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I'm new to PFS though I have played D&D for many years, so I'm looking for some input and to check if my thinking on this process is correct or not.
I have decided to start a Dwarf Paladin for our PFS group, partly because I play a Dwarf Paladin in some other games and thought it would be fun but also because the group I am joining lacks a tank or a dedicated healer. This character would be intended to fill more the role of tank than healer, but I do want to take advantage of the paladin healing abilities as much as possible too.
I started by giving him the best armor and highest DPS weapon I could find, Field Plate and the Greatsword. With his STR at 18, he can then hit for 2d6+6 with an AC of 18, which feels pretty good, especially for level 1.
Originally, I had balanced the other stats out and tanked his CHA, putting most of the rest into CON and DEX. After playing him once, our GM suggested that I may want to boost his CHA to help with spellcasting and healing in the future.
I wanted to keep the STR where it was, so I decided to tank the INT and WIS scores and boost the others up as much as I could.
STR STRENGTH 18 +4
DEX DEXTERITY 12 +1
CON CONSTITUTION 14 +2
INT INTELLIGENCE 7 -2
WIS WISDOM 9 -1
CHA CHARISMA 13 +1
I am considering reducing the CON score in order to boost either his DEX or CHA (or possibly INT or WIS). DEX makes up for the field plate a bit, which I feel he needs at least +1. I really don't want to give up more than 1 point of AC since he is intended as a tank and needs to be able to be in the enemy's face doing damage. I may just keep him where he is, but am a little concerned that his low INT and WIS scores may hurt him.
Would it be wise to reduce STR by 1, which would free up 4 points to buy other stats and then boost STR back when I hit level 4? I'm already planning to increase CHA at level 4 and possibly WIS, but would it be better to do part of that now? or maybe boost DEX some more so he's not quite as hindered by his armor? Just looking for ideas...
Here are his stats as they are entered right now. This was built in Herolab at our game store and don't have the app on my laptop to play around with at the moment but I'll be there tomorrow...
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STR STRENGTH 18 +4
DEX DEXTERITY 12 +1
CON CONSTITUTION 14 +2
INT INTELLIGENCE 7 -2
WIS WISDOM 9 -1
CHA CHARISMA 13 +1
FORTITUDE +4
REFLEX +1
WILL +1
AC: 18
Touch AC 11
Flat-footed AC 17
HP 15
Greatsword
Crit: 19-20/x2
2-Hand, S
Both Hands: +5, 2d6+6
Throwing axe
Mainhand: +5, 1d6+4
Rng: 10'
Light, S
Ranged: +2, 1d6+4
+7 Max Dex: +1, Armor Check: -4
Field plate
Spell Fail: 35%, Heavy, Slows
SKILLS
Skill Name Total Ability Ranks Temp
Acrobatics -2 DEX (1) 1
Greed: +2 to determine the price of nonmagic items with precious
metals or gemstones
Appraise -2 INT (-2) -
Bluff +1 CHA (1) -
Climb +0 STR (4) -
Diplomacy +1 CHA (1) -
Disguise +1 CHA (1) -
Escape Artist -3 DEX (1) -
Fly -3 DEX (1) -
Heal +3 WIS (-1) 1
Intimidate +1 CHA (1) -
Stonecunning: +2 bonus to notice unusual stonework, such as traps
and hidden doors in stone walls or floors.
Perception -1 WIS (-1) -
Ride -3 DEX (1) -
Sense Motive -1 WIS (-1) -
Stealth -3 DEX (1) -
Survival -1 WIS (-1) -
Swim +0 STR (4) -
Feats, Traits & Flaws
Armor Expert
Armor Proficiency (Heavy)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Magical Talent (Stabilize) (1/day) (Sp)
Martial Weapon Proficiency - All
Shield Proficiency
Simple Weapon Proficiency - All
Toughness +3
Special Abilities
Aura of Good (Ex)
Darkvision (60 feet)
Defensive Training +4
Greed
Hardy +2
Hatred +1
Slow and Steady
Smite Evil (1/day) (Su)
Stability +4
Stonecunning +2
Spell-Like Abilities
Detect Evil (At will) (Sp)