Paladin Spell Advice


Advice

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My halfling Paladin is 10th level, soon to be 11th. I've gone the Weapon Bond route, so no need for mount spells.

What spells do people recommend? So far, my favorite is Bless Weapon as it works well with the scimitar and Improved Critical.

Advice?


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Zahir ibn Mahmoud ibn Jothan wrote:

My halfling Paladin is 10th level, soon to be 11th. I've gone the Weapon Bond route, so no need for mount spells.

What spells do people recommend? So far, my favorite is Bless Weapon as it works well with the scimitar and Improved Critical.

Advice?

At first level you absolutely need one if not two Hero's Defiance. This let's you use your Lay on Hands as an immediate action and it WILL save your life.

At second level Litany of Righteousness is a must have - worst case scenario it will double the damage you deal for a round against an evil creature and its a swift action which is huge. Also seriously consider Communal Protection vs. Evil and Paladin's Sacrifice, another immediate action spell that could turn the tide of a battle.

At 3rd level Deadly Juggernaut definitely has its place as does Sanctify Armor and Communal Resist Energy if your party doesn't have another means to cast it. Also, I always play Oath of Vengeance Paladins in part because they gain access to the spell Blessing of Fervor as a 3rd level spell and that's one of the better group combat buffs in the game.

At 4th level Bloodsworn Retribution should be your first stop even if its not a spell you would prepare every day and Sacrificial Oath (combined with your immunities and swift self-heals) can make you and another frontliner an unstoppable duo.

Of course all of this depends on your particular playstyle and your particular build, but I hope these suggestions help.


I like anything that takes only a swift or immediate action to cast and doesn't allow a save.

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My favorites are:
Grace
Hero's Defiance
Litany of Sloth
Word of Resolve
Martyr's Bargain
Paladin's Sacrifice
Burst of Speed


Paladin archers love shield other -- you can then absorb damage from the squishes or the frontline tanks, and then swift-heal it on your turn, since you don't normally take damage.

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