New to D+D. Questions...

Here's some advice on playing a paladin from Wotc: Paladins with Class.

And from myself:

THE ROLE OF THE PALADIN

Different character classes have different roles to play in an adventuring party. An understanding of the role that each class is most suited to play will help in making decisions related to the development of the character. Of course, a player may always choose to create and develop an atypical or unusual character. However, such a character may not be very effective if he does not make good use of the unique strengths of his class.

Due to his good base attack bonus, d10 hit dice, and proficiency with all martial weapons and all types of armor and shields (except tower shields), the paladin is a competent warrior. In a party without a fighter or barbarian, that may be the paladin's primary role.

A paladin's class abilities make him most suited for a front line position as his ability to smite evil can only be used in melee. At 5th level, he gains the ability to call a special mount, which increases his effectiveness in mounted combat.

A paladin also has some minor healing abilities. He has Heal as a class skill, he gains the ability to lay on hands at 2nd level, and gains access to some healing spells at higher levels. However, a paladin would probably be a secondary healer, unless there is no cleric or druid in the party.

A paladin makes a good negotiator because Diplomacy and Sense Motive are both class skills for him. Only a bard or a charismatic rogue might be a better diplomat.

Due to his lawful good alignment, a paladin may also play the role of the conscience of the party. Do bear in mind, however, that some games do not address moral issues, and a paladin should not act in such a way as to reduce the other players' enjoyment of the game.

ASSIGNING ABILITY SCORES

When assigning ability scores for a paladin character, it should be noted that there are a number of class abilities that a paladin is only able to use if his Charisma and Wisdom are above average. Again, although it is possible to play an atypical paladin whose Charisma and Wisdom are below average, such a character may not be effective.

Charisma is perhaps the most important ability score for a paladin. His Charisma modifier, if positive, is added to his attack roll when he uses his ability to smite evil. At 2nd level, when he gains divine grace and lay on hands, a paladin with a positive Charisma modifier may add it to all his saving throws and heal hit point damage equal to his level times his Charisma modifier per day. Charisma also influences his ability to turn undead, which he gains at 4th level, and his Handle Animal and Diplomacy class skills.

A paladin should have a Wisdom of at least 11 as that is the minimum Wisdom required to cast paladin spells. A high Wisdom also gives him bonus spells per day, improves his Will saves and increases the effectiveness of his Heal and Sense Motive class skills. However, it is not necessary to have a very high Wisdom since a paladin with a Wisdom of 14 has the potential to cast the highest-level paladin spells.

Strength and Constitution are also useful for a paladin as he is expected to be in melee combat fairly often. A high Strength enhances his ability to hit and damage his opponents, and a high Constitution increases his hit points. Constitution also affects his Fortitude saves and Concentration checks to cast a spell on the defensive or to retain a spell when he is injured or distracted when casting it.

Since a paladin gets so few skill points per level, an Intelligence penalty probably hurts him more than a Dexterity penalty. On the other hand, a Dexterity bonus is more useful than an Intelligence bonus because it helps him react faster, makes him harder to hit in combat, increases his accuracy with ranged weapons, and adds to his Reflex saves and Ride skill checks.

CLASS ABILITIES

A 1st-level paladin has access to two significant class abilities. First, he may detect evil at will as the spell. This useful ability may alert him to the presence of evil creatures lying in ambush, warn him that he is dealing with something evil, or help him to find an evil creature or object. Suspicious or paranoid paladins may use this ability everywhere they go and on every creature they encounter. While there is nothing in the rules to stop them from doing so, it may be considered rude or an act of hostility in some campaigns. Again, depending on the campaign, the fact that a creature is evil may not in itself be sufficient reason for the paladin to attack it. Finally, this ability is not foolproof as evil auras may be hidden or disguised by magic.

He may also smite evil once per day with one melee attack to increase the damage he does to evil foes. If he has a positive Charisma modifier, he also adds it as a bonus to his attack roll. This ability has no effect but is expended if he uses it against a non-evil creature. To avoid wasting his smite, he should ensure that an opponent is evil before using it, perhaps with his ability to detect evil.
 

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Nadaka said:
yes: paladins do have a caster level = class level / 2.

Did you ever notice that paladins (and rangers for that matter) are never 1st level casters? That is they never have a spellcasting level of 1.

The rules have that below 4th level they have no spellcasting level and then starting at 4th they are level/2.

And since in order to cast a spell you have to be at least the minimum caster level in order to cast it - paladins (and rangers) cast their 1st level spells as a 2nd level caster (at least, but never lower). So a paladin casting cure light wounds will have it vary from 1d8 +2 to 1d8 +5 and not the 1d8 +1 to 1d8 +5 for a cleric or druid.
 

Welcome.

Charisma is arguably your most crucial stat as a paladin. It determines lay on hands (healing ability), boosts your saves, determines turnings/day, and increases smite power.

I would suggest swapping your Str and Cha, then getting strength-boosting items as you progress in level. You won't deal as much damage, but you'll be able to survive much more easily, and from your questions you seem concerned with survival.
 

moritheil said:
Welcome.

Charisma is arguably your most crucial stat as a paladin. It determines lay on hands (healing ability), boosts your saves, determines turnings/day, and increases smite power.

I would suggest swapping your Str and Cha, then getting strength-boosting items as you progress in level. You won't deal as much damage, but you'll be able to survive much more easily, and from your questions you seem concerned with survival.
Alright thanks for the advice. Now, what i meant by spell save first of all, is theres a box on the character sheet that says spell save. What do i write there? my fortitude, will, or reflex? Also, i think i would perfer to swap charisma and wisdom. I like my strenth the way it is, because, and i would have to rewrite a few parts of the sheet if i changed it. And i read alot of the manual so i know what lay on hands is. Not to be rude but i dont like to have things explained to me like that. And cant u use lay on hands to damage undead? Also...
Thats the symbol of bane? i thought it was the fist of Heironeous! lol im such a noob.

Thanks! im glad i got expert help before i started playing. I have a feeling that if i didnt something very bad would happen. I think im gonna get the complete warrior book. Once again, thanks for the help, all!
 

Lukeee said:
Alright thanks for the advice. Now, what i meant by spell save first of all, is theres a box on the character sheet that says spell save. What do i write there?
This is probably the box to set the DC of whatever spells you cast.

There is no such stat as "spell save". The saving throws are Fort, Ref, and Will.
 

Lukeee said:
Thanks! im glad i got expert help before i started playing. I have a feeling that if i didnt something very bad would happen.
BTW ==> Where's your DM? Fellow players? They can help you figure things out too.
 

Nail said:
BTW ==> Where's your DM? Fellow players? They can help you figure things out too.
ermmmmmm..........................................................
...my DM? ummmm.................................
um.......
um?
 

Lukeee said:
ermmmmmm..........................................................
...my DM? ummmm.................................
um.......
um?

This isn't exactly a game you can play by yourself. Not very well anyway...
 

Ah.

:)

So, you're looking for a group, then.

If that's the case, you'll probably want to wait to make a PC until you learn
  • A) What the current party composition is, and
  • B) Whatever house rules there are about creating PCs.
For my current group, as an example, your paladin would overlap with the roles of others, and I have pretty tight restrictions on how to create a PC (28 pt stat buy, for example).

So: Is there a group you are about (or hope) to join? :cool:
 


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