Starting a Paladin

The Paladin in Dungeons and Dragons 3.5 edition is a powerhouse against the forces of evil, if built right. So to get you off on the right foot, here are a few pointers.

What is a Paladin in DDO?
While many may be familiar with the PnP Paladin, the DDO Paladin is a bit of a different beast. DDO Paladins are, usually, front-line melee characters, with limited spell-casting for buffs, healing wand usage, and Lay on Hands for Emergency Healing. Paladins, in general, will have a higher “standing, unbuffed, unstanced” AC than most other classes, but fully buffed and stanced, the Fighter will usually surpass the Paladin in AC, but the Paladin will still have a respectable AC on his own.

The Paladin’s Aura is beneficial to the entire party, including himself, providing bonuses to AC, All Saves, and vs. Fear, and possibly even to boost Concentration. Think of the Paladin as a front-line fighter than can self-heal, cast most of his own buffs, and use Lay on Hands for emergency burst healing to save himself or someone else in the party.

The Paladin won’t always be the on the top of the kills list, but he can be, but they make very good melee fighter-types, and their versatility in spell-casting and wand/scroll usage makes them a boon to every party.

Think of the Paladin as a Melee Fighter, not bound by Multi-Classing Restrictions, as in PnP, with no mount. Yes, this means that the DDO Paladin can Multi-Class without losing their Paladin Abilities, including Rogue!

Tips for Playing a Paladin in DDO
The Paladin is a versatile, self-healing melee class, with some of the best overall saves in the game, so use that to your advantage. Paladins make one of the best classes for "pulling" (moving ahead of the party to get the monster's attention, then moving backwards to bring them a few at a time back to the rest of the party to kill), as their saves will help prevent enemy casters from hitting them with hold, command, or instant death spells. Paladins are also excellent hunters for enemy spellcasters, especially Evasion-Paladins, as their saves will help them to avoid the enemy spellcasters' spells, allowing them to close in for the kill quickly. Paladins can also help off-load the burden of casting certain buff spells, specifically the Resist Energy spells, thus saving the Cleric or Arcane Caster's spell points for healing and killing. And always remember that a Paladin's Lay on Hands can be used on any party member, and will heal Warforged without the normal healing penalty, even Warforged that are immune to normal cure and heal spells.

Choosing a Race for your Paladin
Any of the common races make fine paladins, and all have one or more traditions amongst them as paladins in the service of good. However the vast majority of Paladins in Eberron are Human. This is an important choice for players, as all races in DDO, are quite playable as Paladins, and each have their plusses and minuses. Yes, even Warforged, with their -2 Wisdom & -2 Charisma can make excellent Paladins.

The Human Paladin
Advantages:
 * +1 Feat
 * +1 Skill Point/Level
 * +1 to 2 Stats
 * Human Versatility
 * 3 Dragonmark Lines to Choose

Characteristics:
 * Usually Sword-and-Board.
 * Human Adaptability allows better balance of starting stats vs. Tomes/Items/Class Enhancements.
 * Usually has the highest CHA of all Paladins.
 * Mark of Passage is very common for “Utility/Evasion” Paladin Builds.

Dragonmark Options:
 * Mark of Making - Repair Light, Repair Serious, Reconstruct.
 * Mark of Passage - Expeditious Retreat, Dimension Door, Teleport.
 * Mark of Sentinel - Shield of Faith, Protection from Energy, Globe of Invulnerability.

Preferred Weapons:
 * Often uses Bonus Feat for Exotic Weapon: Khopesh

Cons:
 * +1 to 2 Stats instead of +2 to 1 stat

Common Builds:
 * IntimiTank.
 * Evasion Paladin.
 * Evasion Paladin with Rogue Skills
 * 2-Handed DPS Paladin.

The Dwarven Paladin
Advantages:
 * Axe/Armor/Tactics/Toughness Enhancements
 * Racial Saves
 * Con Bonuses

Characteristics:
 * Usually sticks to Dwarven Axes, but will use other axes, and occasionally 2-handeds.
 * Often has a higher Dexterity, due to Racial Armor Mastery.
 * Usually has the most hit points of all Paladins.

