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Strength is important for paladins who want to get up close and personal and wear the heaviest armor. Dex is great for paladins wanting to be range, wear medium armor or use finesse weapons. A dex paladin can be just as defensive as a strength paladin with heavy armor, probably even more so.
You definitely want charisma to be at least 16 at some point in the playthrough, for casting, but paladins are a martial class first so focus on the physical abilities and let the magic ones through charisma come after those are more developed.
It does not actually matter, as long as you remember to change to cleric instead.
I kind of like the idea of a Tiefling Paladin. Following their oath in an attempt to overcome their fiendish origins.
I prefer wood elf for the extended movement range over the high elf for ranger and the like, but the smug superior nature of the high elves sounds like an easy fit for some fun times as a paladin.
faeri fire is one of those nice spells no1 can learn as companions go. So a drow is kinda nice too. Then there is the dwarf for better defences.
Whatever u do almost never pick human
personally i would go with a strength based paladin so either half elf or dorf.
1.) Strength
2.) Charisma
3.) Constitution
In that order, unless you want to be more tanky and less spell-cast, then you can neglect Charisma for constitution more.
You do not want Dex. Ignore the posts saying to get Dex.
Paladins are inherently MAD (multi attribute dependent) meaning they need to invest in several different attributes to be effective. Do not waste attribute points on dexterity, paladins are designed to use heavy armor, which allows for no armor class gain from dexterity. You do get a little bit of use out of dexterity in early access because there is no heavy armor available, so you wind up using medium armor, which you can get plus to a +2 from dexterity with, but long-term you typically want to leave dexterity at 10–12.
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Strength is the most important attribute, as primarily paladins, or melee attackers who augment their attacks with smites.
Charisma is important, because it is your spellcasting modifier, it changes your spell save DC and provides you more slots to prepare spells in. It’s also great for out of combat. Additionally, and you won’t see this in early access, but it will come in to play later, paladins begin to get “auras“ which passively buff you and all of the party members around you. The strength of the buff will be based on your charisma modifier – so for example, some paladins add to everyone’s saving throws by an amount equal to their charisma. It’s really nice when you’re getting +4 to all of your saving throws instead of plus 1
Constitution is important because it gives you HP and you’re a front line fighter
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As of now, the best races to play as a paladin are going to be half elf and mountain dwarf.
Mountain dwarfs will get +2 strength and +2 con making them ideal front line paladins, and a little more tanky.
Half Elfes get +2 charisma, and plus one to two other attributes – strength and constitution. This makes them more well-rounded and better spellcasting paladins while also getting great buffs front liners.
The Tiefling with +Str is very good also
I like half elf the most. Both races are getting Darkvision and some other minor buffs like Poison, resistances and cantrips and movement.
+1 Str +1 Con-Or-Cha, and a free feat at level 1 (I like Polearm master and GWM)