Lets get crazy! Make the Best Paladin you can!


Advice

The Exchange

Howdy everyone.

If you were task to make a Paladin. What Creature type would you like to try out(no Drows)? You have 14 levels access to build. If you were to choose an archetype what would that be in your creation? You Have stats of (2x18's, 17, 16, 15, 14), with 2 Traits in your build. Last thing please explain why you decided that creation.
So;

1. Paladin and or with Archetype:

2. Creature Type of any choice(No Drows):

3. Stats are (2x18's, 17, 16, 15, 14):

4. 2 Traits of Choice:

5. 14 levels(CR counts to):

6. Why you chosen that Creation?

**Please Keep in mind this is to have fun.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Pathfinder made it's mission that Humans wouldn't suck in this edition of the game.

For all intents and purposes the only time race becomes significantly different is in terms of Size. which impacts your basic weapon dice, encumbrance and CMB/CMD factors. In a smiting situation, such the weapon dice difference becomes of less impact as the bonus damage remains the same.

The Exchange

LazarX wrote:

Pathfinder made it's mission that Humans wouldn't suck in this edition of the game.

For all intents and purposes the only time race becomes significantly different is in terms of Size. which impacts your basic weapon dice, encumbrance and CMB/CMD factors. In a smiting situation, such the weapon dice difference becomes of less impact as the bonus damage remains the same.

Boo! Your not having any fun with this thread.

The Exchange

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There are two paladin builds I find interesting.

With your stats, if you can then apply a racial bonus to get to 20, you can build to character that can get a raised dead at either level 3 or level 4.

Way cool.

Other build that I find interesting:

Go for either an archer or a thrower. If you go the thrower route, go TWF. Adding smite damage is a great way to overcome DR and iirc it stacks on all attacks.

Dark Archive

1. Paladin with Divine Hunter Archetype 10, Fighter (Weaponmaster 4) <_ I hope I'm not breaking rules here

2. Fetchling (We just got crazy. Also, Darkvision)

3. Str 18, Dex 20 (18+racial), Con 16, Int 15, Wis 12 (14-racial), Cha 19 (17+racial)

4. Defensive Strategist and Killer, but it doesn't really matter because traits don't make a big difference really.

5. Feat Progression:

Pal 1 Point-Blank Shot, Precise Shot (b)
Pal 2
Ftr 3 Weapon Focus: Longbow, Deadly Aim (b)
Ftr 4 Rapidshot (b)
Ftr 5 Far Shot
Ftr 6 Manyshot
Pal 7 Weapon Specialization: Longbow
Pal 8
Pal 9 Improved Critical: Longbow
Pal 10
Pal 11 Improved Precise Shot
Pal 12
Pal 13 Point-Blank Master
Pal 14

Magic Items: (budget 185,000gp)

36,000gp +6 Belt of Dexterity
36,000gp +6 headband of charisma
8,000gp Pale Blue Rhomboid +2 Str
4,000gp Cracked Pale Green Prism
16,000gp Silver Smite Bracelet
15,000gp Gloves of Dueling
12,000gp Boots of Speed
32,900gp +4 Composite Longbow (Mighty +5)
8,350gp +2 Mithril Breastplate
4,165gp +2 Buckler
2,000gp Handy Haversack
4,000gp +2 Cloak of Resistance
2,000gp +1 Ring of Protection
2,000gp +1 Amulet of Natural Armor

Final stats:

Str 20, Dex 28, Con 16, Int 15, Wis 12, Cha 26
AC 28 Fort +24, Reflex +23, Will +19

While smiting evil, attacks at 220ft for +36x2/+36/+36/+31/+26 (1d8+37/19-20x3) 41.5 average damage per arrow
or moves back to 440ft: +35x2/+35/+35/+30/+25

CR 14 monster (AC target: 29)