Dragonmark Options:
 * Mark of Warding - Fire Trap, Glyph of Warding, Greater Glyph of Warding

Preferred Weapons:
 * Axes: Dwarven Axe, Hand Axe, Great Axe

Cons:
 * Lower CHA
 * Poor Dragonmark

Common Builds:
 * IntimiTank.
 * 2-Handed DPS Paladin.

The Warforged Paladin
Advantages:
 * Con Bonuses
 * Racial Immunities
 * Follow of Lord of Blades

Characteristics:
 * Usually goes with Great swords for the Lord of Blades Enhancements.
 * Lowest CHA and WIS of most Paladins, but Immunities make up for it.
 * High DR + High Saves + WF Immunities can create a nearly unstoppable build.

Dragonmark Options:
 * none

Preferred Weapons:
 * Great sword

Cons:
 * Body Feat is costly
 * Lower CHA & WIS
 * No Dragonmark

Common Builds:
 * IntimiTank.
 * 2-Handed DPS Paladin.

The Elven Paladin
Advantages:
 * Longsword Enhancements
 * Follower of Sovereign Host
 * Arcane Archer
 * Dragonmark of Shadow

Characteristics:
 * Elven Paladins are almost exclusively Longsword users, as the Racial Bonus and Sovereign Host make them deal a lot of damage.
 * Usually tied with Drow for the lowest Hit points of all Paladins, but higher Dexterity, and occasionally 2-Weapon Fighters.
 * Elven Arcane Archer provides an option for a Ranged Paladin.
 * Mark of Shadow is very powerful mark for Displacement.

Dragonmark Options:
 * Mark of Shadow - Invisibility, Displacement, Shadow Walk

Preferred Weapons:
 * Longsword or Longbow

Cons:
 * Lower CON

Common Builds:
 * Evasion Paladin.
 * Evasion Paladin with Rogue Skills.
 * Two-Weapon Paladin.
 * Displacement Paladin.
 * Ranged Paladin.

The Drow Paladin
Advantages:
 * Shortsword Enhancements
 * Follower of Vulkoorim
 * Starting 10 CHA
 * Drow SR

Characteristics:
 * Drow Paladins are almost usually Shortsword users, as the Racial Bonus and Sovereign Host make them deal a lot of damage.
 * Usually tied with Elves for the lowest Hit points of all Paladins, but higher Dexterity, and occasionally 2-Weapon Fighters.
 * Drow also start with 10 in CHA, INT, and DEX... making a higher Charisma cost less.
 * Drow SR can help augment a Paladin's Saves for survivability.

Dragonmark Options:
 * none

Preferred Weapons:
 * Rapier or Shortsword

Cons:
 * Lower CON
 * No Dragonmark

Common Builds:
 * Evasion Paladin.
 * Evasion Paladin with Rogue Skills.
 * Two-Weapon Paladin.

The Halfling Paladin
Advantages:
 * +1 To-Hit
 * +Dexterity Bonuses
 * +1 AC Size Bonus
 * Dragonmark of Healing

Characteristics:
 * Halfling Paladins tend to be Finesse Fighters, and very often 2-Weapon due to Racial Dexterity, and low starting STR.
 * Usually have some of the best saves of all Paladins.
 * Mark of Healing is useful for healing/utility Paladin.

Dragonmark Options:
 * Mark of Healing - Cure Light, Cure Serious, Heal

Preferred Weapons:
 * None. Halfling Racial Weapon is for Throwing Weapons, which does not translate well.
 * Many Halflings go Rapier/Shortsword or Longsword-and-Shield.

Cons:
 * STR penalty usually means Dexterity-based or TWF, Intimidate Penalty.

Common Builds:
 * Evasion Paladin.
 * Two-Weapon Paladin.
 * Healing Paladin.

Important Level Points for Paladin Builds
Listed Below are the important “Break Points” for Paladins. These are the levels at which a Paladin gains Key Abilities, Feats, Spells, or Enhancements.

