Paladin build for Kingmaker


Advice


Hi folks

we had our char creation session laxt night to start the kingmaker AP.
Party composition is a half-elf witch, dwarven wizard, human rogue, human barbarian and human paladin(me). we used 20 point buy.

I decided to build my paladin as very Lawful Gullible, which seems like a lot of fun to play as is also less of an annoyance to the rest of the party. In combat I'm going bastard sword and heavy shield, so that I have the option of going 2H if needed (going straight 2H would become too much of an arms race with the barbarian)
As I am the only one with a good cha i'm taking on the role of party face
I'm looking at going warrior of holy light archetype

stats

str 17
dex 12
con 14
int 10
wis 7
cha 16

feats ex weapon (bastard sword) and shield focus
traits sword scion (my GM allowed it for my bastard sword) and ease of faith

skills diplomacy 1 (8) heal 1 (2) intimidate 1 (7)
My GM allowed intimidate as a class skill instead of spellcraft as I plan on going WoHL (no spells)

Any obvious mistakes I made?? I'm not looking for a super optimized character, but any advice you can give is welcome

thanks

grtz

Bart

Liberty's Edge

Personally I would make Str 18 and Cha 15. That gives you +1 Dam and +1 To Hit which helps early on (and when 2h the Str bonus is +6 instead of +4)

Cha is not too important until lvl 4+ by then your abilities using Char are becoming significant and the spells against you are getting tougher so the extra saves are good. So at lvl 4 boost Cha to 16.

Also, I personally would not lose the Wis. Will saves are the most important in game.
I would lose the Int, you can never have less than 1 skill point a lvl so 7 Int only costs you 1 point a lvl, being human means you get an extra point so you get 2 a lvl (which means basically you get 2 points to spend on stats for free because 7 Int is the same as 8) if you really need an extra skill point you can always use your favoured class bonus for one on occassion - with 14 con you have good hp and your LoH gives you a constant HP boost too. But I would only go for the extra Skill if you really felt the need for it


+1 to the advice above. You have less use for Int than Wis, and the extra point of CHA can wait until your level 4 increase.

Considering the group composition, I'd think twice about the warrior of holy light archetype, since that would leave your party with NO divine spell casting. This means you can't even use divine scrolls and wands, except for the witch, who can wield a wand of Cure Light Wounds.


Greetings, fellow travellers.

I would actually go with CHA 17 and STR 16 and put the first stat improvement at lvl4 into CHA.

Will also help with your low WILL save, gives extra LoH (esp. important since you do not seem to have a dedicated healer) and later to channels and spells.

Are those stats before or after racial adjustment (too lazy to calculate - should be after, right?)?

I have a pal in my game with a CHA 20, STR 16 and WIS 5 (hehe) and he is dominating his fellow players in most situations.

[EDIT]Why are you spending a feat for BS? Style? Otherwise go with a longsword - can be wielded two-handed as well and the base die for damage doesn't matter anyways in later gameplay; which you will see with KM, since it takes you to (at least) lvl 15.

Ruyan.

Liberty's Edge

The extra Cha over Str can be handy, I mainly go with 18 Str based on if you plan on doing more 2hing with the sword than 1h.

On the other hand, the extra Str gives extra hit and damage, and if you go 1h you need all the help you can get for damage.

I find getting to 16 Cha by lvl 4 and having a +2 item to get to 18 works well for +4 to saves, extra LoH and extra To Hit and AC when Smiting.

Incidently, when it comes to Will Saves, I consider it so important I would likely take the tait for +1 Will and if I can spare the Feat get +2 more (by about lvl 5 or 6 that should give you a save of 5+1+2+4 for a total of 12)

If you really want a Bastard Sword I would consider the Trait Heirloom Weapon, that way you get a Masterwork BSword, a +1 To Hit when using it and the proficiency to use it for free (note: That you are proficient ONLY with that Bsword, not all of them. So you will want to keep hold of it and get it enchanted for magical properties)

I personally would not lose spells. Unlike 3.5 the Pathfinder spells are great flavour for the Pally and very useful (the ability to as an immediate action take damage for a teammate is excellent, even better is the ability to cast LoH as an Immediate action as your hp drop below 0 is also great) and of course you can use wands to heal outside of combat.

Another option you may consider if you do not plan on 2h much is actually to TWF with sword and shield, it requires high Dex but is fun to Smite with :)
You may also get your GM to ignore the Dex prerequisite for TWF line based on the fact that using the shield would be more Str based than agile movement


The Paladin isn't really a MAD candidate anymore, so I suggest that you go CHA all the way. A high STR is good, but a high CHA will pay-off more in the long run. It powers your Saves and your spells as well. I don't fully advocate dumping WIS, but if you're gonna play Lawful Gullible then I don't see it being a problem.

Get that CHA up, man! You won't regret it.


But wait, there's more...

Kingmaker is a very social game with lots of NPC interaction. Characters who choose CHA and Skills can really shine in this AP. Making a CHA-heavy Pally is an excellent choice for that reason alone.

Also, if you're thinking about wearing a crown, CHA is the way to get it.