[spoiler:DPR calc]
First: .95 x 83 + (.95 x 41.5 x .3) = 90.6775
Second: .95 x 41.5 + (.95 x 41.5 x .3) = 51.2525
Third: .95 x 41.5 + (.95 x 41.5 x .3) = 51.2525
Fourth: .95 x 41.5 + (.95 x 41.5 x .3) = 51.2525 - 153.7575
Fifth .85 x 41.5 + (.85 x 41.5 x .3) = 45.8575[/spoiler]
Average DPR: 290.3

Maybe not a pouncing barbarian, but it shreds a CR 14's average 200hp in one round. It shreds a CR 17's average 270hp in one round too, and still auto-hits on everything but it's last shot. The damage really shoots up when it's an evil dragon or outsider (add about 75 damage per round)

6. I went with archer because it's the highest damage and the most survivability. Pegging something from 200 ft. away may be hard to justify with the paladin code, but I'd say that the code should be pretty loose if you're going dragon-slaying.

Dark Archive

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1. Paladin of Sarenrae with Sacred Servant (fire domain) Archetype
2. Ifrit ( Fire )
3. Str 16, Dex 20 (18+racial), Con 17, Int 15, Wis 12 (14-racial), Cha 20 (18+racial)
4. Blade of Mercy & Flame of the Dawnflower
5. Feat Progression:
1 :Weapon Finesse
3 :Dervish Dance
5 :Skill Focus (heal)
7 :Eldritch Heritage ( Celestial:Heavenly Fire )
9 :improved critical ( scimitar )
11:Improved Eldritch Heritage (Celestial: Wings)
13:Quick Channel

Magic Items: (budget 185,000gp)
36,000gp +6 Belt of Dexterity
36,000gp +6 headband of charisma
46,000gp +2 Dueling Holy Scimitar
25,000gp +3 Champion , Light Fortified Padded Armor
16,000gp Silver Smite Bracelet
11,000gp Phylactery of Positive Channeling
8,400gp Candle of Invocation
4,000gp +1 Greyflame Bracelet ( DM call , allows the greyflame attribute to be added to spells and abilities that require a ranged or melee touch attack without a weapon **produce flame & Heavenly Fire)
2,000gp Handy Haversack

Final stats:
Str 16, Dex 26, Con 17, Int 15, Wis 12, Cha 29
AC 22 ( 33 vs Smite target) Fort +21, Reflex +21, Will +14

Attacks
-- Scimitar +24/+19/+14 - 1d6+10 (2d6 vs evil)

Why: The Character is more theme based than , min maxing. The goal is to fly around and either heal people with a 10d6 channel positive energy or lay on hands (sacred servant boost) with the Heavenly Fire. The offensive part of the theme is the produce flame,fire bolt and Heavenly Fire. Even though these attacks don't do much damage they are more likely to hit most enemies with the +23 touch attack. Adding the greyflame and smite ability vs evil the least amount of damage on a smite is 1d4+1d6+24. Still the character is themed to also bring along a pal with the planar ally ability.

Scarab Sages

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1) Paladin of Iomedae (Sacred Servant/Oathbound Paladin [Oath Against the Wyrm])
1.5) Domain: Good
2) Half-Orc (Sacred Tattoo Racial Variant)
3) Strength 21 (+2 Racial, +1 Level), Dexterity 15, Constitution 16, Intelligence 14, Wisdom 16, Charisma 20 (+2 Level)
4) Reactionary, Magical Knack (caster level now at -1? Heck yeah)
5)Feats:

a1) Power Attack
b3) Combat Reflexes
c5) Quick Draw
d7) Unsanctioned Knowledge
e9) Alignment Channel: Evil
f11) Improved Critical: Glaive
g13) Improved Critical: Scythe

Magic Items (185,000):
+6 Belt of Strength
+6 Headband of Charisma
+3 Conductive Glaive
+3 Conductive Scythe
+4 Mithral Full-Plate of Speed
Lesser Rod of Extend Metamagic (x2)
Cloak of Resistance +1

Final Stats:
Str 27, Dex 15, Con 16, Int 14, Wis 16, Cha 26
AC 25 (33 against Smite), Fort +22, Ref +16, Will +22

Attacks: +25/+20/+15 (1d10+15,19-20/x3 OR 2d4+15,19-20/x4, or +29 to damage vs. Smite), +21/+16/+11 Power Attack (1d10+27, or +41 with Smite).

