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Paladin Guide
By Lord Zero
(dskzero@yahoo.com)
Version 1.0
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Index:
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2.- Introduction.
With many weapon proficiencies and powerful class abilities, the Paladin
is an interesting class to try, and I've chose to write a guide about
the messenger of God. With a little bit of fun factor to keep up the good
mood. Besides, Aribeth's a Paladin. And she rules.
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This guide is better view under a 800x600 screen resolution. You know,
old habits die slowly, and I've come to write something similar for like
5 years by now. Oh well. Things of a FAQ writer.
This guide is meant to give effective ways to build a Paladin, either pure
or multiclassed. The Paladin itself isn't meant to be a killing machine,
and this guide won't make one. It will make a powerful and durable one,
more than capable to hold its own.
If you really, really want a Killer Machine (tm), go and make a Sorcerer
or a Barbarian.
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A Beacon of Light.
A Defender of Justice.
The Paladin is an above average fighter who can use its faith in battle
against unholy foes. He gets a near full set of armor and weapon
proficiencies and it's a capable melee fighter, and has a few abilities
to fight evil and undead.
1st Level - Divine Grace (CHA modifier is applied to all saving throws).
Divine Health (immune to disease).
Lay On Hands
2nd Level - Aura of Courage (immune to fear).
Smite Evil
3rd Level - Turn Undead.
Remove Disease once per day.
4th Level - 1st level spells become available.
5th Level -
6th Level -
7th Level -
8th Level - 2nd level spells.
9th Level -
10th Level -
11th Level - 3rd level spells.
12th Level -
13th Level -
14th Level - 4th level spells.
15th Level -
16th Level -
17th Level -
18th Level -
19th Level -
20th Level -
Divine Grace adds your Charisma modifier to all your saving throws, which is
perhaps the most useful ability the Paladins have over a Fighter or a
Barbarian, as well as the most important reason to keep your Charisma very
high. Can be used once per day.
Divine Health makes your Paladin immune to disease. Obviously good against
masses of Ghouls or Mummies.
Smite Evil is a powerful attack which only works against evil-aligned enemies,
hitting the opponent adding his Charisma modifier to the attack roll, and
adding his level to the attack roll. Quite damaging.
The Paladin is also able to turn undead like a Cleric would, but his
abilities are not as powerful, and his turn would act like a cleric
two levels below his own level. Taken from the 3rd edition D&D rules,
the first roll determines the maximum Hit Die of enemies affected
(1d20 plus the Charisma modifier), then the second roll determines
how many Hit Die of undead will be affected. This is a 2d6 plus
the Paladin Level plus the Charisma modifier, however you need to
substract 2 due to the Paladin limitations.
In human terms, the first roll will determine the undead which will be
affected. Here is a table right away stolen from the 3rd edition rules:
______________________________________
| |
| Turning Check MAX HD |
| 0 or less Paladin's level - 6 |
| 1-3 Paladin's level - 5 |
| 4-6 Paladin's level - 4 |
| 7-9 Paladin's level - 3 |
| 10-12 Paladin's level - 2 |
| 13-15 Paladin's level - 1 |
| 16-18 Paladin's level |
| 19-21 Paladin's level + 1 |
| 22+ Paladin's level + 2 |
|______________________________________|
Both Clerics and Paladins can also add Extra Turning to their feats. This
adds 6 extra turnings per day. This is really overkill, but if you think
you REALLY need to turn everything, feel free to add it.
Once per day, you can remove diseases from a target. Not very exciting,
but very useful.
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5.1.- Sex.
5.2.- Race.
Any race save Half-Orc or Dwarves would do. These two races have
a hefty penalty to Charisma, and thus will be bad Paladins.
Halflings and Gnomes are also bad ideas due to their small size,
which will likely bring them problems using weapons, though they
will make for interesting strategies.
Elves are good choices, as well as Half-Elves. Humans are very good
since you can easily multi-class your Paladin, and the extra
skill points are very useful.
5.3.- Attributes.
STRENGHT 14
DEXTERITY 10
CONSTITUTION 14
WISDOM 14
INTELLIGENCE 9
CHARISMA 16
14 Strenght will add a +2 modifier to your attacks, and you will be able
to find plenty of items to get it up later.
10 Dexterity will get you where you need to go, but some feats will
require a much higher Dexterity: you will live without them. Furthermore,
the Paladin is able to wear the bests armors around, so the loss on the
AC bonus will not hurt you as much.
14 Constitution will add enough HP to your pool to deal with most melee
attacks. Magic attacks will be something else, but, once again, items will
add help against this problem.
14 Wisdom should be enough, and you don't need to raise it any further.
It will get you all of your spells and even then you won't be using them
that much. It will also add enough fuel for them.
