Masochism for Fun and Profit
A Paladin Optimization Guide
Introduction
Inspired by the excellent Treatmonk guidebooks, I decided to do one up for the front-line player in all of us. Like Treatmonk, I tend to play for high-power, and before Pathfinder Society you never would see me put out a guide for any melee class. Times have changed, the Paladin probably gained more than any other class in conversion over. Now, instead of being a bad secondary healer/tank, they are excellent and effective Masochist Tanks.
A few things to know about me
*I don't play past level 15, and recently past level 12. I am firmly a Living Campaign player; as you get older it just gets harder to keep a home campaign together and running consistently. Even back when I had the 13-year home campaigns running, we would stop somewhere in the 12-16 range... after that the game simply gets silly. Oh, I've had the odd 1-or-2 session campaign where we built the most powerful gods we could at high level just to strut our stuff, but that gets old quick for me. So high level content, if included at all, will be mentioned briefly and entirely theorized
*I generally play front line caster types, most notably druids and clerics; though recently I've expanded to bards and paladins because of their great PF upgrades. So while I have much appreciation for the Sorcerer or Wizard of the party, I'm not that guy.
*Like Treatmonk, I believe it to be the most fun to play a character who is good at his role. Most consider me a great role-player, but that's not what this is about; it's about making sure you can do what a paladin does best.
With all that said, on to the guide.
Masochist Tanking
So why is it masochist tanking? Well, generically, Paladins are able to take blows better than anyone; even a comparitvely same-level fighter. Why, you may ask? Simply put, they have the best saves in the game, and they have Lay on Hands, a power that has converted into the only combat healing that should ever be done.
See, like Treatmonk, I agree that the WAY overplayed healer is a total waste of the party resources. While the rare combat healing might be necessary, it's not going to outdo the damage that monsters are made to dish out. So everyone needs to be able to contribute their fair share.
So, with that said, unlike the regular fighter, you use this free healing and con as your secondary stat to get more damage through. Monsters see themselves hitting, so they target you more. Everyone is happy; you have effectively the most HP possible, and the best saving throws in the game, so the more you are hit the happier you are. Masochism indeed.
Your Role – and Roleplaying
Well, if you read a Treatmonk guide, you may be asking what role the paladin plays. You get to play the Big Stupid Fighter in spades, but you also to a lesser extent get to play the Fop. You don't have skill points to really spare (some builds may only get 1 skill point a level, thanks to the “Intelligence Dump Stat” syndrome), so you have to pick and choose what to play.
Now, with that said, we'll address something that must be talked about: Roleplaying a paladin. Usually this wouldn't come up in an optimization guide, but many people cringe at the idea of having a paladin in the party because of how people typically roleplay their restrictions. Paladins can be as if not more fun than any other class, and can be fun to have around and share ideas with. Here are the various potential Paladin roleplayings:
The Prick: Sadly, 90% of the Paladins I've seen are playing this role. You tell people they can't do things because it's a violation of your conduct. You try to force the lawful good values, and refuse to kill anyone who's surrendered to you, causing awkward attempts to take prisoners to jails they'll no doubt overpower and take over. At the most extreme, you enter booming a challenge at everyone and refuse to take advantage of the act of suprise (this is referred to affectionately as “Lawful Stupid). It's a terrible person to have in the party; it's both cumbersome (where do you keep all that rope?) and annoying. If you see party members starting to whisper behind your back and plan things without you because they don't want to argue every night, or if god forbid you start rolling initiative to see if someone gets killed (I've seen this on more than one occasion), than you are The Prick. Take a deep breath, and explore other options.
The Valkyrie (or Avenger): Think Judge Dread, or Avenging Angels, or Batman. You are here for a purpose, and you will not accept surrender as an option. You will let the party generally work in whatever parameters they want, including setting traps and taking the enemy by surprise, as long as they are brought to justice and no innocents are hurt. When you are talking with enemies, you don't talk nice, you strike PURE FEAR into their hearts (high skill:Intimidate). When you find their head, you will not accept surrender for the terrible deeds they have done.
The Valkyrie tends to push the bounds of Lawful Good; they are the purest form of Lawful, with a desire to bring back order to society. They will not compromise situations to hurt innocents, but by the same token they take a hard hand to enemies. The party will actually accept you into their plans; they aren't going to have to plan behind you in order to use poisons or traps or lying to get what they need from enemies.
The Innocent Idealist: Far from the Avenger, the innocent idealistic is the most gullible person on the planet. Always have a smile on your face, and believe everything told to you (and go out of your way to make it clear you will take anything said at face value). Talk in a Tiny Tim style accent if you can.
