Halfling Paladin Slinger - Make It Good


Advice


Show me how you'd build it. I'm curious as to what the most effective means of doing this are. Obviously the Warslinger racial trait is a necessity and I'll be limited to using a 1d3 damage sling; my strength penalty is going to hurt; and I'm going to be suboptimal to the bow in every way.

So, with a Paladin (preferably using ONLY paladin levels, but this is not a necessity - dipping into Oracle for more CHA-to-whatever benefits isn't against the law) using the Divine Hunter archetype as a halfling that uses a sling, how can this be made as effective as possible?


Holy gun paladin
Then your a gun slinger.


Guns are not what I want. Also, from what I recall, the Holy Gun is a pretty awful archetype.

I want to use slings.

Silver Crusade

hmmm.. I am not a fan of halflings as paladins/ knights. IDK, to much LoTR and or Salvitore :/ but....

stats-(assuming PFS? 20pt buy?)

Str: 14 (16-2)
Dex: 16 (14+2)
Con: 12
Int: 10
Wis: 08
Cha: 16 (14+2)

traits- divine favor(if using adaptable luck), open

feats-
1- Point blank shot, precise shot.
3- rapid shot,
5- deadly aim
7- clustered shots,

I feel like that is a good basis to work from at least.


I think this works about the same as any longbow-wielding paladin. Just with way smaller damage dice. :P

Just don't neglect the special feats like Halfling Slinger and Large Target. Those will really boost your to-hit and damage. Grab Arc Slinger to increase your PBS range to make it all but a constant bonus (the extra range increment ain't half bad, either).

Consider picking up special ammo (I would love to play a slinger in Iron Gods for slung grenades, but more common stuff works, too). Heck, if your GM will allow it, dip in alchemist or grab Throw Anything and sling alchemist's fire!


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Kobold Cleaver wrote:

I think this works about the same as any longbow-wielding paladin. Just with way smaller damage dice. :P

Just don't neglect the special feats like Halfling Slinger and Large Target. Those will really boost your to-hit and damage. Grab Arc Slinger to increase your PBS range to make it all but a constant bonus (the extra range increment ain't half bad, either).

Consider picking up special ammo (I would love to play a slinger in Iron Gods for slung grenades, but more common stuff works, too). Heck, if your GM will allow it, dip in alchemist or grab Throw Anything and sling alchemist's fire!

This is kind of what I figured. It makes it tempting to dip into Fighter for 2 levels to get those extra feats - but I hate to lose out on Smite Evil and the like. Heck, it's just as tempting to get two levels of Brawler on top of that, but that means I'd only have 16 potential levels of paladin left (and the games I'm in never seem to progress that far).

Avoiding dipping would be better, of course.

Quote:

Str: 14 (16-2)

Dex: 16 (14+2)
Con: 12
Int: 10
Wis: 08
Cha: 16 (14+2)

traits- divine favor(if using adaptable luck), open

feats-
1- Point blank shot, precise shot.
3- rapid shot,
5- deadly aim
7- clustered shots,

I feel like that is a good basis to work from at least.

That's essentially the route I had in mind if I go pure paladin. Not much different than I've expected.

And I've personally always been a fan of halfling paladins. They just need to come in a different vein to me, wielding smaller weapons and fighting for causes that people may not wholly understand at first. (I once played a halfling paladin whose chief ideal they upheld was joy - so they spent just as much time stopping in a village to perform juggling tricks and such for small children as the others did shopping for new equipment. People didn't realize they were a paladin until the moment I said 'Smite Evil.')


I'd go with divine hunter for those bonus feats.

Stats:
14/16/12/10/8/16, if you are comfortable with dumping stats you can drop INT and WIS to get more STR and DEX.

Racial trait: Warslinger. I would keep Fearless since Divine hunter does not get Aura of courage.
Favored class bonus to Lay on Hands would be kinda nice, since you get Distant mercy at sixth level.

Feats and leveling progression:
1: Point-blank shot + Precise shot
2: Divine grace + Lay on hands
3: Rapid shot + Shared precision
4: Channel positive energy + Spells
5: Deadly aim + Divine bond: This is actually really good since you get Seeking for free to your weapon as long as it has +1 enchantment bonus bought.
6: Distant mercy
7: Arc slinger
8: Aura of care (Helps with cover)
9: Large target
10:
11: Improved precise shot + Hunter's blessing

You can take Clustered shots if you feel like you'll need it. DR is not a big problem for paladins so it really depends on the game you'll be playing.

Slings are far from the most effective ranged weapon, but it's a viable option even if it eats up pretty much all feats that are available. Also: Whip-Slinger can be funny as heck. :)


For a ranged paladin clustered shots is kind of a waste. Between using ammo made of whatever (easier than keeping a golf bag of weapons) and smite evil negating DR I wouldn't use a feat on that. Maybe get Extra Mercy or Extra Lay on Hands, or get Mounted Combat (combat mobility is nice, and you can get a special mount).


I've always kinda wanted to do a halfling pack lord with ram companions who fights with a "shepherd's bow". Even though it would be terrible.

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