16 Charisma is enough to start, though you will need to raise it one way
or another. Nymph Cloaks will help a lot here.
5.4.- Feats.
Weapon focus for your weapon of choice is always a good idea (I took
the long sword, which is cheap and easily found, not to mention there
are some really good long swords), and if you multiclass to a fighter,
it will allow you for Weapon Specialization, an even better idea.
Since you start with almost all Weapon Proficiencies, Exotic Weapon
Proficiencies could be an attractive shot. If you plan to use a Bastard
Sword, then by all means choose it: Bastard Swords are VERY damaging.
Toughness is another tempting choice, but it's better left for later.
5.5.- Skills.
Lore is always good to identify items on the run. Later in the game
you can safely ignore it, though in some modules it might be worth
it.
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Perhaps the best multiclass for the Paladin is the Fighter, for two reasons:
the Weapon Specialization feat, and the Discipline class skill. The extra
attacks are nice but hardly that needed.
Another good idea is a Paladin/Cleric, with the Sun Domain. Just one
level is needed to make your turning powers increase, so a 19/1 Paladin/
Cleric is recommended.
Other classes offer little with a lot of penalties. And don't even think
of a Paladin/Wizard multiclass, please. The Arcane Spell Failure should
be larger than the San Francisco bridge.
Depending on your taste, the weapon should be chosen. I've seen from
regular Long Sword wielding Paladins (like mine) from some exotic
Paladins using Scythes (and you shouldn't laugh: that piece of weapon
has a critical multiplier of FOUR). I'm yet to see a Paladin using a
ranged weapon, though.
6.3.1.- Weapons.
This thing has "PALADIN" written all over it. Very powerful, and
interesting enough to be kept as a main weapon throughout the game.
It is quite rare that enemies would have electric resistance. One
of my favorite weapons.
Not very good at all, though dwarves look good wielding them.
Some people love katanas. I hate them. Besides, they are very out of
flavor for a Paladin. What's this? The Otaku Paladin, defending nerds
all around the world?
Good and loyal weapons, not to mention cheaper than most others, Long
Swords were my weapon of choice, though this is largely a matter of
preference: I just liked them.
As you might guess, this is probably the best Long Sword available.
I personally love this weapon, thought it is really out of character.
Good idea to keep both the Nameless Light and this one together,
as they are able to take down enemies from both sides. As for the
neutral... The Bloodletter would do. I guess.
Since these are two-handed weapons, they will deprive you of your shield.
That said, there are two powerful Greatswords which merit a second view.
6.3.2.- SHIELDS.
The best large shield, with a good bonus and a free feat which
might come in handy in certain situations. Difficult to find,
though. :( Perhaps the best shield in the game, I might note.
6.3.3.- ARMOR.
While the Paladin has access to almost every armor, I heartily recommend
this one:
For reasons that should jump to your eyes. The charisma bonus is
amazing, and the armor is by itself powerful. The Regeneration
is the tip of the iceberg. Found on the armor store on Beorunna's
Well.
The most interesting Paladin armor. Powerful stuff, though the charisma
bonus on that previous armor is incredible. However, there is one last
interesting armor.
The most resistant Paladin armor. Plus it looks damn cool. Hellish
hard to find, though. You gotta kill Klauth to get it. :S
6.3.4.- HELMETS.
Most helmets will do. There are a couple of helmets which are interesting.
More charisma bonus. You ought to look hawt by now. The persuade
bonus is also quite good.
6.3.5.- CLOAKS.
There is only one cloak you can find useful (save for all those Protection
and Resistance cloaks)
6.3.6.- RINGS.
Rings come in all varieties. There are many of them, and here are a few
worth looking.
6.3.7.- BOOTS.
Well, Boots...
Well, I certainly can't think of any boots that can top this one.
Bonus to dexterity (for extra AC), spell resistance, and even
immunity to the most annoying combat trick in the game.
Powerful indeed.
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So you have your fine Paladin and want to kick butt with him? Well...
Good luck.
Okay, just kidding. The Paladin makes a good fighter and as such you can
use him to deal with most enemies, but perhaps the part which might
require a bit of explanation would be the part of PvP. Duking it out
will require different strategies with each class.
(Not to mention a friend of mine... Her sorceress has the ability to send
like twenty fireballs per day, I haven't asked about other spells. Geez.)
Well, anyway, your Knockdown ability should play an important part of it.