The Idealist embraces the low Wisdom expected of today's Paladin (yay dump stats) with the loveable, high charisma found within Paladins. People know they can get away with things, just by keeping you distracted or fooled; you'll never role Sense Motive on them. So again, you are kept within and people find you fun rather than a burden.
The Tai Master: Usually reserved for Monks and Clerics, the Tai master will never impose their harsh standards on anyone else. They will offer suggestions in the “How do you feel about this?” style (think “New Age” people). If the person decides for themselves to take the good path, give them a smile and small words to encourage them in the future. If not, say nothing negative at all... remember their path to enlightenment may be far away from yours.
The Tai Master works great for Lawful Good clerics, where I have played one successfully. Unlike the other roles, he is often able to get the group to gradually change to more good ways; it's human nature to like the encouragement given. The only reason I add caution to this is it is hard to justify with a low wisdom, and sadly dump stats are necessary for an effective paladin. But if you can deal with not quite playing your scores, or de-optimizing a bit for roleplaying purposes, the Master is a great choice that everyone will be able to get along with.
Various Roles For a Paladin:
So unlike most caster types, Paladins really do two things, and they do the very well: They take damage and dish it out. The more attacks you can get coming your way, the better off your party is. Your saves are LEAPS AND BOUNDS better than everyone elses; you have two good saves in the most important areas, and you get ~+3 (and after stat items +4-+6) to all saves. You have continual hp regeneration on tap (1d6 per 2 levels you've achieved; as a swift action). So really all that is left is to pick a way to make things WANT to attack you.
First, what is better left to others
You are not the AC fighter. Oh sure, you are proficient with heavy armor, and the archer build even has a pretty good dexterity. But they get all the armor optimizations that make this work well, and they have the feats to spare if they really want them to grab dodge and armor specialization and whatever to work with them.
You are not the two weapon fighter. Just way too many feats, and the payoff is very low. Without precision damage two-handed fighters just tend to do less than these guys; and getting two magical weapons is way too expensive for a melee type.
You are not the combat maneuver specialist. This role has really downgraded in PF to begin with (Trip and Grapple are nowhere close to what they used to be), and you certainly don't have the spare feats.
So what does that leave:
The archer. Archer paladins are surprisingly good. If you're not a Human you'll probably want to take 3rd level as a Fighter just so you have both Precise and Rapid Shot lined up by 3rd level; otherwise your effectiveness at low levels will drop. But this class eventually has the highest AC, and is not subject to having to close like most fighters; this means they get to full attack every round.
The charger. Want to be the charger? Here's a hint you'll learn from 3.5: Be a small character. You heard right, I'll talk more later, but Gnomes and Halflings make by far the best lance chargers. Why? Because Medium mounts are far easier to maneuver around in dungeons. The charger is great because of maneuverability; with high-speed full frontal attacks that can leave opponents prone and bleeding badly.
The two-handed swinger. Takes very few feats, and has great damage output. This class is great at getting into people's faces and making them deal with you, which makes it a default role. One of the issues is as a Paladin you really can't spread specialization, so it will be hard when fights go to range/flight. So at low and mid levels this class IS the best, but will find itself quickly outpaced by the other two roles.
Race Selection:
The Paladin is suprisingly diverse; each of the 3 roles has a very different race that it would like, and a few fine fallbacks if you want to play them for roleplaying purposes.
Human: +2 Strength (or Dex for the Archer) and a free much-needed feat make Humans an EXCELLENT choice for paladins. This is right after the Halfling for the best role for The Archer (and unlike Halfling doesn't need a level of fighter), and is the best two-handed swinger.
Half-Elf: Generally a little worse than a human because of being feat-starved, the Skill Focus makes it handy for those who want to be able to pick up UMD, but in general I would skip this.
Half-Orc: Orc Ferocity is better for you than anyone else; thanks to your ability to heal without pausing. And darkvision is awesome to have on tap. Again though, the feats are needed, so if you want +2 to any stat, I'd generally good human. Still, they are an excellent second option for two-handed swingers.
Gnomes: By far the best charger, the Gnome gives you 2 of your 3 excellent stats. Sadly they take a hit in Strength (which sucks hardcore; you'll be working hard to make up for that). But higher hp than anyone else and a nice Charisma bump makes them hold better; I give them the nod over
Halfling: My pick for best archers, they get the 2 most important stats, +1 to AC, and +1 to hit with those bows. The speed 15 is much less relevant for archers; and not much of a step-down from speed 20 anyway. Eventually you'll be in a Mithril Chain Shirt anyway; so you'll get a little back.
