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Paladin FAQ by CaptainKO
Version: 1.04 | Updated: 01/07/08
Paladin FAQ Paladin FAQs created by CaptainKO Date: 4/10/07 Version 1.04 -------------------------------- Table of Contents A. Attributes & Skills B. Feats C. Gameplay D. Spells E. Races F. Multi-Classing G. FAQs H. Copyright -------------------------------------------- A. Attributes & Skills Strength - (14) Strength is need for carrying items, raises you're Attack Bonus (aka AB) for melee weapons and doing more damage. The amount of weight you can carry goes up with every point of strength you receive and the damage you do with a weapon does up every 2 points for +1 to damage and attack bonus. If you have a Strength score of 10, you'll gain no benefits to damage, attack bonus and the weight you can pick is standard. If you're Strength goes below 10, you'll start to suffer -1 penalties towards AB, damage and the amount of weight you can carry with every -2 you lose. (Penalties apply to weight every point taken from strength) A score of 14 is the standard for most paladin build. You can wield heavy armor and shield while carry more item. Don’t bother raising this attribute as you have spells that’ll boost your strength, AB, and damage. Dexterity - (10) Dexterity is need to raise your Reflex saves against damaging spells, raise your Attack Bonus (aka AB) for range weapons, Dexterity-based skills and traps as well as raising your Armor Class (aka AC) for a better defense. Your Reflex saves, Dexterity-based skills, Range AB and AC are raised by +1 points every 2 points of Dexterity you get. If you have Dexterity score of 10, you'll gain no benefits to your Reflex saves, Dexterity-based skills, Range AB or AC. If you're Dexterity goes below 10, you'll start to suffer -1 penalties towards Dexterity based-skills, AB with range weapons, reflex saves and AC. Paladins don’t need to boost their dexterity as they are a well armored class as it is. Just don’t go below 10 with this attribute and you’ll be fine. Constitution - (14) Constitution is need to raise one's Health Points (HP), Constitution-based skills, and Fortitude saves against poison, disease, negative energy affects & death spells, attacks and traps. Your Fortitude saves, Constitution-based skills, and HP are raised by +1 every 2 points of Constitution you get. If you have Constitution score of 10, you'll gain no benefits to your Fortitude saves, Constitution-based skills, or Health points. If you're Constitution goes below 10, you'll start to suffer -1 penalties towards Fortitude saves, Constitution-based skills, and HP. In order to be an effective tank you need a Constitution score of 14 unless you’re an Elven Paladin. Concentration (Constitution-based skill): Allows you to continue casting even being attack/damaged. The calculation for this is Concentration DC + Constitution + Dice Roll vs. 10 + Enemy Damage. This skill isn't really needed unless you plan to cast spells in the frontlines. Hopefully, you’re casting you spells before you engage enemies in battle. Intelligence - (10) Intelligence is needed to gain another skill points and raise your score for Intelligent-based skills. Your Intelligence-based skills and Intelligent-based skills are raised by +1 every 2 points of Intelligence you get. If you have Intelligence score of 10, you'll gain no benefits to your Skill points or Intelligence-based skills. If you're Intelligence goes below 10, you'll start to suffer -1 penalties towards Skill points and Intelligence-based skills. Paladins aren’t known for their brains, just their good looks so keep the Intelligence score at 10. Craft Armor & Craft Weapon (Intelligence-based skill): An ultra good-looking paladin can get someone to do to craft armor. Or they can buy equipment from a local vendor. Paladins are too pretty to be dirtying themselves while blacksmithing. Lore (Intelligence-based skill): You can identify items that appear to be unknown when taking them out of a container. If you want to spend less money having to identify items then you’ll boost this skill. Wisdom - (10) Wisdom is need to raise one's Willpower save against mind spells, attacks & traps and Wisdom-based skills. Your Willpower saves and Wisdom-based skills are raised by +1 every 2 points of Wisdom you get. If you have Wisdom score of 10, you'll gain no benefits to your Willpower saves and Wisdom-based skills. If you're Wisdom goes below 10, you'll start to suffer -1 penalties towards Willpower saves and Wisdom-based skills. This attribute is vital to a paladin. What they lack in brains, they make up for in common sense. It’s vital they get a score of 14 in Wisdom as the best spell a paladin can get is Holy Avenger. Heal (Wisdom-based skill): This is the best skill for a paladin as it does two things: Completely heals your allies and removes any Fortitude saving aliment like poison or disease. The calculation for Heal is Heal Skill DC + Wisdom Bonus vs. Aliment. A successful roll cures the character of their aliment. Charisma- (16)+5 Charisma is needed