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Mindfreak
2011-05-26, 05:06 PM
Just finished making a 1st level paladin for 2e D&D. Was wondering if I did it right, and if anyone had any suggestions for it.

Zachary Well(Zachary in Hebrew means 'The lord remembers', so, The lord remembers Well)
Male, Weight: 160 lb, Height: 6'2"
Lvl 1 Human Paladin
Lawful Good
Hp: 12 Hit Dice: 1d10
Str: 18(60 for Exceptional Strength) Con: 16 Int: 17
Cha: 18 Dex: 15 Wis: 14
Deity: Torm
Proficiencies:
Weapon: Longbow, Longsword, Warhammer, Man-Catcher
Non-Weapon: Weaponsmithing(3 slots), Armorer(2 slots), Bowyer/Fletcher(1 Slot), Blacksmithing(1 Slot)
Languages: Common
Funds: 0 GP(I got 200gp as starting cash, the left over money of 15,213 CP goes to a cause of my god at the beginning of play)
Inventory:
Knife w/sheath, Longsword w/sheath, Shoes, Breeches, Gloves, Tunic, Quiver, Backpack, Studded Leather Armor, Small Buckler, Hooded Lantern, 6 flasks of Lamp Oil
Total Weight: 45 Lb.
THAC0: 20
AC: 6
Saving Throws: 14(Paralysis, Poison, Death Magic), 16(Rods, Staffs, Wands), 15(Petrification, Polymorph), 17(Breath Weapon), 17(Spells)

Notes:
Can detect Evil intent(60 feet), +2 to all saves, Immune to disease, Lay on Hands: 2[Level] 1 a day, Cure Disease: 1 a week 1 cure per 5 levels, Aura of protection: -1 penalty to evil creatures in 10ft.

Bio: Zachary was a skilled blacksmith before he was an adventurer. He one day saw a paladin destroy an evil demon that was possessing his mother one day, and decided to become a paladin to strike down evil. He traveled to a nearby temple, and trained for years to become a paladin. He was sent out to strike evil and was given a small amount of money to buy equipment, and was strongly encouraged to destroy any and all evil in his way.

Looking for a good deity that is Lawful Good.
Also, I had my paladin go for cheaper items and only getting what he needs because he likes to help people.

Matthew
2011-05-26, 05:51 PM
Looks about right, though I think you have made a mistake on bonus NWP. You can use the slots for languages or NWP, but not both.

Mindfreak
2011-05-26, 07:21 PM
Looks about right, though I think you have made a mistake on bonus NWP. You can use the slots for languages or NWP, but not both.

Ah, thank you.

Premier
2011-05-27, 06:32 AM
If I were you, I'd first talk to the DM and ask him about the arquebus - it very well might be that he doesn't have any firearms in his game, and even if he does, what are the chances of finding a magical one at later levels? I would spend that slot on either a stabbing-style polearm (you might end up in the second rank and you'd still be able to attack), or a two-handed weapon (early on with no magical gear the shield only gives you +1 AC - it might be an idea to occasionally sacrifice that for higher damage output).

hamlet
2011-05-27, 06:38 AM
Looks fine to me. Nice to see a paladin with a high INT being played instead of the default Lawful Stupid version.

If you want suggestions on a deity, you have to let us know what world you're playing in. Personally, I've always been a fan of the thought that Paladins don't serve deities directly, but serve their cause first. They might revere certain deities, but they do not serve them.

Caliphbubba
2011-05-27, 06:43 AM
I'd second the comment about the Arquebus. Lots of games don't include fire arms at all.

Are you using any of the Handbooks? If you you may want to look into the different Weapon Styles, and put a slot into one of them. I believe they are in The Fighter's Handbook.

another Prof that might be more appropriate could simply be Unarmed.


as for Gods, what Campaing World are you playing in? It's easier to suggest them if we know where you are playing.

Elyssian
2011-05-27, 08:25 AM
Well Tyr or Torm are good choices from forgotten realms, both are lawful good and Torm is the patron of paladins.
One thing you might consider with your weapon prof is specializing in one of the weapons you have already by spending your 4th slot on it instead of the arquebus which has such a slow reload rate. By specializing you would gain additional attacks and it would improve your THAC0...

Caliphbubba
2011-05-27, 08:29 AM
One thing you might consider with your weapon prof is specializing in one of the weapons you have already by spending your 4th slot on it instead of the arquebus which has such a slow reload rate. By specializing you would gain additional attacks and it would improve your THAC0...

I the DM gives you this option or uses the Mastery Rules, then yes go with it. BUT a lot of the time it's for straight Fighters only. Some DM lets any "martial class" specialize but it's by no means an universal thing.

JadedDM
2011-05-27, 09:33 AM
A paladin gunslinger?

Best idea ever?

As for your deity, what is the setting you're playing him in? Greyhawk? Dragonlance? Home-brewed?

LibraryOgre
2011-05-27, 10:54 AM
Lvl 1 Human Paladin
Lawful Good
Hp: 10 Hit Dice: 1d10
Str: 18 Con: 16 Int: 17
Cha: 18 Dex: 15 Wis: 14

What's your percentile roll for Strength?



Weapon: Longbow, Longsword, Warhammer, Arquebus(Couldn't think of any other good one)

Truthfully, Arquebus is not a good one, unless you're planning on making that a major character trait. With what you have, I might suggest Lance or Spear... something you can use from horseback for a charge, since you get a warhorse at 4th. Otherwise, daggers are a good one, as are maces (since there are some neat magical maces).

For LG deities... pick one. Without knowing your game world, I can't say, but the general "helps people" vibe might work well with Ilmater if you're in the Realms. Likewise, Helm has a "protects people" vibe and a large number of Paladins.