Toughness Enhancements:
 * Paladin 1 - Toughness 1 (+5 Hit Points) 
 * Paladin 4 - Toughness 2 (+15 Hit Points) 
 * Paladin 7 - Toughness 3 (+30 Hit Points) 
 * Paladin 10 - Toughness 4 (+50 Hit Points) 

Class Stat Enhancements (Charisma):
 * Paladin 2 - Stat +1
 * Paladin 6 - Stat +2
 * Paladin 10 - Stat +3

Paladin Break Points:
 * Paladin 1 - Limited Divine Wand Usage, Paladin Aura (+1 AC, +1 Saves) 
 * Paladin 2 - Divine Grace (Cha Bonus to Saves), Lay on Hands, Enhancement: CHA +1
 * Paladin 3 - Divine Health (Disease Immunity) & Fear Immunity, Enhancement: Resistance/Bulwark of Good 1, Enhancement: +1 Lay On Hands
 * Paladin 4 - Level 1 Spells, Turn Undead, Divine Favor +1/+1
 * Paladin 6 - Enhancement: CHA +2, Divine Favor +2/+2
 * Paladin 7 - Enhancement: Resistance/Bulwark of Good 2
 * Paladin 8 - Level 2 Spells, Enhancement: +1 Lay on Hands
 * Paladin 9 - Divine Favor +3/+3 (Cap) <BR>
 * Paladin 10 - Enhancement: CHA +3<BR>
 * Paladin 11 - 30-point Resist Energy, Enhancement: Resistance/Bulwark of Good 3<BR>
 * Paladin 12 - Level 3 Spells, Enhancement: +1 LoH<BR>
 * Paladin 14 - Level 4 Spells<BR>

Notes on Multi-classing a Paladin in DDO
Given that DDO has removed the penalties associated with Multi-Classing that exist in PnP, Paladins are a class well-suited to Multi-Classing. As a Paladin can be mixed in with 6 of the remaining 8 classes (Barbarian and Bard are not allowed due to Alignment Restrictions), many offer the Paladin a great deal of flexibility, versatility, and melee power. Fighter/Paladin mixes are very popular to maximize both DPS potential and Armor Class. Paladin/Rogue or Paladin/Rogue/xxx are also popular options to mix the Paladins high saves with Evasion, and many times with full UMD or even Open/Disable/Search. Other, less common options, include Ranger for Two-Weapon Fighting or Sorcerer for more Spell Points.

Common Options for Multi-Classing: <BR>
 * Fighter 1-3 - Splash for Tower Shield, Bonus Feats & Enhancements, a little more DPS focus<BR>
 * Fighter 7-9 - Max AC build or 2-Handed with Moderate AC & Saves<BR>
 * Fighter 12/14 - Primary Fighter with Paladin Splash for Wand Usage, Divine Grace, Divine Health, Spell Casting <BR>
 * Ranger 1/2 - Dexterity Based/Ranged Build for Bow Strength, or Free TWF <BR>
 * Ranger 14 - Paladin 2 Splash for Saves & Heavy Armor<BR>
 * Rogue 2 - Evasion, +1 Dexterity, +1d6 Sneak Attack, +Skill Points (UMD) <BR>
 * Sorcerer 1 - SP, 3x L1 Spells, Arcane Wand Usage<BR>

Uncommon Options for Multi-classing<BR>
 * Cleric 1 - More Turn Undead, Full Divine Wand Usage, Divine Vitality 1, More SP<BR>
 * Wizard 1 - Same as Sorcerer, but uncommon due to lower INT than CHA for most Paladins<BR>
 * Sorcerer 6/8 - Self-buffing melee fighter<BR>

Building a Paladin
Paladins can be one of the more challenging classes to plan out for building, as their reliance on 5 of the 6 Stats require many critical decisions while rolling. Some important decisions must be made on the eventual class breakdown of your Paladin to help determine your stats. Strength and Constitution are stats that should be kept high whenever possible, due to the nature of Melee Combat in DDO. Dexterity depends on your build, as most Paladins will target between 12 and 20 Dexterity, fully equipped at Level 14/16. 12 Dexterity is sufficient for most Pure Paladins, as that will max out their Full Plate, with Max AC Builds and Evasion Paladins usually targeting 20 Dexterity. Intelligence is usually of little concern for the Paladin, as his Class Skill list is poor, however Combat Expertise requires 13 INT, and is usually taken in the Fighter/Paladin builds. Wisdom is the key to spell points and casting spells. Paladins are Divine caster, and must have 10 Wisdom + 1 Wisdom per Spell Level, so the highest Wisdom a Paladin will ever need to cast spells is 14 Wisdom. Remember: A Paladin’s ability to cast spells is based on his current Wisdom, so 8 Base Wisdom and a +6 Wisdom Item will allow a Paladin to cast any Paladin Spell in the Game! Charisma is also important to all Paladins, as Divine Grace adds his Charisma Modifier to all saves, as well as the Charisma Modifier powering Lay on Hands and Smite Evil. It is generally accepted that 20-24 Charisma is a good target for most Paladins, as higher Charisma will usually come at the cost of other stats, which can be more important to the Paladin. Remember that the Paladin can gain up to +3 Charisma from his Enhancements by level 10, and while no current DDO Race offers Charisma as a Racial Stat, Humans are allowed +1 to 2 different Stats, which is a common reason for the popularity of Human Paladins.

