be Power Attack and Cleave at first level. If you have a 17 charisma, I'd then pick up Divine Might at 3rd level. Alternately, you might pick up Weapon Focus, EWP (for bastard sword or dwarven waraxe), or prerequisite feats for a prestige class. Edit: Oh, one last recommendation WRT equipment: buy splint mail with your starting cash (unless you want to wield a greatsword in which case you'll have to settle for chain mail (otherwise you can't afford the greatsword) and don't change armor until you either can afford masterwork fullplate or can loot a suit of banded mail, halfplate, or fullplate from a foe. [/QUOTE]
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