Is the Paladin spellcasting table in the manual correct?
- krunchyfrogg
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Is the Paladin spellcasting table in the manual correct?
It says you don't get level 6 spells until level 28. Since I am building my paladin with 4 levels of fighter, I am thinking it isn't worth giving him more than a 14 or 15 wisdom, assuming this chart is correct.
A life is not important, except in the impact it has on other lives.
- Jackie Robinson
- Jackie Robinson
I'm not sure that it's entirely correct, but it's not too far wrong, either. A single run through the game with no intention to go to HoF with the same party will net you about 16-18 levels, depending on your usage, or lack thereof, of "squatting".
14-15 Wis is plenty. You also get the opportunity to add a stat point every few levels, so if you sense you haven't allocated enough points to Wis at the start, you can add another point or two if need be.
Hint: even numbers are best for stat distribution.
14-15 Wis is plenty. You also get the opportunity to add a stat point every few levels, so if you sense you haven't allocated enough points to Wis at the start, you can add another point or two if need be.
Hint: even numbers are best for stat distribution.
When your back is against the wall... the other guy is in a whole lotta trouble.
Some good spells that paladins can cast are:
Magic Circle Against Evil
Bull's Strength
These are fairly low level spells, and for higher spells, just use your cleric. I like paladins too, but they don't have any great spellcasting ability in this game.
Magic Circle Against Evil
Bull's Strength
These are fairly low level spells, and for higher spells, just use your cleric. I like paladins too, but they don't have any great spellcasting ability in this game.
"They who can give up essential liberty to obtain a little temporary safety, deserve neither liberty nor safety." Ben Franklin
- silverdragon72
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.
there is one quest that your paladin certainly wants to fullfill, that increase CHA and WIS stats - if you go for HOF you can go for this quest a 2nd time...
...and you will find several potions and especially rings that will increase WIS additionally. besides the 7 or 8 (?) stat points your PC will increase until level 30 anyway!
.
there is one quest that your paladin certainly wants to fullfill, that increase CHA and WIS stats - if you go for HOF you can go for this quest a 2nd time...
...and you will find several potions and especially rings that will increase WIS additionally. besides the 7 or 8 (?) stat points your PC will increase until level 30 anyway!
.
- krunchyfrogg
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[QUOTE=silverdragon72].
there is one quest that your paladin certainly wants to fullfill, that increase CHA and WIS stats - if you go for HOF you can go for this quest a 2nd time...
...and you will find several potions and especially rings that will increase WIS additionally. besides the 7 or 8 (?) stat points your PC will increase until level 30 anyway!
.[/QUOTE]
So, assuming you do this quest twice, how low can you set your charisma and expect to be able to cast all pally spells?
there is one quest that your paladin certainly wants to fullfill, that increase CHA and WIS stats - if you go for HOF you can go for this quest a 2nd time...
...and you will find several potions and especially rings that will increase WIS additionally. besides the 7 or 8 (?) stat points your PC will increase until level 30 anyway!
.[/QUOTE]
So, assuming you do this quest twice, how low can you set your charisma and expect to be able to cast all pally spells?
A life is not important, except in the impact it has on other lives.
- Jackie Robinson
- Jackie Robinson
The paladin casts spells with wisdom. On the other hand you raise an interesting point by mentioning charisma. If you take many levels of paladin your charisma is going to affect your lay on hands, divine grace, turn undead, and the bonus to hit during holy smite. So its quite important.
The holy avenger quest gives you +2 charisma and +1 wisdom. I think you get the same bonus in HOF (stacks) but I'm not sure.
There is a potion for +2 wisdom -1 dex but I'd personally give it to a cleric/druid or someone who casts spells that have a DC to save against them. But you might give it to the paladin because they are strapped for stats.
There is a stone that gives +2 wisdom (or was it 1?). So you need 15 to cast 5th level spells (sounds like you don't get 6th). Now you need a starting wisdom of x + 2 (avenger quest twice) + 2 (stone) = 15.
x must be 11 so start the game with 11 wisdom. Maybe you need 12 if that stone only gives +1. Maybe you need even less if you give him the potion.
