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The Paladin seems most prone to stereotyped description than any class available. Often thought of as holier-than-thou, stick in the muds who lack humor and personality, it’s a role that is typically loved or hated. Lets see if we can’t take a closer look at the class and perhaps even dispel some of the misconceptions.
The Paladin is a Lawful Good (only) warrior who specializes in combating evil. With the same attack charts, hit points, and saving throws as the Fighter class, the differences are in both the role and the special abilities. Paladin’s don’t get the bonus feats a Fighter receives, but they do get notable special abilities. Divine Grace adds the Paladin’s charisma modifier to saving throws making a Paladin with a strong charisma second only to the Monk against all forms of attack that allow saving throws. Divine Health gives the Paladin immunity to all diseases which includes those magically inflicted like mummy rot and lycanthropy (the disease of were-creatures, like the werewolf). And Lay on Hands is a first level ability keyed on Charisma that allows the Paladin a good measure of instant healing that is quite valuable through the Paladin’s entire career (unless the Paladin lacks or loses charisma). Aura of Courage, Smite, Turning Undead, and the ability to cure diseases all come to the Paladin by level 3. Then there is the ability to start casting divine spells as early as level 4 (if Wisdom allows). While the Paladin’s spell lists is limited, it does offer useful spells from Bless to Freedom of Movement and Death Ward.
A Paladin, though, must always remain Lawful Good and is a tougher class to role-play at times. However, too often people assume this means that the Paladin is without personality quirks, character flaws, or mirth. Respecting authority doesn’t mean submitting to tyrannical ruler ship. Avoiding acts of evil doesn’t mean they can’t have a streak of greediness they are constantly battling. Certainly, nothing requires a Paladin to be aloof, cold, or narrow minded. Nor does anything require them to act violently against perceived faults by the Paladin. Because of Charisma, the Paladin might very well be as well loved, appealing, and attractive as the fun loving Bard. To many the Paladin, obeying the rightful, good meaning laws on the land doesn’t mean lack of freedom, only a way to ensure that everyone can enjoy their freedoms.
Of all classes, though, it appears Paladin got the least back for losing the most. Monk players complained loudly about various features that didn't make it in, but from beginning to end, the class has many interesting class features that should prove to be well played in game. The Paladin lost their ability to detect evil, get a special warhorse (or warpony) mount, and all the feats that they use to great effectiveness while mounted. If that wasn't enough, Holy Weapon is gone, too. With spells being weeded down, the Paladin's available list is even more limited so that there are far fewer useful ones available to them. We (or at least Paladin players) can only hope that some measure has been given back to them that hasn't been reported yet, because for all of the losses, the Paladin has received absolutely no compensation with extra feats or improved features. I can only hope that the toolkit is very outdated and that the class was rebalanced since.
Still, before I paint everything with doom and gloom, for a role-player who has always enjoyed the Paladin class, it is a class that is about the role and the enjoyment achieved through playing it. If Bioware has only added to the evil that seeks to drag down the holy warrior, well the Paladin player will simply have to tighten his or her grip and vow not to let even game imbalances to end their cause against injustice.
Lets look at some specifics to the class.
- Alignment Restrictions: Lawful Good only
- Hit Die per Level: d10 (1-10)
- Armor Proficiencies: All plus Shields
- Weapon Proficiencies: All Simple and Martial Weapons
- Saving Throws: Fortitude (primary), Reflex & Will (secondary)
- Skill Points Per Level: 2+Int Modifier (x4 at 1st character level)
- Class Skills: Concentration, Diplomacy: Persuade, Diplomacy: Taunt, Heal, Lore, Parry
- Class Features: Divine Grace, Divine Health, Lay on Hands, Aura of Courage & Smite Evil (at 2nd), Remove Disease & Turn Undead (at 3rd), Divine Spellcasting (starting at 4th)
- Class Packages: Default, Champion, Errant, Inquisitor, Undead Hunter
With d10 HPs, all armors and shields, and good weapon selection, the Paladin is like the Fighter to begin with. A smart Paladin with Charisma modifiers will have healing and better saving throws, though, available at the get go along with disease immunity.