Be sure to equip rings of elemental resistance and spell resistance items,
which should already be equipped. Depending on the spellcaster, you might
want to deal with his or her familiar, which is likely to be a Panther
or a Memphit. If it's the first, kill it as soon as possible. That thing
can deal tremendous ammounts of damage. The Memphits are much easier
to deal with, as are most of the other familiar. The only exception are
the Pixies, which might require also massive attention before they get to
send invisibility spells up and down. It's doubtful that you would find
extravagant casters with other Familiars (Unless you find me and my
Hellhound)
You should be able to knock the opponent down quickly before most big
spells come into play. The opponent will likely cast Time Stop, cast
protection spells, then go full out with Horrid Wiltings. There is not
much you can do about this, except keep pounding at it. Fortunately,
an exceptional Wizard will have no more than two Time Stops
equipped, unless they neglected other spells such as Gate or Wail of
the Banshee or even Shapeshift. A good SR is very useful here more than
Sorcerers, since the Wizard will cast a lot more spell count disabling
you and adding protections, as it's spell ammount it's often outrageous.
(I'm yet to find a darned Power Word of Kill scroll. Congratulations,
Zero, for going excited about TIME STOP AND GATE :().
As for a Sorcerer, they are bassically the same, thought they will
send out a very likely large barrage of Wiltings or Maxed out fireballs.
Fortunately, they won't do anything else than deal damage (as if it wasn't
enough), so you can simply walk up to them with your (I hope) ridiculous
magic resistance and slash away at his or her eyeballs.
7.2.- VS FIGHTERS
From a Paladin's eye, they are all the same. With a very few differences.
Paladins can cast a few spells which will greatly improve their
performance. Well, you can do it, I mean. If you can find some means
to dispel, then by all means keep the opponent from winning that side.
Barbarians, on the other hand, once they get on rage, just nail them
down. You (should) have enough defensive power to resist.
The problem with Fighters is that they all have a high fortitude,
so your Knockdown ability kinda sucks against them. Parry is put to
good use here, though you should always try to cast your best defensive
spells and buffs in order to give yourself an advantage. Make sure to use
a high-end offensive damaging weapon: a +3 or more. Also, make sure to
wear a shield. The extra armor class should be useful.
(Funnily enough, the only level 20 fighter character I have is my own
Paladin - 16/4 Paladin/Fighter, Lawful Evil due to Aribeth's Sword -. I
have been thinking about making a Dwarf Barbarian, but I have
to get over a lot of stuff before I actually think about it, not to
mention I think i'll get the XP in a few days. :))
It will be rare that you might see a Rogue duking it out with a Paladin
because of the obvious disadvantages involved, but Rogues found around
who might want to loot you out of your very expensive equipment are
something that will annoy you. There is not much to do against Rogues:
they are frail but hellish hard to hit, and not very damaging but sneaky.
Just try to take 'em down with a good knockdown, then hack away. Just try
for whatever's sacred for you to avoid letting them get on your back.
It will hurt. (For the record, I don't have a Rogue. I want to make one,
though. The frustration of getting killed by traps is ridiculous)
Finally Rangers. Rangers aren't that hard if you can actually get them
to fight toe-to-toe, because they are ussually elves with a very good bow,
sending arrows flying at your chin. Like Rogues, frail but difficult to
hit. Perhaps you should find a bigger sword. You could ask Link to lend
you a Biggoron Sword. I bet you can swing that thing. Or ask the dude from
Silent Hill II to lend you THAT sword.
Anyway, back to the deal, Rangers will ussually go for you with ranged
strikes and run away while their Bear or whatever they have for a pet
distracts you. If you manage to kill it, they will summon one of those
deadly cute Badgers to scratch you. Perhaps patience is your best weapon
here, to wait until they can't summon anymore, then run at them to hit
'em. If you have a pair of Boots of Speed, you're set.
(Yes, after playing Mu and seeing how people hit on a female elf
whose player is a 23 years old male dude who works as security guard,
I'm disturbed.)
So, you got a few of everything, so make sure to keep yourself valuable
trough the journey. Unlike Rogues, for example, you don't have to keep
up with the weight of anything, just be sure to protect the weak. For
crying out loud, you're a Paladin. It requires to be nice to play one
(Unless, like me, you have a Lawful Evil Paladin. Damn you, Aribeth),
and it's pretty funny to go around playing the all-righteous dude. I mean,
if I could, I would be kissing ladies hands and carrying drunken people
back home.
Your spells, generally, should be whatever buff spells you can find.
they last for a looooong time, and any other spell isn't very likely to
be that useful for you.
A good strategy is to use your own tanking ways to scare people off.
When the battle starts, head against the archer or the spellcaster. If
you're playing a team-deathmatch, this is a lot of fun. People will
scream, Barbarians will run back to protect, everyone will shoot at you,
and your Wizard will hopefully nails down a Gate and a couple Horrid
Wiltings in the process. If they even manage to kill you, they will
very likely lose. If you go on Parry mode, they will, very likely,
lose and you will stay alive.
