Advice for a Paladin on a low level adventure.


Advice


A friend of mine is learning to Master, so he wanted do make a short adventure were we start at level 3, using mostly the core rules. By the end of it we should be around level 5.

I wanted do make a Shelyn paladin who uses a glaive. Not a very powerful option, I know, but I would like to make an elegant character.

So, I'm pretty much a beginner, and I would have liked some advices, especially about the feats I should use: it would be wiser to go with power attack and weapon focus or try to be a spring attacker, to lessen the probability of an attack of opportunity and keep the distance?

I read a couple of guides, but the focus is about having a character that works at low levels. I didn't play much before, so I have little experience in the matter.


Low level games means you will only have one attack, and you will need to make that attack count.
Glaive being a reach weapon means you may want to take advantage of Combat Reflexes with your build since you will have more options to make attacks of opportunity.
I would also recommend Power Attack for damage and something to mitigate the negative from it. Until level 4, Weapon Focus and Furious Focus do the same thing, but after level 4 Furious Focus is the clear winner.


At low levels, focus just on one or two things. Don't try to go too broad-based, because you won't have enough resources to work with.

You're on the right track. Power Attack with a 2-hander is definitely the right way to go.

If you're human, I would drop your INT as low as you're comfortable RP'ing it. You'll always get 1 skill rank per level, and 1 for being human, so you can pump other abilities and maintain skill ranks in Diplomacy and one other skill.

It doesn't seem like you care to be a Lancer, so plan to take the Divine Bond on your weapon.

Other Feats, I would take Weapon Focus for extra feat as human (presuming you're human) and probably take Extra Lay on Hands at 3. I actually wouldn't worry too much about Furious Focus. You won't gain too much benefit off of it on level 5 alone.


Before you play a paladin, talk with the GM and other players: confirm that they will be okay with a paladin in the party. Find out your GM's attitude towards paladins. Some like the class. Some take it as a point of pride to make you fall as fast as possible.

No class brings out jerk arguments faster than "paladin".

If the GM and other players do not accept the idea ofa paladin with good grace, then play a fighter or a cleric.


pachristian wrote:

Before you play a paladin, talk with the GM and other players: confirm that they will be okay with a paladin in the party. Find out your GM's attitude towards paladins. Some like the class. Some take it as a point of pride to make you fall as fast as possible.

No class brings out jerk arguments faster than "paladin".

If the GM and other players do not accept the idea of a paladin with good grace, then play a fighter or a cleric.

Actually I wanted to make an archer paladin, but my DM and his "supervisor" didn't like it, so I had to opt for a more classic approach. There are already an Oracle (the exception for the core rules), a Barbarian, a Ranger, and maybe a Sorcerer.

I already played with him in another adventure where I was a Desna Cleric, and I used to scold a Bard in the team pretty often, so he's used to me being a pain.

I'm also a grammar nazi in italian.

I guess I should go with Combat Reflexes and Power Attack (I'm a human, by the way), and I think I'l go with weapon focus, because of the background I should stick with the same weapon.


My wife plays a Ranger/Paladin of Erastil. She never scolds anybody - she guides by example (and sighs alot...).
Actually, is sounds like your party might need a rogue, rather than another combatant. How will your group deal with locks and traps?

Other than that, your build sounds fine. Power Attack is a good choice. So is weapon focus. We rarely fight groups of small critters in our game, so Combat Reflexes is not something we use much.


Rudra88 wrote:
pachristian wrote:

Before you play a paladin, talk with the GM and other players: confirm that they will be okay with a paladin in the party. Find out your GM's attitude towards paladins. Some like the class. Some take it as a point of pride to make you fall as fast as possible.

No class brings out jerk arguments faster than "paladin".

If the GM and other players do not accept the idea of a paladin with good grace, then play a fighter or a cleric.

Actually I wanted to make an archer paladin, but my DM and his "supervisor" didn't like it, so I had to opt for a more classic approach.

Be super-wary of this! Some people have a "There's only one right way to play a Paladin" attitude... and this is a sign of that type of thinking. If that's your DM's attitude, or his "supervisor's" (what is that, by the way?), then you won't be playing your character... you'll be playing his. And the minute you stop doing it "the one right way" he'll start looking for ways to punish you...

I'm not saying that's the case here, but it's symptomatic.


The Crusader wrote:


Be super-wary of this! Some people have a "There's only one right way to play a Paladin" attitude... and this is a sign of that type of thinking. If that's your DM's attitude, or his "supervisor's" (what is that, by the way?), then you won't be playing your character... you'll be playing his. And the minute you stop doing it "the one right way" he'll start looking for ways to punish you...

I'm not saying that's the case here, but it's symptomatic.

+1

Heck, +5 and Vorpal!


The Crusader wrote:
Rudra88 wrote:
pachristian wrote:

Before you play a paladin, talk with the GM and other players: confirm that they will be okay with a paladin in the party. Find out your GM's attitude towards paladins. Some like the class. Some take it as a point of pride to make you fall as fast as possible.

No class brings out jerk arguments faster than "paladin".

If the GM and other players do not accept the idea of a paladin with good grace, then play a fighter or a cleric.

Actually I wanted to make an archer paladin, but my DM and his "supervisor" didn't like it, so I had to opt for a more classic approach.

Be super-wary of this! Some people have a "There's only one right way to play a Paladin" attitude... and this is a sign of that type of thinking. If that's your DM's attitude, or his "supervisor's" (what is that, by the way?), then you won't be playing your character... you'll be playing his. And the minute you stop doing it "the one right way" he'll start looking for ways to punish you...

I'm not saying that's the case here, but it's symptomatic.

Because the DM is new at his job, another friend of mine with more experience is helping him to learn how to do it. They aren't really strict usually, and in the past they used to give less experience points only to people who didn't add anything to the story(not the silent type of character, just the players who never talked or just made the same moves every time) or that made the personalities somewhat inconsistent.

It's still going to be a short adventure, and they already agreed with me that my Paladin can be a bit more relaxed -it's actually one of the reasons why I chose Shelyn-.

It's still a strange group, for example they don't love skills like intimidate or diplomacy because it's more a matter of interpretation than a dice thing. I'll cross my fingers.

Thanks for your advice!


Whenever you're expecting trouble, cast Detect Evil. You have a huge range on it and it'll penetrate several feet of wood or one foot of stone, so you can punch it through walls often.

PCs are usually expected to be fighting evil, so half the time you'll find the bad guys well in advance of fighting them. Your party will love that.

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