Class Packages: For the player who lacks a little knowledge on the game or seeing a package they like the sound of, there are a few here that offer good possibilities. Default follows the balanced path, common to most Paladins. Champion will be the leader of men and the master of combat, concentrating less on spellcasting aspects. Errant is a Long Sword and Shield knight who battles evil in many ways. Inquisitor is a diplomat who brings with him or her the force of both words and sword (when words fail to impress). Undead Hunter uses mace and crossbow along with their strong ability to turn undead to hunt down these abominations.
Skills: Skill points and available skills are both rather minimal. Parry and Heal offer aid during or after battle. Concentration strengthens the Paladins ability to disregard taunts and cast spells in battle. The two Diplomacies play to the strength of the Paladin's charisma and Lore offers a chance to recall or find obscure knowledge. Discipline might be a cross-class skill (which can only be developed to half of the class skill's effectiveness if it remains a non-paladin skill) that the Paladin will need to take.
Feats: Since the Paladin gets only the standard feats (at 1st, 3rd, 6th, 9th, 12th, 15th, and 18th) that all classes get, careful selection of ones that they do get is important. Most Paladins will probably pursue those feats that strengthen their ability to fight and/or survive in combat. Weapon Focus (+1 to attack roll on a selected weapon), Power Attack (-5 attack, +5 damage and requires 13+ Str), Cleave (extra attack if a killing blow is delivered - requires Power Attack to take), Improved Critical (at level 8+, doubles critical threat range for a selected weapon) are some to consider for direct combat. Knockdown (and the improved version) has no requirements and looks to be a very useful ability in against foes who lack Discipline. Disarm (and the improved version) offers some interesting possibilities but looks to be a very risky skill to use. Toughness is like getting +2 to Con as it grants +1 HPs/level so I think this one is worth considering. In a world/campaign heavy with undead, Extra Turning could prove very valuable at level 3 or later. Dodge (requires 13+ Dex) gives a +1 boost to AC against a primary foe. There are other feats worth thinking about, but with few available, the Paladin will want to select wisely and those that fit the imagined role that the player intends to follow.
Special Features: Divine Grace grants a bonus to all saving throws equal to the Paladin's Charisma modifier. Couple that with the fact that Lay on Hands allows the Paladin to heal their Charisma modifier times their level per day, and most Paladins will be wise to make sure their Charisma is a strong attribute. Divine Health grants the Paladin immunity to all forms of disease. Aura of Courage grants immunity to fear while Smite Evil (both at level 2) allows the Paladin to put their Charisma modifier to attack roll and level to damage for one attack against evil per day - the best of their special features. Remove Disease allows the Paladin to cure disease on others once per day (improving to 2x/day at 5th, 3x/day at 9th, 4x/day at 12th, 5x/day at 15th, 6x/day at 18th). Turn Undead offers the chance to repel or even destroy the unloving with great ease, so is a very strong ability especially in campaigns where undead flourish. With the Paladin's strong Charisma score (typically), the Paladin should be a strong in this ability even though they don't acquire it until level 3. Their spellcasting is relatively weak but still includes spells that can make a difference.
Attributes: The Paladin has tough requirements here. Certainly Charisma should be strong. Strength and Constitution are musts for the Paladin who wants to be strong in melee. Wisdom is needed to cast spells more effectively (or at all, as the Paladin needs 10 plus the spell level in Wisdom score to casts spells of that level). Intelligence grants skill points. Dexterity gives a boost to AC and ranged attacks, but is probably the least important (though going below 10 would be unwise). Here are some ideas on how to design some Paladins:
- Str Dex Con Int Wis Cha Character Concept
- 14 12 14 12 12 14 Balanced
- 16 10 15 10 10 14 Holy Warrior
- 14 10 14 10 14 15 Divine Knight
- 12 10 12 14 12 16 Diplomat
- 14 10 14 12 12 15 Undead Hunter
- 14 10 14 9 10 17 Charismatic Hero
Paladins can certainly be developed in different ways, but they have a lot of demands upon them so they will never be easy to parse out the point with. Those should offer some food for thought for those undecided or needing advise.
