Paladin Ability Scores

Quasqueton

First Post
I've created a 1st-level paladin for an upcoming campaign.

29 point buy
Str: 14 (greatsword)
Dex: 10
Con: 10
Int: 13 (combat expertise at 3rd level)
Wis: 12
Cha: 16

Emphasis with this character is on diplomacy - Skill Focus and Negotiator feats at first level.

But, as I will probably be a frontline fighter too, I'm really feeling nervous with that 10 Constitution. So I've been debating with myself about switching the scores to this:

Str: 14
Dex: 10
Con: 14
Int: 13
Wis: 12
Cha: 14

The paladin would loose a little from his social skills and his paladin abilities, but would be up by 4 or 6 hit points at 2nd and 3rd level. That could be the difference between staying in the fight and taking down the enemy, or lying on the floor unconscious and dying.

What would you do?

Quasqueton
 

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The second one... CHR boosting items are more prevalent then others:

  • FR has a shield enhancement
  • Cloak of CHR on a Paladin is better then resistance
YMMV


Mike
 


What they said. You can more than make up for the loss to Cha later, but you have to stay alive till the later levels to do so.
 



Personally, I'd drop the intelligence to 10, up the dex to 12 for the extra point of AC (I like "filling out my armour") and raise the wisdom to 13. Based on the second set, that is.

In a points buy game, I prefer to go for lots of 14s rather than spending extra for the higher numbers.
 

If you don't have power attack drop the greatsword and stick with a sword and shield, you'll live longer. :p

With your current build I'd go:

Str 14
Dex 10
Con 14
Int 13
Wis 12
Cha 14

Though I think you're better off without the combat expertise and should go just sword & shield. With so few feats as a Paladin it is better to go the equipment route rather than feat route for defense. So:

Str 14
Dex 12
Con 14
Int 10
Wis 13
Cha 14

This spread should still allow you to do those diplomatic things, as well as stay alive while stuck out in front. I would rather have Wis 12, take the Int 9, and bump the Str to 15 so at 4th you could bump Str to 16. But that's just me. Without any emphasis with feats on weaponry you can carry around a greatsword along with that sword & shield too. Nothing wrong with that, but you'll find that you stick around longer with the shield. The two feats: negotiator & skill emph (dip) should be fine for getting a head start on those diplomactic skills. Though perhaps just go with Negotiator and Power Attack for a little of both worlds.
 
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The "Divine Vigour " - feat (CW) may be up your alley, too - effectively +2HP/level, albeit temporarily for Cha-minutes. The movement increase comes in handy, too. But you need turn attempts to power it, so it basically can be picked only later

If you don't need Int 13 for "Combat Expertise" , drop it to Int 12 (and still get that extra skill point - which you might want ) and best raise your Dex some - 12 is fine to get the AC bonus, which I would take over an extra HP/level any day.
 

I have to disagree with virtually everyone. Cha is always better than Con for a Paladin, from 2nd level on. Why? Because of the lay on hands divine grace abilities. Lay on hands gives the same hit point bonus as Con, except that (a) you don't have it until you lose some hit points, and (b) you can share it with others if necessary. And divine grace means that your Cha gives you the same bonus to Fort saves as Con. So the only real disadvantage to Cha instead of Con is in your Concentration skill score ... Now, with that point buy distribution, you do get four points of Con while dropping only two from Cha, but in the long run you'll be better off. Maybe the 12 Con and 15 Cha, bumping to 16 at 4th level would be OK ...
 

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