Optimal Attack Rotation (Enlarge Person, Holy from Domain, Haste 10 Rounds/day): +30/+30/+25/+20 (2d6+42, 19-20/x4, +2d6 Holy), Average Monster AC 29: 236.845.

In addition, at any point in the attack stream, if I am smiting an evil outsider or undead, I can spend two uses of Lay on Hands to deal an extra 7d6 damage, possibly per hit (8 uses, but would add ~24.5 damage per hit,1/2 on a will save, and it's used after a hit, so it's guaranteed extra, reduction piercing damage).

The BIG bonus with this build is the extra spells you gain access to. Enlarge Person, Vanish, Mirror Image (HUGE bonus for survivability), Fly, Stoneskin (again, HUGE for survivability), and if you feel like you spent too much on that armor of speed, pick up Haste and put that money elsewhere (though I prefer to pick up Slow or Displacement), and of course use your Metamagic Rods liberally. This means that flying enemies don't give you trouble any more, and you are now RIDICULOUSLY tough (Stoneskin and Mirror Image ALONE make you basically untouchable, and Displacement is just icing on the Win cake). That plus the ability to go Invisible and potentially start off in full-attacking range just make things that much better. In addition, since you're using a scythe with power attack, your crit damage is INSANE, especially against your smite target, AND you've got your glaive to fend of initial groups of enemies with combat reflexes.

Oh, and you get a planar ally. Nifty!

*Edit: Forgot the 4th level spell from Unsanctioned Knowledge. My top choices? Dominate Person (unpaladin-like, but SUPER useful), Greater Invisibility (cause, ya know, why not?), and Divine Power (+4 to Attack and Damage, AND you don't need to burn your haste to get extra attacks.)

Liberty's Edge

Salarain wrote:
You Have stats of (2x18's, 17, 16, 15, 14), with 2 Traits in your build. Last thing please explain why you decided that creation. ... Stats are (2x18's, 17, 16, 15, 14): ... 5. 14 levels(CR counts to) ... **Please Keep in mind this is to have fun.

One of my current PFS characters is a halfling paladin rogue. If I powered him up to match your stats, he'd be....

STR-15(13), DEX+18(20), CON:17, INT:16, WIS:14, CHA+18(20)

Build: rogu4/figh2/pala8

Traits:
1. Freedom Fighter (there's actually at least two traits with this name; we want the one for halflings -- it basically grants you a +1 on all kinds of stuff whenever you're helping slaves or captives escape, and also grants bonuses on Escape Artist and Disable Device to escape bonds)
2. (any)

Build: no rogue or paladin archtypes, as we don't want to forfeit any core class abilities

01 01 pala1 Point Blank Shot
02 01 rogu1 SA1d6
03 02 rogu2 Evasion, Finesse Rogue, Dervish Dance
04 03 pala2 STR>14, Divine Grace, (buy Belt of Dexterity)
05 04 figh1 [weapon master: composite longbow], Rapid Shot, Precise Shot
06 05 pala3 Aura of Courage, (buy Oathbow)
07 06 figh2 [weapon guard +1], Manyshot, Deadly Aim
08 07 rogu3 CON>18, SA2d6, (buy Celestial Armor)
09 08 pala4 (Weapon Bond + Combat feat) or (Wolf mount + Devoted Companion)
10 09 rogu4 Uncanny Dodge
11-14 pala5-8, Power Attack (11), Improved Precise Shot (13)

Other equipment: Silver Bracelet of Smiting, Circlet of Persuasion, various Ioun stones, Boots of Speed, Bracers of Archery, lots of wands which we UMD, Dex belt upgraded to +6 (for Dex of 26), Cha headband +4 or +6, Anarchic scimitar (for dealing with those "Lawful" constructs and outsiders your DM will be creating).

Deity: Erastil (favored weapon: bow)


Salarain wrote:

Howdy everyone.

