
Crosswind |
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I have a level 5 Paladin/1 cleric, chose grease for level obe spells, but wasn't sure what to do with the other three levels, plus generalized advice on Paladin spell choices.
For unsanctioned knowledge, you'd have a tough time arguing against heroism, haste, and freedom of movement at 2,3,4.
Other than that:
1.) Lesser Restoration, Liberating Command, Word of Resolve
2.) Paladin's Sacrifice, Remove Paralysis
3.) Deadly Juggernaut, Remove Curse, Remove Blindness/Deafness
4.) Holy Sword, Litany of Vengeance.
Basically, as a paladin, your normal attacks are great. So if you're going to cast a spell it had better either be:
1.) A swift/immediate action
2.) A pre-combat buff
3.) A oh-holy-god-this-saves-somebody spell
-Cross

Angel Dawnstar |

For unsacntioned knowledge some decent picks each level are:
1st-True Strike, Grease
2nd-Heroism, Mirror Image
3rd-Good Hope, Haste
4th-Divine Power, Freedom of Movement
As far as pally spells goes i usually pick:
1st-Heroic Defiance, Divine Favor
2nd-Litany of Righetousness
3rd-Deadly Juggernaut, Communal Resist Energy
4th-Holy Sword, Litany of Vengeance
Normally i play Oath of Vengeance Pallys, so i would add Blessing of Fervor to 4th level..
As a straight pally with just unsanc know i would go:
1st: Heroic Defiance, Divine Favor
2nd: Heroism, Litany of Righteousness
3rd: Good Hope
4th: Litany of Vengeance, depending on weapon Holy Sword..

Dragomir Von B. |

I will have to agree on
1st-Hero's Defiance,Divine Favor.And Swift Girding is a life saving spell for a Paladin and probably the group.
2nd-Litany of Litany of Righteousness, Paladin's Sacrifice. NOT remove Paralysis.You do not have that many spells to waste one on that.You can get scrolls.
3rd-Deadly Juggernaut for massive combats, Sanctify Armor for boss like fights.I still Wont agree on Remove Curse-Remove Blindness/Deadness especially when there are chances for you to take more levels on the Cleric side.
4th- IT really depends on how you play up to this level.But if you do not have a Holy weapon, Holy Sword is a stable choice as Crosswind and Angel already pointed out.

Crosswind |
I will have to agree on
1st-Hero's Defiance,Divine Favor.And Swift Girding is a life saving spell for a Paladin and probably the group.
2nd-Litany of Litany of Righteousness, Paladin's Sacrifice. NOT remove Paralysis.You do not have that many spells to waste one on that.You can get scrolls.
3rd-Deadly Juggernaut for massive combats, Sanctify Armor for boss like fights.I still Wont agree on Remove Curse-Remove Blindness/Deadness especially when there are chances for you to take more levels on the Cleric side.
4th- IT really depends on how you play up to this level.But if you do not have a Holy weapon, Holy Sword is a stable choice as Crosswind and Angel already pointed out.
Dragomir's right that you can just get scrolls of situational stuff.
To be honest, last time I played a paladin was before they introduced the Litany spells, which give a paladin the ability to happily spam away his spells for damage. Thus my affection for situational spells; I had plenty of spell slots.
-Cross

master_marshmallow |

Human Paladins should really look at Alter Self as a means of not only gaining a buff, but access to Darkvision all in one spell.
Bladed Dash is also really good, especially when you combine it with a smite and a Litany of Righteousness.
Haste and Displacement are great choices.
Divine Power is the only 4th level spell I would ever consider for Unsanctioned Knowledge.
Expeditious Retreat, Shield of Faith, and Wrath are decent 1st level spells.
As for daily preparation, I would look at Divine Favor, Lesser Restoration at least once, Bless, Litany of Righteousness, Effortless Armor, Resist Energy, Dispel Magic, Death Ward, Resounding Blow, and Burst of Glory pretty much covers most of the good spells to look at. There are a couple niche spells here and there that may have uses, but not unless you know what you are up against beforehand.

Atarlost |
For 4th Sonic Thrust looks like it might be a worthwhile gimmick if you can apply smite to all the projectiles. You can first get it at level 13 with caster level 10. Launch 10 arrows at your smite target and I'd think you'd get 10d4+130 damage split among 10 attack rolls using your BAB+2x charisma for attack rolls out to a range of 800 feet. And it scales quadratically from there since both the projectile cap and smite damage go up by 1 per level.

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It depends what kind of Paladin you are to a certain extent.
Here's a list I threw together looking at the Paladin Archer:
2 - Cat's Grace
2 – Arrow Eruption
3 – Displacement
3 – Heroism
3 – Flame Arrow
4 – Ward Shield
4 – Resilient Resevoir
4 – Dimension Door
2 – Animal Aspect
3 – Vengeful Comet
1 – Expeditious Retreat
3 – Invisibility Purge
3 – Haste
4 – Freedom of Movement
4 – Ward of the Season
4 – Stoneskin
4 – Named Bullet
4 – Battlemind Link
It's not perfect, and I hadn't finished weeding out the chaff completely, (because, you know, there's more than four on the list) but they are fun to look at. I definitely suggest peeking at the Inquisitor list.

