Lord Pendragon
First Post
This is true. However, Protection from Evil has a finite duration and requires an action to activate. So you need to decide what is best for your particular campaign. If you usually have the extra round to cast Protection from Evil and don't often have more combats than available castings, then I'd agree that you might want to hold off on the Vest of Resistance until you can buy a +3 or higher version.nittanytbone said:*A +1 vest of resistance or ring or protection is an alright purchase. However, note that these provide Resistance bonuses to saves. Protection from Evil provides a nice +2 bonus to saves from evil creatures, which doesn't stack with the Resistance items. Thus, I'd be far more inclined to pick up a wand of Protection from Evil or some scrolls than I would be to stock up on Resistance & Deflection bonus items.
If on the other hand, you have several combats a day, or often find yourself needed to get into the thick of battle without being able to spend a round buffing, then get the Vest. You'll have +2 whenever you get a chance to cast Protection from Evil, and a +1 any other time you get hit with a detrimental effect.
And of course it goes without saying that if you decide to prep a spell other than Protection from Evil, such as Bless Weapon or Divine Favor, that the Vest is a very good item to have.
A scroll of magic weapon is a very good idea. You may never need it, but it will help in a pinch if you come across magic/x DR, before picking up a magic weapon, and is pretty cheap to get.*Get a cold iron sword and a scroll of magic weapon. Ta-da! +1 cold iron long sword.
This is personal opinion, but I'd put expendable ranged ammunition far down on your list of priorities. Well after you've completed your suite of +1 equipment (weapon, armor, shield, amulet, vest, gauntlets, cloak...)*Bane ammunition is pretty cheap and well worth your money. Opening up a fight with a heavy crossbow bolt doing 1d10+2d6+3 damage is beautiful at low to mid levels. As a paladin, I'm guessing you'll run up against Evil Extraplanar creatures and the Undead at some point; a Bane Goblinoids bolt is also handy, merely, because it covers three common humanoid bases (goblins, hobgoblins, and bugbears), and even a goblin with some class levels can be annoying as all heck to kill.
Definitely good choices.*Divine feats are your friend. Divine Might is great because it is a free action to activate. I like Divine Vigor a whole lot -- temporary hit points are great.
At low levels, this is definitely true. At high-levels, it's insanely good. My level 15 paladin can currently spend a standard action to gain a +10 to AC for 7 rounds. His AC jumps up into the mid 40s and causes problems even for big dragons. So shelf the idea for now, but I'd seriously consider reexamining the benefits at levels 9, 12, and 15.Divine Shield is alright, but the standard-action-to-activate thing really stinks.
Extra Smiting is good even on a standard attack, though it certainly shines on a charge. Then again, everything shines on a charge, if you've spent the feats to power it up.*Extra Smiting is also good for a charger as the extra damage is multiplied on a charge for lots of damage. And free actions are your friend.

My paladin has Power Attack, and usually never uses it. He doesn't have weapon focus, greater weapon focus, or an insane strength (choosing to focus on charisma instead), so his to-hit, while very good, is still sometimes challenged by the dragons and devils we face in our campaign.*If you don't have it, Power Attack is good for a charger as the damage is multiplied on a charge.
(Edit to add: Looking at the statement below, I suppose it's inaccurate to say I never use it.

But even if you don't use it specifically, Power Attack can be very useful for a paladin. First off, it's a gateway feat to Divine Might, which I use every combat. Secondly, when you get big bonus to hit, you can convert those into damage. I often convert the +2 to attack from charging into +4 damage when making a mounted charge, as well as the +1 for higher ground, if I'm charging a medium or smaller creature. When I smite, depending on the estimated AC of my opponent, I will sometimes convert some of my +cha to hit into +damage as well.
If variant mounts are allowed, what you really want is a flying mount. The tactical options increase tenfold. In several memorable sessions, I basically played the role of "air support" in our party, making strafing attacks against grounded foes while the rest of the party engaged them on foot.*If your DM will let you customize your mount, see if you can have it take a useful feat like Improved Toughness at HD 6. Also, the DMG has some optional rules for variants on mounts. For example, -1 effective paladin level in exchange for applying the Celestial Template. DR 5 and a bunch of energy resistances? Yes please!
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