| daddystabz |
I am thinking of rolling a new Paladin for a local game but I need a little help deciding a few things.
First off, we are using the point buy method for buying attributes, the high fantasy 20 points one. What would you suggest as an attribute spread under this method?
Secondly, I might choose the trait from the traits download that lets you start with 900 gold so I can buy a decent weapon, some armor, and a shield to start. Any suggestions?
Thirdly, what would you suggest for race and starting feats? I am kind of thinking of human so I can easily make Paladin a favored class and to get an extra feat. What do you all think?
Fourth, What is the main difference between Fighter and Paladin in this game?
Thanks in advance!
Lopke
|
The updated Paladin is all about the front-line slam. No more waiting for healing, as you can swift heal yourself and then keep on slugging.
It might not be pretty, but you can dish out the hurt...and if the enemy is an evil outsider or undead, OUCH!
The new paladin is all about the Charisma. Spells, lay on hands, etc, all from Charisma. Keep that high, and then pump up your favorite physical stats. No need for Wisdom, unless you want a better Will save and some skill bonuses. Int is not big, especially if you go Human for the extra skill point.
Fighers get armour and weapon training, plus more feats obviously. This can make them well rounded fighters in any situation (if you diversify). Paladins aren't diverse. They pound evil. And now they do it better :)
I had a player switch from fighter to paladin recently (after his fighter died). He is enjoying the paladin immensely, mostly because of the swift lay on hands ability.
I hope this helps!
Paul Watson
|
One thing to consider with the paladin is that their main limitation, the Code, is very DM dependent. Before playing a paladin talk to your DM as to how he'll interpret the code, and what he'll let you get away with in interpretation. This will prevent a lot of frustration if you and the DM have different ideas of what the code requires.
| stuart haffenden |
I
would
try
something
like
this..
STR..[7]..................15
DEX..[3]..................13
CON..[7].................15
INT..[-2]....................8
WIS..[-2]...................8
CHA..[7+2human]...17
The 15/17 in Str, Con, and Cha can be boosted at levels 4, 8 & 12 in the order that best suits you, but all are fine for early levels. Reasonable "to hit" chance and solid enough "hit points" for starting out.
Dex 13 to qualify for Dodge - Mobility Feat chain.