to raise points toward Charisma based-skills. Your Charisma based-skills are raised by +1 every 2 points of Charisma you get. If you have Charisma score of 10, you'll gain no benefits to your Charisma based-skills. If you're Charisma goes below 10, you'll start to suffer -1 penalties towards Charisma based-skills. First and foremost, if you don’t plan to put any points in this or if you plan to put more points into other attribute, then don’t play this class. Seriously, this class is more Charisma based in anything and most of the paladin’s abilities are such as his Charisma saves and Smite Evil link to this attributes than Wisdom. The paladin is a beautiful and shining knight with a magnetic personality. He’s the leader of any group and a great commander. Diplomacy (Charisma-based skill): For these are mainly for role-playing use only. When the option comes up, you'll be asked to come to an agreement in the most passive way. These skills help you gain rewards without having to steal or end a situation peaceful. Unfortunately, in the Original Campaign, half of the NPC conversations are broke. -------------------------------------------- B. Feats - Class Feats Smite Evil: When making an attack, your smite evil attack takes your charisma bonus, doubles it and applies it to your attack bonus. Purpose: Offensive Level 1 – 1 Smite Evil Level 5 - 2 Smite Evil Level 10 - 3 Smite Evil Level 15 – 4 Smite Evil Level 20 – 5 Smite Evil Divine Grace: This is the ability that makes your class what it is. As you progress through levels and put more points towards perform, you'll gain more songs and you're bonus will become more powerful. Purpose: Defensive Lay on Hands: The Paladin is able to heal his/herself or another party member for the same as the paladin's level x Charisma modifier score. Purpose: Defensive Divine Health: The Paladin is immune to natural and magical disease. Purpose: Defensive Aura of Courage: The Paladin is immune to magical and aura that cause fear. Purpose: Defensive Turn Undead: At level 3, the paladin gain the ability to turn undead by calculating the Paladin's level and comparing it to their HD and CR of the undead. The same is applied when turning outsiders. Purpose: Offensive Remove Disease: Starting at level 6, a paladin gains the ability to remove a disease once per resting period and gains an additional Remove disease every three levels. This is a really good skill as it’ll save you from using healing kits. Purpose: Defensive Level 6 – 1 Remove Disease Level 9 – 2 Remove Disease Level 12 – 3 Remove Disease Level 15 – 4 Remove Disease Level 18 – 5 Remove Disease - Selectable Paladin Feats Extra Smiting: Gain 5 extra Smite evil attacks. This is a nice, but you’re not going to need it considering the other feat available. Divine Might: This feat gives you damage of the same amount as your Charisma bonus for the same round as your Charisma bonus. This feat is a must if you’re going to play a paladin properly. Divine Shield: This feat gives you AC of the same amount as your Charisma bonus for the same round as your Charisma bonus. Use this feat when using your weapon in both hands. Extra Turn Undead: This feat gives the paladin 5 extra turn undead. Not really needed. - General Feats Power Attack: You’ll gain +3 to damage, but loss +3 to AB when this mode is turned on. Damage is double when wielding a two handed weapon. You’re mainly getting this as a prerequisites feat to get cleave and improve power attack. Cleave: This will help make the fights with groups shorter as you gain a free attack to a nearby enemy after slaying another enemy NPC. You’re not a Strength Fighter or Barbarian so don’t bother getting Great Cleave as the battles are going to last longer at higher levels. Knockdown: This feat is useful in taking down spellcasters. You’ll find that it’s next to impossible to down well armor foes with a lot of strength. This is an option for Humans and Strongheart Halflings whom have extra feats to spare. Luck of Heroes: This feat adds +1 to all of your saves and is selectable at level 1 only. If you find knockdown lack, you should trade it for this feat. This is an option for Humans and Strongheart Halflings whom have extra feats to spare. Lightning Reflex: You gain +2 points towards saves. This feat will even up your Reflex saves score with your Willpower saves. This is an option for Humans and Strongheart Halflings whom have extra feats to spare. Weapon Focus, Improve Critical & Power Critical: Yet another highlight for the Paladin. Put weapon focus on the weapon of choice and these two other feats soon afterward. Combined with Smite Evil, Improve Power Attack, Divine Might and an array of enchantments (most of which are from your own spellbook), the Paladin can do up to +100 damage under the right conditions if you critical hit. This is no joke either. -------------------------------------------- C. Gameplay The Class The Paladin is the real tank class and power hitters. Out of all the tanks, Paladins are the best tanks due to their high Charisma saves from Divine