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depends on your play style and build. a str build or archer. beside 13 int. for a paladin is too much imo.
generally
try to pick spells to close your weak points..
heros defience is a must for 1st lvl.
divine favor
prot. from evil or magic circle against evil
lesser restoration
death ward
i dont recomend remove bla bla spells
acording to your items and stats
eagle splendor
bulll str
sanctify armor or vestment of champ.
holy sword
light lance if your using a mount
if your are rich and got great items etc. try to pick litany spells.:)

Rashagar |
Luckily my and my friends' paladin codes are more flexible than others', so I could happily plunder the bard spell list for some mind altering goodness.
So I had a Shelyn paladin of Love, who valued life more than smiting, and believed in the redemption of any individual. He would always try Charming his way out of fights, anyone who wasn't the evil mastermind BBEG and didn't agree to accepting surrender could try being "convinced" for their own good. I think I chose Charm, Charitable Impulse, and Serenity as my tools for ending fights as nonviolently as possible but I also had the Love domain so I might be getting confused.
It's not the tools that are good or evil, it's how you use them. =)

darkwarriorkarg |
Luckily my and my friends' paladin codes are more flexible than others', so I could happily plunder the bard spell list for some mind altering goodness.
So I had a Shelyn paladin of Love, who valued life more than smiting, and believed in the redemption of any individual. He would always try Charming his way out of fights, anyone who wasn't the evil mastermind BBEG and didn't agree to accepting surrender could try being "convinced" for their own good. I think I chose Charm, Charitable Impulse, and Serenity as my tools for ending fights as nonviolently as possible but I also had the Love domain so I might be getting confused.
It's not the tools that are good or evil, it's how you use them. =)
You paladin also wear a sailor suit? ;-)
In the name of Love, I will punish you!

Martial, Martial, Martial! |
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I find Unsanctioned Knowledge completely unnecessary. Paladin spells provide you with everything you need to do your job and do it well.
These are my reccomendations (in order)
.
.
1st level:
Hero's Defiance (Immediate action, WILL save your life - I suggest two)
Protection vs. Evil (utility extends far beyond +2 AC/Saves)
Divine Favor (useful benefit vs. non-evil foes)
Compel Hostility (classic Tank option)
2nd level:
Litany of Righteousness (Swift action, probably the most potent one-shot, one-kill spell in the game)
Protection vs. evil, Communal (see above)
Paladin's Sacrifice (Immediate action, allows you to use your various immunities to protect allies)
3rd level
Blessing of Fervor (I tend to play Oath of Vengeance Paladins and this is a hell of a group buff)
Deadly Juggernaut (definitely a pick-your-moment type spell, but lives up to its name under the right circumstances and compliments the usual BBEG limitations of the Paladin)
4th level:P
Bloodsword Retribution (so powerful its as 'broken' as a martial character can get, we've had to modify it slightly through house-rules to compensate)
Sacrifical Oath (great way to use your swift-action Lay on Hands to keep more vulnerable players protected)
As a 20th level Paladin with a 24 Charisma, this is more-or-less what my standard spell suite would be:
1st - Hero's Defiance x2, Compel Hostility x2, Divine Favor, Protection vs. Evil
2nd - Litany of Righteousness x4, Paladin's Sacrifice x2
3rd - Blessing of Fervor x2, Deadly Juggernaut x2, Dispel Magic or Resist Energy (Communal) if no other players have it available
4th - Bloodsworn Retribution, Sacrifical Oath x2, Restoration

nate lange RPG Superstar 2012 Top 32 |

like others have said, it really depends on your build... i've taken this feat twice on two very different paladins:
one was a stealthy, dual wielding hunter of evil (primarily in a large city)-
1- disguise self
2- invisibility
3- scrying
4- greater invisibility
the other was sort of a mystic swordsman, devoted to the sun god (sacred servant with fire domain)-
1- burning disarm
2- flames of the faithful
3- searing light
4- holy smite
(he was also an Emberkin Aasimar, so he had pyrotechnics as a SLA 1/day too)
the bottom line is that the 'best' spells to take with the feat are whichever ones make your guy more like however you want him to be (if you want advise about which ones those are you should post more details about how he's built so far and what you want him to be/do, then people can offer tips specific to that).

master_marshmallow |

depends on your play style and build. a str build or archer. beside 13 int. for a paladin is too much imo.
generally
try to pick spells to close your weak points..
heros defience is a must for 1st lvl.
divine favor
prot. from evil or magic circle against evil
lesser restoration
death wardi dont recomend remove bla bla spells
acording to your items and stats
eagle splendor
bulll str
sanctify armor or vestment of champ.
holy sword
light lance if your using a mountif your are rich and got great items etc. try to pick litany spells.:)
Needs more divine power.

666bender |
Its an old but relwvent thread.
Why do people say divine power is any good?
When you fain it, haste is almost always there, so no extra attack, and divine favor is almost as good yet lvl 1!
I think its an amazing feat to offer :
1) vanish is great.
2) yammi! Heroism is the best lvl 2 spell ever. Mirror image is a life savior.
3) blink or displacment or good hope.
4) freedom of movement is great at high levels.