Taken all together, the “typical” Paladin will start with 16-17 Strength, 8-13 Dexterity, 12-16 Constitution, 8 or 12/13 Intelligence, 8-11 Wisdom, and 12-14 Charisma.

Paladin Feats
As the Paladin is a Melee class, many of the feats are easy to select, such as Weapon Focus, Improved Critical, and Toughness. Beyond those, the feats differ depending on the Build and role of the Paladin. Paladins that splash Rogue will typically take Skill Focus: UMD, while healing/casting oriented Pure Paladins will take Mental Toughness / Improved Mental Toughness and Extend Spell. AC-focused builds will often take Combat Expertise and Dodge, and Skill Focus: Intimidate for IntimiTanks, along with Shield Mastery and Improved Shield Mastery. Module 6 will also offer the Paladin Force of Personality, which substitutes his Charisma modifier in place of Wisdom for the Will Save. This can be a useful feat for higher Charisma builds, or builds that are not as dependant on their Wisdom for casting, or have sufficient Wisdom without an item to cast the needed spells, thus potentially freeing an item slot. Dragonmarks are also a good consideration for Halflings, Elves, and Humans, as the Halfling Healing Mark provides strong Healing abilities, the Elven Shadow Mark offers Displacement, and the Human Passage Mark gives Expeditious Retreat and Dimension Door.

Paladins usually do not need to invest their feats into Saves-based Feats, such as Luck of Heroes or Iron Will, but Bullheaded is a common choice for IntimiTanks due to the bonus to Intimidate. Other specialty Multi-classed Paladin builds may take feats to complement their other classes, such as Nimble Fingers of Skill Focus: Disable for Rogue skills enabled Paladins.

Paladins and Armor Class
AC is a highly debated subject for DDO, but to break the discussion down, when you are talking the current "end-game" in DDO (Gianthold, Orchard, Stormreaver, etc)... than AC less than 50 is basically not worth worrying about, and that 55 is the real "magic number" to go from getting hit almost all the time to getting hit rarely. This target number may change with the upcoming Mod 6, but for now we will use 55 as the "Magic Number"

Ok, so given a Magic Number of 55 AC, then what does this mean for the Paladin. Paladins can certainly hit 55 AC, if they really focus on AC, have some very high-end gear, raid loot, and Combat Expertise... but most players do not have access to that type of gear. So, what other numbers "Matter". Outside of the Gianthold, 40-45 AC is a great target range, very easily hit by Paladins with easily obtainable gear. On Normal, many Evasion Paladins have reported tanking Velah on Normal and never getting hit with around a 45 AC!

So, if you are going to focus on AC, then you need to focus on it completely, with Combat Expertise, and probably a 12F/4P or 11P/5F or 7F/7P split to really focus on AC. If you are not building a primarily AC-focused Paladin, then avoid Feats such as Dodge and Combat Expertise, and focus on DPS or Utility, or whatever your desired role for your Paladin, and don’t worry about AC.

'''Rule of Thumb: 42-45 AC is great for everything up to the Desert. 55 AC is needed from the Gianthold on.'''

Equipping a Paladin
See Paladin equipment

Playing a Paladin in DDO
See Paladin playstyle

Paladin Template Builds
Pure Paladin<BR> IntimiTank Paladin (11P/5F Version)<BR> IntimiTank Paladin (12F/4P Version)<BR> Max-AC Paladin<BR> Evasion Paladin<BR> Evasion Paladin with Rogue Skills<BR>