Grace, their heavy armor and their ability to heal themselves. And unlike most melee class, the Paladin class is effective against 80% of the enemies they meet because they have spells and ability to combat the undead or evil characters. Only in poorly designed modules (like the original campaign) does the Paladin run into a dilemma in melee, but it’s a rather minor one. Paladins aren’t a defensive class whatsoever (or at least not totally defensive) as their spells amplify their existing combat abilities, increase their damage and their chances of hitting a target. One of the reasons why I told you not to put anything towards strength, has to do with that fact your smite evil is the best feat a Paladin can have. A paladin is capable of getting a 28 AB with the right equipment and feats and 38 AB with smite evil if they possess a Charisma of 20/+5. With a low critical hit threat, improve power attack and buffs, a paladin is capable of smiting a evil creature for +50 damage on a normal hit to +100 damage with a critical hit maximum damage. However, this depends on your weapon of choice. Pre-Battle Before the battle starts, you’re enchanting yourself with the necessary buff to make yourself stronger. Once you’re ready, run right into battle alongside your allies. Melee You three objectives while in the frontlines: 1) tank the enemy NPC group, 2) blitz the enemy NPC spellcaster, and 3) Smite Evil the enemy NPC boss with everything you have. What order you do this in depends on the threat of each NPC. If any of your party members are failing in health, are poisoned or diseased then you should use your remove disease, healing kits or spells to restore Health Points and remove bad aliments on them if possible. The spell to cast when fighting along your allies at the frontlines is magic circle vs. alignment as it will increase their saves and AC against evil characters. Plus, your Aura of Courage will give them bonus save against fear so make sure everyone stays close to you. Range Paladins are horrible range fighters. You shouldn’t be in the back row at all. Strengths - Paladins are a good melee class and “battle cleric” class. - They have a good AB. - They specialize in fighting evil alignment characters and undead. - Paladins can serve as combat healers. - Paladins have high saves. - Holy Avenger gives a paladin a +5 enchantment toward evil, dispels enchantments On-Hit and boost Spell Resistance. - Paladins are fun to roleplay. - Paladin fair-well in any server or module setting. Weakness - Paladins have limited defensive tactics. - Paladins have the second lowest AB of all the Warrior Class. - Paladins lack versatility and are too straightforward, making them an extremely boring class. - Paladins have poor range attack potential. - Because Paladins are a Charisma and Strength-based class, they are only limited number of races who can be a true Paladin. - Paladins have limited roleplaying options. - Smite Evil and anti-evil spells only work on evil alignment characters leaving the Paladin defenseless against neutral alignment attackers. - A well built cleric with Destruction can be a very good wannabe Paladin. -------------------------------------------- D. Spells - Level 1 Spell Cure Light Wounds The targeted ally is healed for 1d8 Health Points and additional + 1 Health point per caster level for maximum of +5. This spell is useful until level 5. Bless This spell can provides +1 to attack rolls and fear saves. Bless Weapon This spell is great against undead and evil characters. Detect Undead This spell allows you to detect undead on your mini-map. Good for dungeons filled with undead. Endure Elements You can absorb 10/- damage from all elements except holy or negative. Magic Weapon This spells enchants your weapon by +1. Good spell to use in early levels. Divine Favor The caster receives +1 to attack rolls and damage every 3 caster levels for a total of 3. - Level 2 Spell Aid This spell gives 8 health and +1 to attack bonus to the caster or ally. Bull’s Strength Bull’s Strength boost the caster or ally by +4. Eagle’s Splendor Eagle’s Splendor boost the caster or ally by +4. Aura of Glory Aura of Glory boost your caster Charisma up by +4 and everyone near him receives +4 to willpower saves to fear. Resist Elements You can absorb 20/- damage from all elements except holy or negative. This is your best elemental resistance spell to date. Shield Other: Your character absorbs half the damage of another character while granting +1 to AC and saves. Good to use on your spellcaster or Rogue to prevent them from dying. Remove Paralysis This spell is remove paralysis affect. Remove Paralysis is a very good spell to use on your allies in crucial battles. - Level 3 Spells Cure Moderate Wounds The targeted ally is healed of 2d8 Health Points and additional + 1 Health point per caster level for a maximum of +10. Not a useful spell once you get it. Prayer The caster and his/her allies receives +1 to saves, attack bonus and damage while enemies receive a -1 one the same attributes mentioned. Magic Circle