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8.- Henchmen.
Just for the single player game, you can choose to use a henchman to help
you on the game, and it's quite useful. However, remember that experience
will be reduced depending on how many allies you have when you kill an
enemy (If you kill an enemy being alone, it will give a lot more experience
than if you kill it with an henchman by your side or, significantly more,
if you would have a familiar and a summoned creature aiding you.)
(You don't know how satisfying was to see Boddyknock die just before I
sent that frigging white dragon to Hell, getting a lot more experience)
Henchmen will always be a couple levels behind you, and they can't raise
above level 14. They will also offer you a tale if you talk with them
and if you grow in levels (first chapter - level 6, second chapter -
level 10. I ignore the level requeriment for the last task, but it should
not be above level 14), they will offer you a quest which will net you an
item. You need to have the previous item to get the new one, though.
(Ladies first)
Clerics are always useful, and Linu is not only useful, but a rather
warming company to have by your side. She's incredibly nice and
lovable, but she's always causing havoc around. Of course you ain't
looking for a girlfriend on a RPG games (though I could tell you
few tales of people hitting on the female characters on some online
RPG, ignoring whether the person behind the polygon model is,
in fact, a woman), you're looking for utility, and Linu is perhaps
the second to best overall helper you might find.
(Not to mention her appearance is remarkably similar to Sharon
Osbourne, Ozzy's wife)
She's an average fighter, an excelent healer, and wonderful turning
undead. However, that last ability overlaps your own turning, and
not to mention you're enough of a meat shield to take hits. Perhaps
a better choice for Druids and spellcasters than for a full blown out
fighter, but if you find yourself needing healing often and don't like
warping around to the Temple of Tyr looking for that sexy Paladin
Aribeth, she's a good extra hand.
She's armed with a mace and a shield, and has a crossbow for ranged
attacks. The items she will offer are VERY useful, offering a
dexterity bonus, and the final offers also immunity to mind spells, so,
if you choose her, be sure to complete them.
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9.-Credits.
- CjayC for keeping that wonderful site better known as gamefaqs.com. Way
to go dude. Say hi to your family and dog.
(I realize that comment can be offensive. It wasn't meant to.)
- Bioware, Black Isle, Wizard of the Coast (quit printing crappy M:TG
expansions), and everyone else involved into making this game. It rocks.
- My Grand Maestre and most importantly friend Tannia for introducing me
to this game. You still owe me that duel, girl. You will feel my cold steel
entering your body.
Wait.
You know, the programmers might have been a bit more considerate.
Aribeth's love history is ridiculously short-lived. I haven't played
the expansions, but if you forgive her and go and speak with her, she
will reveal she's falling for you. You know what? I'm sick of these
cut-off sub-plots. I spent the whole game wondering about this gal
and suddenly I realize I could have done something with her, but not
minutes before I'm attempting to force-cut her hairstyle. Isn't
it stupid and ironic? THREE GALS IN THE GAME WHO CALL YOU THEIR BEST
FRIEND AND YOU CAN'T EVEN HIT ON ONE OF THEM? WTF???? WTF IS WRONG
WITH YOU PEOPLE?? IS YOU CHARACTER AN EUNUCH??? I mean... unless your
character is a very aged dude, dammit, a man and a woman traveling
around the world have... NEEDS! Does it means that Forgotten Worlds
campaign setting requires fighting to the death to start a romantic
sub-plot which was announced and screaming the WHOLE FRIGGING GAME?
IS IT EVEN SUPPOSED THAT FENTHIK FOUGHT A GAL WHO CAN USE A SWORD
TO CUT A GODDAMNED TANK AND SURVIVED TO GET HER TO BE HIS GIRLFRIEND???
Where is the sense in that part of the game? Get funny feelings
from a script and then realize that the gal is likely to be killed??
WHY THE HELL DID ARIBETH WAIT SO FRIGGING LONG TO SAY ANYTHING??
HOW OLD IS SHE SUPPOSED TO BE? TEN???
The world is UTTERLY SCREWED, and you can all go to hell. Dammit.
Note: That particular bit on the fourth chapter pissed me off. Not
only extremely well written and manipultive enough to move me, but
also something I expected the whole game but didn't got the first
time through (I killed Aribeth using the Chaotic Evil Necromancer :S).
As a matter of facts, you CAN hit on the two female "henchwoman",
however, as far as I can tell, except for a few nice words, you don't
get anything special.
<<<END SPOILER>>>
- To me. For being such a good person, handsome, and patient. I rule.
- To you. For reading this guide. If anyone does ;)