Silver Crusade

Over all a good character. The only things I see. Warrior of the Holy Light I was going to make one, but after a long discusion it's not worth trading in your spell casting abilitys. Mainly your ability to use cure wands. Then there is the exotic weapon bastard sword not a weapon that is worth spending a feat on. You can use a long sword and get the same results with out needing the feat. If you want to use a ex weapon falcata is a much better choice. I wold not wast feats on AC incresses like shield focus. That comes more from me haven played way to meny high level games where AC is all but worthless.

Suggestions: At first level exotic weapon falcata if you want to stay sword and bord fighting. And replace shield focus with toughness if you want a defensive feat. Or with power attack if you are not going to focuse on defense.
Arch Types:
Warrior of the holy light: The lose of spell casting realy hurts this arch type.
Hospitaler: Not a bad choice you gain channel positive seprat from lay on hand so it incresses your healing, but reduces the smite evils you have. Over all the reduction in smite evils with the party you have is probly not worth the channel positive, but it's a option.
Shining Knight: Over all a very good option for kingmaker. This is one of the few AP where mounts can play a big role.


Thanks for all the good advice, guys. It's really given me some food for thought.

I think I will change to longsword. Not sure how to use the feat that is freed up by this. Toughness seems a good idea.

As for the warrior of holy light, i'm still doubting. But hey, still got 4 levels to get through before I have to make that choice. If it turns out there is not enough healing power in the party...

anyway, thanks for the help

grtz

Bart


I would do
STR 14
DEX 14
CON 14
INT 10
WIS 10
CHA 16

This open up dodge, Team Work Precise Strike* This requires the other melee to get on board as well.

CHA is needed in King Maker Cause you are default ruler.

Smart table play flank +2 and 1d6 makes up for lower STR

My kingmaker game hade 3 PC with Team Work Precise Strike and it tore stuff up it made us work as group.

With that party make up I would say you are healing/tank you job is to stay standing. Good HP, Save, AC. Your damage will some in the right time i.e. smite, and flanks. Adding the flank give you more right time.

Human Teamwork Precise Strike
1 Dodge
3Toughness
5 Team Work Flank
7 Mobility
9 Selective Turning
11 Lighting Reflexes
13 Extra Lay on hands
15 Spring attack
17 Wind Stance
19 Lightning Stance
You theme song should be "I am still standing".


Tom S 820 wrote:

I would do

STR 14
DEX 14
CON 14
INT 10
WIS 10
CHA 16

CHA is needed in King Maker Cause you are default ruler.

That's not a bad array at all. Furthermore, if you put your Hu-mon stat bonus in CHA, then the statement about being the "default" [choice for] ruler begins to have real weight. A highly charismatic Paladin is almost a lock for sitting in the big chair.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Since this is for Kingmaker, you might find it interesting (although with slightly less melee damage capability) to go with:

14 Str, 14 Dex, 12 Con, 13 Int, 10 Wis, 16 Cha (+2 race)

Traits: Bully, Sword Scion (Kingmaker campaign trait)

1st- Exotic Weapon (Aldori Duelling Sword), Weapon Focus (Aldori Dueling Sword)
3rd- Dazzling Display
4th- +1 Cha
5th- Power Attack
7th- Vital Strike*
8th- +1 Cha
9th- Furious Focus
11th- Shatter Defenses
12th- +1 Str
13th- Dreadful Carnage
15th- Improved Vital Strike*
16th- +1 Str
17th- Greater Vital Strike*

With a high Cha (and Intimidate as a class skill with the Bully trait), you will be able to demoralize many foes over the course of the campaign. With 4 (or 5, if you take the +1 Skill Rank for favored class) Skill Ranks per level from Int and being a human, you should be able to max Intimidate and Diplomacy, while still having ranks left to spread around in Knowledge (Religion), Ride, and other desired skills.

*- Alternately, you can take Combat Expertise, Improved Disarm, Greater Disarm.

Silver Crusade

Bart fist stat lay out was much better over all. It alowed him to make a good king and not be usless in melee. Rember smite evil in this AP is not used as much as it is in others so your over all combat ability is far more inportant then your smite ability. Reducing Str realy hinders his ability to help in combat. Why rasing Cha to 18 dose not realy help that much over all compared to what you have to give up. This is a realy good set up for the AP.
str 17
dex 12
con 14
int 10
wis 7
cha 16


Party composition is a half-elf witch, Dwarven wizard, human rogue, human barbarian and human paladin.

Look at party make up and look at the role that they will fill.

Witch Half Elf healer medic/Arcane Caster/ odd skills
Wizard Dwarven Arcane Caster/ Knowledge Skills
Rogue Human Light fighter/ Finder/ light face
Barbarian Human Med Fighter/ Finder/ week face
Paladin Human Tank/ Prime healer/ Face

Damage is not his job. Staying up is. Any damage added is gravy.
True he may need so more face type skill feat that build did not give.


calagnar wrote:
Remember smite evil in [Kingmaker] is not used as much as it is in others

This statement is simply not true. I've played KM through 3 chapters (getting ready for chapter 4 now) and I can tell you that there has been no lack for Evil combatants. Off the top of my head, there have been wolves, undead, bandits, will-o-wisps, trolls, the list goes on. A Paladin will get ample opportunity to use Smite.

Also, who cares if you don't get to Smite during every encounter? That is but one mechanic of many. A high CHA character, regardless of class, will shine in Kingmaker.

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