vs. Alignment This spell gives +2 to save, AC and immunity to mind spells from evil alignment character to anyone standing within the circle. Remove Curse You probably won’t use this much since it’s mainly the job of the cleric to remove curse. However, if the cleric is unavailable then the Paladin should remove it as possible. - Level 4 Spells Cure Serious Wounds The targeted ally is healed of 3d8 Health Points and additional + 1 Health point per caster level for a maximum of +15. Not so useful once you get it. Freedom of Movement This spell is useful because you don't want to get stuck or slow down vs. vines and grease. Restoration Removes attribute penalties and negative levels. This is a very important ability to have at later levels. Death Ward This spell gives your caster or ally immunity to death spells. Holy Avenger/Weapon As a paladin, you will receive Spell resistance, On-Hit dispel affect, gain a +5 enchantment against evil alignment characters and holy damage. This is the reason you went 14 or more levels of paladin. -------------------------------------------- E. Races The humans make the best well-rounded Paladins and get much needed extra skill points for Heal. They get an extra feat to use for whatever they believe it’s best suited, provide the skill helps the paladin become a better tank. Aasimar comes in second. Aasimars get +2 to Charisma and +2 to Wisdom, allowing them extra attributes points to put towards other attributes such Intelligence, Dexterity, Constitution or Strength. Despite their 5/- damage reduction to Fire, Ice and Electrical, their free racial Light spell, they offer much more than what a human can give or what a paladin’s spell can provide. Drow is tied with the Aasimar in being an effective paladin. They get spell resistance +2 to Dexterity, Intelligence and Charisma, but -2 penalty towards Constitution. However, you can still achieve similar status to Aasimar if put your status in the right place. Even with the Constitution penalty, you can still land a 14 in Constitution. Gold Dwarves are good paladin only receive -2 to Dexterity and +2 to Constitution. Gold Dwarves get favored enemy feats against giants, orcs and goblinoids as well +2 universal save throws vs. spells. They can land the same attributes as a human can. Half-Elves can finally put there elven and human parent traits to use. Their human parent trait gives the Ambiable racial feat, which gives +2 to Diplomacy checks and their Elven parents get +2 to save against vs. enchantment spell. They get no penalties to any of there attributes and are very ideal as paladin when roleplaying as Half-elves make for very interesting roleplaying characters. Elves Moon Elves are the only elves who can qualify as Paladins, but are force to play with a Constitution of 12 instead of a 14. Other races All other races can’t be a paladin beyond level 20 because their Attribute penalties. -------------------------------------------- F. Good Classes to take in consideration when multi-classing. Cleric: The cleric offers Healing Domain to make your healing spells better, Sun for better turning, Water for Evasion and Air for Uncanny Dodge. Only one level is recommended. Fighter: The Fighter offers 2 to 3 additional feats for combat. I recommended 1 level to 4 levels of fighter. However, this will hurt your Epic Smite Evil damage if you choose to take more than 1 level of fighter. Ranger: This is a good option for a human or a Strongheart halfing paladin who wants to excel at killing undead. Choose 1 level of Ranger at level six and pick undead as your favored enemy, you can then choose Favored Power Attack for more damage against the undead. -------------------------------------------- G. FAQ 1. Is this build for the Mask of the Betrayer? Nope, as I’ve noted in my other FAQs the build is for any server or campaign. 2. Why didn’t you include Divine Champion? The Divine Champion gives the Paladin the same extra feats and saves as a Fighter class. Plus, Smite Infidel and Smite Evil don’t stack making it pointless going more than 2 levels in Divine Champion. The Champion of Torm from the Neverwinter Night Hordes of the Underdak was a better multiclass option for the Paladin as the Champion of Torm gave the Paladin both high Fortitude & Reflex saves and a smite evil & lay on hands that stacked. You’re only getting +2 to saves and 2 free feats. Any more additional levels, and you’re just hurting your smite evil. 3. Is there any other way to build my Paladin? I’ve shown you examples what the attribute should look like as well as provided description of useful feat. If you diverge from the information, you are going to find the paladin to be less effective due to limitation of tactical feat. (i.e Knockdown) 4. Why didn’t mention more spells or feats? I only mentioned what feats were good or available to the paladin and the spells that would have a lot more impact on combat, even at later levels. H. Copyright and Permission All the material written here is copy of myself and will not be used without permission from me.