Dwarf: Just... no. I know they're good in WOW, but seriously, nothing going for them.
Class Features:
Not color coded unless you get a choice, usually with Paladins (unlike casters) you take what you can get.
Detect Evil at will: This is known in my campaigns as the “Paladar”. While it doesn't work in all situations, it often makes up for a lack of perception by being able to see through doors that bad guys are in position. Concentrate the 3 rounds, get their general positions, alert the party, and open up. Don't use this as a justification to kill things, but do use it to see whether an NPC generally can be trusted. After all, they don't know you're using it, and direct target takes only 1 round to get all the info.
Smite Evil: Oh god. This is the bread and butter of Paladins. +3-+6 to all attacks, add your level to damage (twice vs certain very powerful things... at mid to high levels evil outsiders are typical default adversaries). Nothing can take out BBEG quite like this, and now it works on your archery too. You'll do exactly what the Paladin is supposed to do, make the biggest threat focus fire on YOU. And you'll make the rest of the party look like chumps.
The ability to spend 2 Smites to call Alpha Strike for the party can be OK; it gets better as you have more party members focused on melee. In a general party build (Tank, Skill Guy, God, Divine Combatant/Pokemaster), you don't get quite as much use, though it's great to tell the God and Pokemaster to summon out d3+1 allies (a summon 2 levels lower) and give each of them +5 to hit and +11 damage on all attacks against BBEG,
Divine Grace – The primary reason The Masochist does so well. Other tanks are often removed from combat too easily by saves, but not you. Hello, free cloak of protection that stacks with other cloaks.
Lay on Hands – Read as “Fast Healing”. Ever using this on someone else is a waste of an action unless they are unable to take actions (and we'll be taking those that remove actions above the rest).
Aura of Courage / Immune to Disease / Eventually Aura of Resolve – Free immunities are always good, and while diseases are generally easily cured, it's nice to know you won't have the expense.
Mercys – Having accepted that healing someone else is generally a waste, we'll focus mostly on getting rid of things that hurt us
3rd level – Fatigued, Shaken, Sickened. Get what you want to cure off yourself for 9th level, both Fatigued and Sickened are good choices. Shaken you're immune to fear, and giving others a bonus, so ignore it.
6th level – Dazed, Diseased, Staggered – While Staggered comes up less often than Dazed, you can't cure yourself of Dazed. Still, Dazed isn't an awful decision; I'm fine with healing if someone else is missing an action and you feel their action is more important than yours.
9th level – Cursed, Exhausted, Frightened, Nauseated, Poisoned. Cursed and Poisoned are generally a waste (Poison it's too late; they already have the damage and ability damage). Frightened you are immune to; so take whatever is lined up with your 3rd level ability.
12th level – Paralyzed, Stunned, Deafened, Blinded – The ruling is unclear whether you can cure yourself of Paralyzed... it technically is only mental, but you have to have a hand on yourself at the time? Regardless, Paralyzed and Stunned are similar, and come up about as often; it really is your call. The other two are nice and can be self-cured, but ultimately you and others can operate with them up. Deafened is generally a waste to cure.
Channel Positive Energy – It's a lie. Don't believe it. Absolute emergency case, eats your action and 2 of your lay on hands.
Spells – You get none. Next
Oh, OK... they get spells, kinda. Their spell list is even less useful than the Rangers, the only reason you like it is after battle you can pick up wands of cure light wounds and Divine Favor. Treant's done a fine job of most spells, so I will give you some good choices, and talk about a few, and you can read his choice.
Divine Favor – Take it, live it, love it. Even with your reduced caster level, an easy-to-stack bonus to attack AND damage, key for the paladin.
Bless Weapon – While confirming crits automatically can be fine, it's generally not worth passing up Divine Favor for. This is handy for facing demons when you don't want to Smite, but by then you should have a holy weapon around (or be able to pull one up)
Shield Other – Be careful with this one, but it is handy, lasts forever, and lets you heal up. I like this as an archer, since you might not have as much of an opportunity to soak damage for some of the squishier types
Resist Energy – Good thing to randomly keep around
By the time you can cast 2nd level spells you should have at least a +2 or +4 stat item, so Bull's Strength/Eagle's Splendor aren't as exciting.
3rd level is almost a total waste for paladin. Take a few utility spells, GMW should be left to the cleric because it is highly level dependent.
I've never seen 4th level spells from Pallys in play, but I know Dispel Evil/Chaos are always nice.