Race: Race selection is pretty important for the Paladin. Humans, with the bonus feat and skill point boost, is probably the best selection. Half-Elf is a solid selection with their racial traits without any penalty to important attributes. The other races, while not impossible to play, have various weaknesses. Elves lose Constitution (which is important to the Paladin) and get Dexterity (which is probably not as important), though the racial benefits to detections and darkvision are nice. Dwarves and Half-Orcs both have a -2 penalty to Charisma, a tough loss. Gnomes and Halflings will have weapon restrictions and -2 to Strength, making their benefits a little less appealing.
Multi-class: As much as I hate to say this, Paladins are probably a class that is now screaming "Multi-Class me!" above all others. They are very front loaded, so with just a few levels you get most of their benefits. Only weak spellcasting is lost for not developing them fully (and some extra disease curing, which is unlikely to be missed). Furthermore, unless multi-classing to a Cleric (which, incidently, isn't a bad idea), a Paladin could be designed with less Wisdom to help boost other attributes. Fighter is a good option to strengthen up a Paladin's lack of feats and to get to Weapon Specialization. Sorcerer will mix well with the Paladin's Charisma focus, though arcane spell failure will mean that only an intelligent player will know how to fully take advantage of this potent combination. Cleric (if the Paladin has a decent Wisdom) can open the door to real spellcasting and the possibility of being a Holy Battle Cleric (a pretty good role and combination).
Conclusion: This is a role-players class and for those who enjoy the role, there's no substituting for it. As a class, though, it doesn't appear to be on par with the rest of them, but this is subject to change. Time and play testing will tell. Regardless, I know my first character will be a Paladin and may the evils of the worlds I visit take heed.
A Closer Look at Some Specifics:
Spells Castable per Day by Level:
Paladin lvl 1st 2nd 3rd 4th
4th Level 0
5th Level 0
6th Level 1
7th Level 1
8th Level 1 0
9th Level 1 0
10th Level 1 1
11th Level 1 1 0
12th Level 1 1 1
13th Level 1 1 1
14th Level 2 1 1 0
15th Level 2 1 1 1
16th Level 2 2 1 1
17th Level 2 2 2 1
18th Level 3 2 2 1
19th Level 3 3 3 2
20th Level 3 3 3 3
Spells: Paladins must choose their spells at the start of each day/rest period and don't have the Cleric's ability to spontaneously cast healing spells. Spell levels with a 0 entry are only castable if the Paladin has a Wisdom bonus spell to that spell level (a 12 Wisdom, for example, grants a bonus 1st level spell and a 14 Wisdom grants both a 1st level and a 2nd level spell). Spell progression is pretty slow, as can be seen.
- 0-level spells: None
Comments: A Paladin cannot cast 0-level spells.
- 1st-level spells: Bless, Cure Light Wounds, Endure Elements, Protection from Alignment, Resistance, Virtue
Comments: Cure Light Wounds offers a boost to healing ability. Bless helps saves and in combat. Endure Elements grants damage reduction (10/-) against elemental attacks. Protection from Alignment gives a lot of benefits against evil in combat (it is usuable against good, too, when the rare situation arises). Resistance gives a +1 boost to saves. Virtue gives a small (+1) boost to maximum HPs. Protection from Alignment and Bless are probably the best taken here except when some of the other are obviously needed.
- 2nd-level spells: Aid, Bull's Strength, Eagle Splendor, Remove Paralysis, Resist Elements
Comments: Bull's Strength (1d4+1 to Strength) and Eagle Splendor (1d4+1 to Charisma) last 1 hour per level and are attractive spells here. Aid gives +1 attack, +1 saves vs fear, and 1d8 temporary HPs for a little while, giving it some uses. Remove Paralysis and Resist Elements have uses in specific situations.
- 3rd-level spells: Cure Moderate Wounds, Dispel Magic, Magic Circle against Alignment, Prayer, Remove Blindness and Deafness
Comments: Prayer is probably the best here, with its +1 to attack & damage, saves, and skills to all allies (and the Paladin) within the area while granting -1 to all those upon the enemies. Dispel Magic can be important at various times. Magic Circle is like Protection from Alignment at level 1 but with a radius affect.
- 4th-level spells: Cure Serious Wounds, Death Ward, Freedom of Movement, Neutralize Poison
Comments: Other than Cure Serious Wounds, some situation specific spells here and not much else.
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