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Paladins

Posted: Fri Mar 05, 2004 10:45 pm
by Raife
I'm pretty new to D & D. I have some experience in some campaigns, although only as a fighter.

I'm looking into starting a paladin for the next campaign, but I have no clue as to what spells would be pretty cool to use.
Please list out a few ideas. I'm starting out level one, so keep that in mind.

Thanks

Posted: Sun Mar 21, 2004 12:52 pm
by Valthonis
If your starting off at 1st lvl, you have aways to go before you will get any spells. You may have spell like abilities from your class but the real spells dont come into play until at least 4th lvl or most likely, 6th lvl.
But once you get splells, read magic is a must...very helpful in many ways. Next, as you are a sort of fighter, i would go with bless weapon or cure light wounds. Even if the group has a cleric that can heal, you can never have enough cure spells or potions.

Posted: Mon Mar 22, 2004 2:39 am
by Moonbiter
If you're playing by the standard Paladin template, you're in for a pretty rough time. Roleplayed right, the Paladin is a royal pain in the neck for the rest of the world. A pedantic, bigoted Dudley-Doo-Right who will not think twice about turning his entire party over to the law or the witch hunters if he thinks they're not good enough citizens. I have yet to DM a single Lawful Good Paladin that isn't loathed by his entire party. One actually got poisoned by the rogue, and they refused to resurrect him afterwards.
If on the other hand you play it the mordern, logical way, where every God of every Alignment is allowed to have Paladins, you could make a good character. Just remember to really get into what your chosen deity stands for, and play that to maximum effect all the time. A Paladin gets ALL its powers from his or her chosen deity. If that deity is displeased, the Paladin is useless.