Divine Bond
Here you've got an interesting choice. For low-level campaigns, I recommend the animal companion; if you're going to be going high, the Mercy is handy. Animal companions with intelligence are great, and a horse's attack actually does a fair bit of damage. If possible, request the exotics like a tiger at level 7; Pounce AND it looks way cool to ride a tiger (you see it on fantasy covers all the time) Your small sized companion can take a dog; which is handy for riding through dungeons.
At high is when the weapon would truly shine. At level 12, a Pally with a friendly cleric casting GMW can effectively have a +9 weapon.
That's base (+1 Holy) – 18,000 GP, easily afforded
GMW - +3 Holy for 12 hours (+5 Weapon, worth 50K)
+3 Holy Flaming Merciful Keen (+8 weapon worth 128,000 GP) 3 times / day for 12 minutes/use
So you can see it adds to his damage output significantly. Still, animal companions offer you a far higher movement; and if you are in an awkward situation for them to move (tunnels, for instance) you can unsummon and resummon them with no worries. Note this is also a handy way to cure them, making them more useful than the druid's animal companion.
I won't go into the high level stuff, though DR is always nice at 17th. Still DR 5 doesn't seem really worth anything by then.
Stat Blocks
Halfling Archer: Str: 12 (5 pt) Int 7 (-4 Pt) Wis 7 (-4 Pt) Dex: 19 (13 pt) Con: 14 (5 pt) Chr: 16 (5 points). While you lose out a little bit on strength bows, +1 to hit is very nice, and eventually you'll make it up. All bumps go to Dex. Because it is readily active, and because you can't fight alongside the animal companion, I am generally going to recommend the take the Divine Bond. That damage boost is nice when you can use it every round multiple times. +1 = Mercy (even as a killer, it's a d6 untyped damage) +2 = Mercy Flaming, +3 = Mercy Holy (or Axiomatic, or Mercy Flaming Burst; as appropriate). Your generic bow should be +1 (then +1 Shocking, then +1 Shocking Frost), as you want the damage bonuses at all times.
Feats to 12: 1st: Point Blank 3rd (Fighter Level): Precise Shot, Rapid Shot 6th level – Deadly Aim 9th – Weapon Focus (Composite Short Bow) 12th – Improved Precise Shot
Wish List (in order): Belt of Dex, Headband of Charisma, A Magic Bow, + Resistance Item, Gloves of Archery when they become affordable or you find some. Eventually get around to that Magical Mithral Armor if it's around and spare, otherwise just run around in Full plate and be happy (just because you can't apply your dex bonus doesn't mean you have to wine about it; you still get it with your bow).
Gnome Charger: Str: 15 (13 points) Int 7 (-4 Points) Wis 7 (-4 Points) Dex 10 (0 Points) Con: 16 (5 Points) Chr 18 (10 points). Sucks to see that 15 for 13 points doesn't it? Well, don't sweat it; being able to lance through dungeons because your mount is small more than makes up for it. Add to the fact that your mount can trip opponents and you have a nasty little combination. Larger chargers ARE better in outdoor-only settings, but being able to transverse dungeons makes up for damage. And as far as damage output, these guys charge in with their lance and triple up damage, which can be great.
Necessary Skills: Handle Animal, Ride. Yes, because of our intelligence, this means you are going to not get the free hp every level; but the Con makes up for that; and it is a cheaper buy than keeping int at 10. All boosts go to Str
Feats: 1st – Power Attack 3rd – Spirited Charge k 6th – Vital Strike (yay more multipliers) 9th – Ride-By Attack 12th – Improved Toughness
Just make sure your party knows to leave you a charge line, it can be trickier in dungeon settings, but again with a medium base it's not so bad.
Wish List: Headband of Strength, Magic Lance, Headband of Charisma, Cloak of Resistance, Magic Barding for Animal Companion, Magical Amulet for companion
Human Two-Hander: Str: 19 (13 pts) Int: 7 Wis: 7 Dex: 10 (You have HP For that) Con: 14 (5) Chr: 16 (10).
I still recommend the animal companion, though don't ride the thing; ask for the recommended Boar or better still, a Lion; and go Druid on the opponents. Even Horses can give flank and output some damage. This is certainly the most debatable one though; big damage keywords can be nice too.
Feats: 1st – Power Attack 3rd – Weapon Focus (Greatsword) 6th – Vital Strike 9th – Improved Critical – GreatSword 12th – BlindFighting (you start needing this here).
Wish List: Headband of Strength, Big, Powerful Sword, Headband of Charisma, Cloak of Resistance, maybe some armor one day.
So there you are, my justice loving friend. Go out there and show them the new power of the most improved class in Pathfinder.