Morale of the story: you need just enough wisdom to cast spells, dex should be low unless you really want feats based on it, str as high as you can get with leftover, hose intelligence, con is same as str, charisma should be very high for a main class paladin.
BTW - i hate active powers like holy smite. it takes to much time to charge up!
myrophine
The holy avenger quest gives you +2 charisma and +1 wisdom. I think you get the same bonus in HOF (stacks) but I'm not sure.
There is a potion for +2 wisdom -1 dex but I'd personally give it to a cleric/druid or someone who casts spells that have a DC to save against them. But you might give it to the paladin because they are strapped for stats.
There is a stone that gives +2 wisdom (or was it 1?). So you need 15 to cast 5th level spells (sounds like you don't get 6th). Now you need a starting wisdom of x + 2 (avenger quest twice) + 2 (stone) = 15.
x must be 11 so start the game with 11 wisdom. Maybe you need 12 if that stone only gives +1. Maybe you need even less if you give him the potion.
Morale of the story: you need just enough wisdom to cast spells, dex should be low unless you really want feats based on it, str as high as you can get with leftover, hose intelligence, con is same as str, charisma should be very high for a main class paladin.
BTW - i hate active powers like holy smite. it takes to much time to charge up!
myrophine
- krunchyfrogg
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OOps, I meant wisdom.Sparrow wrote:The quest he's talking about actually increases Strength and Wisdom (by one point), not Charisma.
It was by mistake, I meant wisdom. Still very good to know, thanks!myrophine wrote:The paladin casts spells with wisdom. On the other hand you raise an interesting point by mentioning charisma. If you take many levels of paladin your charisma is going to affect your lay on hands, divine grace, turn undead, and the bonus to hit during holy smite. So its quite important.
I like the 13 dexterity feats. Dodge and dirty fighting are pretty good.Morale of the story: you need just enough wisdom to cast spells, dex should be low unless you really want feats based on it, str as high as you can get with leftover, hose intelligence, con is same as str, charisma should be very high for a main class paladin.
A life is not important, except in the impact it has on other lives.
- Jackie Robinson
- Jackie Robinson
Dirty Fighting is particularly good if you take the improved critical feat, which increases your critical hit range. Also it's good when you use a scimitar, which has a natural 3 point critical hit range.
"They who can give up essential liberty to obtain a little temporary safety, deserve neither liberty nor safety." Ben Franklin
- krunchyfrogg
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I don't know about dirty fighting? I usually concentrate fire on 1 guy and if he gets blinded or maimed or whatever by dirty fighting it usually makes not much difference (especially considering he just got critted).
I mean I don't care if he goes blind in the hereafter do I?
This goes double for x3 crit weapons such as axes...
I guess the problem is that anyone with truckloads of hitpoints makes their saving throw or is immune (usually). And if they fail they can probably hit you when blinded too! Maybe not too bad for unmodded cera sumat as that doesn't hit all that hard being a 1 handed weapon.
Personally I'd rather have +4 in strength and be wielding 2 handed modded cera sumat.
I suppose it depends on if you use 1 hand or 2 hand weapons. I don't think dual wield is good because it only gives 1 extra attack (good at level 1-5) but once you get a lot of attacks it doesn't matter as much. Plus not many good offhanded weapons that give special properties that affect the main hand (like belm/kundane/equalizer/crom faeyr). Shields aren't that good either since AC is not as effective as smacking them dead and good shields are not around.
myrophine
I mean I don't care if he goes blind in the hereafter do I?
This goes double for x3 crit weapons such as axes...
I guess the problem is that anyone with truckloads of hitpoints makes their saving throw or is immune (usually). And if they fail they can probably hit you when blinded too! Maybe not too bad for unmodded cera sumat as that doesn't hit all that hard being a 1 handed weapon.
Personally I'd rather have +4 in strength and be wielding 2 handed modded cera sumat.
I suppose it depends on if you use 1 hand or 2 hand weapons. I don't think dual wield is good because it only gives 1 extra attack (good at level 1-5) but once you get a lot of attacks it doesn't matter as much. Plus not many good offhanded weapons that give special properties that affect the main hand (like belm/kundane/equalizer/crom faeyr). Shields aren't that good either since AC is not as effective as smacking them dead and good shields are not around.
myrophine
- krunchyfrogg
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