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General Tabletop Discussion
Character Builds & Optimization
Requesting Paladin build advice
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2260136" data-attributes="member: 3146"><p>I like skills as much as the next guy, but if I want to play a paladin with all sorts of stealth, mobility, and alertness skills, I'll play a paladin/rogue or paladin/ranger. (Devoted Tracker, Devoted Inquisitor, and the Shadowbane Inquisitor prestige class help a lot in that regard). For a paladin/knight of the chalice, I'd only go that route if I wanted to handicap my character.</p><p></p><p>As for the difference that 1hp/level makes... well, on average, a 12th level paladin with a 13 con will have 87.5 hit points. With a 14 con, that's 99.5. With a 16 con, that's 111.5. You're talking over a 10% increase in the character's hit points, as well as a helpful boost to charisma (or some other stat) at level 16. If the character is an Aasimar or other +ECL race, he'd have to sacrifice either strength or charisma to have the 14 con/16 int combo, and I wouldn't do that either. The extra 12-24 hit points is quite a significant factor too. IME, when your 12th level paladin is facing down a bad guy, 10 hit points is run away or heal time. 22 hit points is often "I'm probably gonna drop this round, but I probably won't die" and 34 hit points is "I can take one more round of this."</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2260136, member: 3146"] I like skills as much as the next guy, but if I want to play a paladin with all sorts of stealth, mobility, and alertness skills, I'll play a paladin/rogue or paladin/ranger. (Devoted Tracker, Devoted Inquisitor, and the Shadowbane Inquisitor prestige class help a lot in that regard). For a paladin/knight of the chalice, I'd only go that route if I wanted to handicap my character. As for the difference that 1hp/level makes... well, on average, a 12th level paladin with a 13 con will have 87.5 hit points. With a 14 con, that's 99.5. With a 16 con, that's 111.5. You're talking over a 10% increase in the character's hit points, as well as a helpful boost to charisma (or some other stat) at level 16. If the character is an Aasimar or other +ECL race, he'd have to sacrifice either strength or charisma to have the 14 con/16 int combo, and I wouldn't do that either. The extra 12-24 hit points is quite a significant factor too. IME, when your 12th level paladin is facing down a bad guy, 10 hit points is run away or heal time. 22 hit points is often "I'm probably gonna drop this round, but I probably won't die" and 34 hit points is "I can take one more round of this." [/QUOTE]
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