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My group will be starting CC in the next couple months and I will be playing a Paladin. The party looks like this:
Human Paladin (me)
Dwarf Inquisitor
TBD Caster (hopefully cleric, but maybe arcane)
Given the apparent difficulty of the AP, I am rather nervous about the survivability of our party. I plan to be the tank / face. My guess is that doing more damage is preferable to having a couple extra points in AC, so I'm going to be using a Greatsword (although I expect to switch to whatever spikey/slashy/bashy loot we find along the way). Do you think what I've put together should work well, or are there some tweaks that could improve it?
We're using the standard (4d6) method for ability scores. So far my build looks like this:
Thanks in advance!

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A few technical issues to sort out first.
HP - with a +3 con bonus you should be at 13
AC - you did not include your dex bonus - should be 18
Attack bonus with your greatsword is off. Should be +4, unless you've a feat or trait I missed. At 1st level I doubt you have the cash for masterwork.
Touch AC should be 12
Now for advice.
Drop magical knack trait for dangerously curious. this gives you a +1 UMD, and it becomes a class skill. This and diplomacy will carry you through the majority of this adventure. Also, perception. It's never gonna be a class skill, but focus on it as it will give you a chance at not being caught surprised.
Have you thought about any archtypes? If this is your first paladin, I'd not recommend it, but if not, the Hospitaler combines very well with the Sacred Servant. You'll lose out on a few smite evils, but Hospitaler will get you a separate pool of power for your channeling, making channel smite a nice cost effective option. Sacred Servant will give you access one domain of your choice complete with domain power and extra spells. It will also net you a planar ally at later levels. Both of these options will help alleviate some of the need of a cleric. The only downside, if you are of the opinion that it is, is that your will be required to have a divine bond with your holy symbol. This gets you several nice bonuses, but may not be what your looking for as the party tank.
You will definitely need some arcane support so hope for either a sorceror or wizard to fill your last slot. Summoner could work too, and it would help provide extra meat shields for your party.
Finally, I didn't see any of your other gear listed. You'll want at least one potion of cure light wounds, and if possible so holy water.

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A few technical issues to sort out first.
HP - with a +3 con bonus you should be at 13
AC - you did not include your dex bonus - should be 18
Attack bonus with your greatsword is off. Should be +4, unless you've a feat or trait I missed. At 1st level I doubt you have the cash for masterwork.
Touch AC should be 12Now for advice.
Drop magical knack trait for dangerously curious. this gives you a +1 UMD, and it becomes a class skill. This and diplomacy will carry you through the majority of this adventure. Also, perception. It's never gonna be a class skill, but focus on it as it will give you a chance at not being caught surprised.Have you thought about any archtypes? If this is your first paladin, I'd not recommend it, but if not, the Hospitaler combines very well with the Sacred Servant. You'll lose out on a few smite evils, but Hospitaler will get you a separate pool of power for your channeling, making channel smite a nice cost effective option. Sacred Servant will give you access one domain of your choice complete with domain power and extra spells. It will also net you a planar ally at later levels. Both of these options will help alleviate some of the need of a cleric. The only downside, if you are of the opinion that it is, is that your will be required to have a divine bond with your holy symbol. This gets you several nice bonuses, but may not be what your looking for as the party tank.
You will definitely need some arcane support so hope for either a sorceror or wizard to fill your last slot. Summoner could work too, and it would help provide extra meat shields for your party.
Finally, I didn't see any of your other gear listed. You'll want at least one potion of cure light wounds, and if possible so holy water.
Okay, I've fixed the bugs you mentioned, so my to-hit, HP and AC show correctly. I think I'd better keep it simple, so I'm going to stay away from the archetypes...unless we have some serious problems with healing. It doesn't look like there are any differences until 4th level anyway, so I can probably talk my DM into letting me use Hospitaler and/or Sacred Servant if we're cutting it too close.
A question though, if we have an arcane class, do I still need UMD? I thought the point of that skill was to pretend you're a wizard/sorcerer with wands, scrolls and whatnot even though they are not on your spell list. Maybe I'm missing something though...

ANebulousMistress |

Not everyone's spell list is comprehensive.
What if (more like when) you come across a divine scroll/item of a spell not on your list? Or the Inquisitor's list? Someone's gotta be able to use that scroll of Raise Dead and you're the one with the charisma for it.
Use Magic Device is always useful. Always.

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Not everyone's spell list is comprehensive.
What if (more like when) you come across a divine scroll/item of a spell not on your list? Or the Inquisitor's list? Someone's gotta be able to use that scroll of Raise Dead and you're the one with the charisma for it.
Use Magic Device is always useful. Always.
ahhhh...that does make sense. I'll go ahead and swap that out.

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I was curious if you'd had your first session yet. I'd thought of another helpful hint that could go a longways toward your goal of party tank. Quick draw shields! Great stuff for the pally that has to switch gears in combat. For a swift action you can draw a quickdraw shield for a +1 to AC. Also, look up the Battle Asperallgium. You fill it with Holy Water and every attack does 1pt of positive energy damage. Finally,
when you do get to the 2nd mod, see if your gm will allow you to find and purchase focusing gems. These are from the adveturers armory, and for 1 minute's focusing your recover 1 use of lay on hands. They can only be used once per 24 hour period.