Outside of the Realms, I'd have to do some research.


A paladin gunslinger?

Best idea ever?

It's been done. (http://www.youtube.com/watch?v=QclVGUHvRvE) :smallbiggrin:

Premier
2011-05-27, 11:31 AM
- Re.: specialisation. If the game is run by the book, only Fighters can specialise, but not Paladins or Rangers, so he can't put a WP in it, anyway.

- You don't have a Riding NWP. You'll get a special war mount at 4th level, so make sure you get the NWP in time for that. In fact, you might want to start out with Riding and buy a normal horse for the "knight in shining armour" vibe.

Matthew
2011-05-27, 12:51 PM
I assumed it was some sort of cavalier era style game, which I figure some sort of firearm would be appropriate.

Tengu_temp
2011-05-27, 03:05 PM
That's some lucky rolls there.

Mindfreak
2011-05-27, 03:39 PM
- Re.: specialisation. If the game is run by the book, only Fighters can specialise, but not Paladins or Rangers, so he can't put a WP in it, anyway.

- You don't have a Riding NWP. You'll get a special war mount at 4th level, so make sure you get the NWP in time for that. In fact, you might want to start out with Riding and buy a normal horse for the "knight in shining armour" vibe.

I'm going to make sure to get a NWP for riding before I get a warmount at 4th
level. I didn't get my character a horse at 1st level, because he would think a horse would be a wasted expense for having to feed it and pay for it, when he could just as well walk anywhere. He didn't want to have to spend more money then was needed.


I assumed it was some sort of cavalier era style game, which I figure some sort of firearm would be appropriate.
Yeah, it is going to be Forgotten Realms with the Arquebus in it, I put it in though because I wanted something pretty cool for a paladin to be proficient in. I probably will change it before my DM starts the campaign.


That's some lucky rolls there.
Yes they are, my dice have all necessary requirements. Such as, prerolling the 1s out, and also constently facing their highest roll upwards. My DM saw the rolls, as did 2 of my friends. I'm glad I got good rolls myself. Imagine getting a 3 in every stat! :smalleek:

Shpadoinkle
2011-05-27, 07:38 PM
As mentioned already, you need to roll for exceptional strength.

Also, a 16 con gives you an extra 2 HP per level, so you should have 12, not 10.

Mindfreak
2011-05-27, 07:50 PM
As mentioned already, you need to roll for exceptional strength.

Also, a 16 con gives you an extra 2 HP per level, so you should have 12, not 10.

Okay.......got a 60 on my percentile dice. So a +2 to Hit Prob, +3 to Damage, can carry 160 pounds, max press at 305, open doors at 13, bend bars at 25%.......................Coooool!

MeeposFire
2011-05-28, 02:29 PM
You could always look up the complete series of books to pick up a kit if you are allowed. For instance the book for fighters has kits usable for paladins and some even give weapon specialization with a weapon (once).

JadedDM
2011-05-28, 04:17 PM
Yeah, it is going to be Forgotten Realms with the Arquebus in it, I put it in though because I wanted something pretty cool for a paladin to be proficient in. I probably will change it before my DM starts the campaign.


Forgotten Realms, eh? Then for the god, you have some options:

Tyr, God of justice
Torm, God of duty, loyalty, obedience, paladins
Bahamut, God of good dragons, wind, wisdom, justice
Helm, God of guardians, protectors, protection

There's probably more, those are just the LG gods I know of off-hand from Forgotten Realms.

Mindfreak
2011-05-28, 04:49 PM
I decided on Torm, since he is the god of Paladins.

Lapak
2011-05-31, 04:52 PM
As mentioned already, you need to roll for exceptional strength.

Also, a 16 con gives you an extra 2 HP per level, so you should have 12, not 10.Just to double-check; max hit points at first level was not a standard rule in 2e IIRC, so it's possible that was a rolled 8 modified to 10.

Shpadoinkle
2011-06-02, 02:25 AM
Just to double-check; max hit points at first level was not a standard rule in 2e IIRC, so it's possible that was a rolled 8 modified to 10.

Technically yes... It's a pretty common houserule, though.

Mindfreak586, you ought to check with your DM on that point.

wolfish247
2017-03-01, 02:31 PM
- Re.: specialisation. If the game is run by the book, only Fighters can specialise, but not Paladins or Rangers, so he can't put a WP in it, anyway.

- You don't have a Riding NWP. You'll get a special war mount at 4th level, so make sure you get the NWP in time for that. In fact, you might want to start out with Riding and buy a normal horse for the "knight in shining armour" vibe.

Not so. The Complete Paladins/Rangers Handbook allows Paladins/Rangers to have Weapon Specialization (the Knight Errant Paladin kit gave a free specialization in the Lance, the Justifier Ranger kit specifically allows specialization in a single weapon), but not achieve Weapon Mastery. That was what set straight Fighters apart from other Warriors. But that way all warriors were set apart from all other classes for being a martial class that could specialize (cause extra damage) in certain weapons rather than just achieve Weapon Expertise, which other classes were allowed to take so as to give the same number of attacks per round that Warriors are allowed for Specialization.

MeeposFire
2017-03-01, 02:53 PM
Technically yes... It's a pretty common houserule, though.

Mindfreak586, you ought to check with your DM on that point.

It was actually advocated directly in the Complete Fighters Handbook.

JustIgnoreMe
2017-03-01, 06:11 PM
That's a heck of a necropost right there...

LibraryOgre
2017-03-02, 01:02 PM
The Mod Wonder uses Turn Undead! It's Very Effective!