Picking Paladins
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So I really want to look into making a paladin. They're nice and all, but this is NWN and not D&D.
What awesome advantages does a paladin have over a fighter that would make me want to play a paladin with all his restrictions, rather than a fighter who can get the same benefits and more simply by choosing a kit and multiclassing for one level?
And I mean really awesome benefits, not things that would essentially just nullify eachother out.(I.E fighters get weapon spec and higher strength vs paladin's smite evil. Or Paladin's are immune to disease vs fighters naturally high fort saves, etc.)
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Immunity to fear?
Mechanically I wouldn't say Paladins have any major advantage, although they get a few nice spells, they do not get to cast many and they get them at a slow rate..
Paladin is definitely an RP choice.
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Paladins have massive powers actually.
Their saves can be through the roof! They get unique spells that no other class can match. Bless weapon is INCREDIBLE on this server with all the undead we have. Deafening clang's duration has been increased to 1 turn per level and is AMAZING. Immunity to fear, a lesser restoration 1/day. They need lesser strength scores because they get taunt. Your taunt will be loved by your entire group because it lowers the AC of the target for EVERYONE in your group, not just yourself.
You get access to divine wands, full fighter hp and attack bonus progression.
Just do not make the mistake of building your paladin like you would a normal fighter. If you do, you end up with a fighter without the feats. Build around the special abilities that paladins have and you'll have an amazing class!
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The advantages Paladins have truly shine when they are doing Paladiny things.
If you consider them as a fighter with benefits, and play it that way, you'll likely be disappointed.Unique benefits (such as those of your current char) shine when you put them into the situations where those benefits can be used. Don't go after the situations, or diss the people who can make those situations happen, oryou've nerfed yourself.
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I also had another question pertaining to paladins(And clerics I guess.) Are Divine might and shield viable feats to go for?
One gives damage and the other gives AC, both lasting a number of rounds equal to your CHA modifier, however you must spend a feat on power attack and then another on which ability you want, and must use turn undead to use it. Yay or Nay?
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I would say nay, but if you juice your charisma up, you can end up with +8 ac for 8 rounds, but it requires you to spend another feat into extra turning to make it worthwhile. But if it's what you want, go for it.
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I\…... But if it's what you want, go for it.
If you want a Paladin who might hold the line and defend while he lets other get away. then divine shield fits right in. Likewise with might, if you want to charge forward
As CB says, if its what you want. Design the concept, then choose the abilities that go with the concept.
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@Swifty:
I also had another question pertaining to paladins(And clerics I guess.) Are Divine might and shield viable feats to go for?
One gives damage and the other gives AC, both lasting a number of rounds equal to your CHA modifier, however you must spend a feat on power attack and then another on which ability you want, and must use turn undead to use it. Yay or Nay?
Its good.. but does require a considerable investment to get working. Anything less that +4 cha bonus is mostly useless, but once you get it working, it can get insanely good.
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Charisma based paladins are awesome but unless your building for pvp your probably not going to enjoy one.
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I disagree. My last paladin was charisma and wisdom based, and she facerolled quests. Mostly because your taunt becomes so strong, you don't need as high attack bonus and your saves becomes awesome.
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Not to mention Bless Weapon allows you to demolish quests on all character levels making it easy enough to level. Undead rarely have very high AC either. Paladins are great, both in pvp and pvm. All full BAB and d10 HD classes are viable on CoA.
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Divine might & shield are amazing for high cha paladins. Like CB says, getting a +8 bonus is totally doable. And the weapon/damage buff spells are pretty solid too. However, plus is the rp factor in my opinion. What should be the question is whether you want to role a paladin more than whether you want to roll one. They are totally viable mechanically, so that isn't even an issue.
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Paladins are the most awesome base class in existence. Evil decided it needed a counterpart, but couldn't match it and had to make it a prestige class.
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Agreed. I personally went the saves route and scribed some of the unique paladin spells into scrolls to use on others. It's amazing, i had less ab than most fighters because of lack of weapon focus and 14 starting str, but the 6 ac removed from monsters via high taunt more than makes up for it. Plus the taunt removes the ac for EVERYONE. I loved the mechanics of a good wis and cha paladin, absolutely loved it.
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Paladins are the strongest base class in coa levels. BY FAR! At pc vs evil, nothing compares even remotely.
To the point that if a dm allowed me, I would change my cleric of torm into a paladin of torm any day of the week.