If you were task to make a Paladin. What Creature type would you like to try out(no Drows)? You have 14 levels access to build. If you were to choose an archetype what would that be in your creation? You Have stats of (2x18's, 17, 16, 15, 14), with 2 Traits in your build. Last thing please explain why you decided that creation.
So;

1. Paladin and or with Archetype:
2. Creature Type of any choice(No Drows):
3. Stats are (2x18's, 17, 16, 15, 14):
4. 2 Traits of Choice:
5. 14 levels(CR counts to):
6. Why you chosen that Creation?
**Please Keep in mind this is to have fun.

paladin shining knight

human cheliax
Cheliax stats
18 str
15 dex
con 17
int 16
wis 14
cha 18

paladin
azlanti +2 to all stats
20 str
16 dex
con 19
int 18
wis 17
cha 20

traits for both
anatomist
without a past

lvls 14
cheliax paladin SK feats
athletic,persuasive,prodigy, weapon focus longsword, mounted combat,
reward of grace, run

azlanti paladin feats
persuasive, weaponfocus longsword, unsanction knowledge, pure faith, run, dodge, mobility

as to why... the cheliax human becuase, the country reaks of evil, and this one was to choose so that the wprld can say that cheliax has some honor left.

the azlanti one... was just to pick fun at you for saying NO Drow when the Azlanti race was more powered... that and unsanction knoweldge sounds like fun( not to mention th eop said any race and just for fun)

The Exchange

Awesome job guy's. Doing great keep it up.


Okay everyone make the coolest back story for your character!


Black_Lantern wrote:
Okay everyone make the coolest back story for your character!

thats another thread, mine are usually thre s's.

short
simple
stupid


heres another and will be my final paladin

Elf
paladin 14 (empyreal knight)
STR 17
DEX 20 racial
con 12 racial
int 18 racial
wis 15
cha 18

traits
birthmark
charming

feats
weapon focus
pure faith
unsanctioned knowledge
persuasive
skill focus: HEal
elditch bloodline: celestial : Heavenly fire
improved critical

EB idea shamelessly stolen from souphin


This thread is missing best healing paladin :)


Any creature type except drow...alright, I'll work up a silver great wyrm/paladin 14 when I get home. :P


Angel-blooded Aasimar Paladin with the Oath of Vengeance and Radiant Charge Feat.

Enjoy your Evil Outsider BBEG Alpha-Bomb Machine.

Pair him/her with an Oath of Loyalty or Sacred Shield Paladin and you've just made an armored Holy Hand Grenade.


I like the Holy Gun replacement. Basically, just do a Gunslinger (Mysterious Stranger) 1/ Paladin (Divine Hunter) X, and go at it. Everything else pretty self-explanatory.


Dot

RPG Superstar Season 9 Top 16

cp wrote:

There are two paladin builds I find interesting.

With your stats, if you can then apply a racial bonus to get to 20, you can build to character that can get a raised dead at either level 3 or level 4.

Way cool.

Other build that I find interesting:

Go for either an archer or a thrower. If you go the thrower route, go TWF. Adding smite damage is a great way to overcome DR and iirc it stacks on all attacks.

I'd be curious to see your thrower paladin.

Some of us may have a certain someone in mind.

Maybe.

Lantern Lodge

Young Gold Dragon with 3 levels of Paladin Oath of Vengeance.


cp wrote:
With your stats, if you can then apply a racial bonus to get to 20, you can build to character that can get a raised dead at either level 3 or level 4.

Are you talking about using Ultimate Mercy? Because that takes 10 uses of Lay on Hands, which you won't have until level 10 (or level 8 if you get a +4 headband to get your Cha to 24.)

The paladin I'm currently playing is the "incredibly foul-mouthed paladin". He uses the Enforcer feat to get a free Intimidate check with every hit, and dipped Thug so demoralized foes are Frightened instead of Shaken.

Half-Orc (city-raised)
strength 16, dexterity 12, constitution 12, intelligence 10, wisdom 7, charisma 18
traits: Blade of Mercy, Bully
weapons: greatsword, scorpion whip
1: Enforcer
2: [Rogue (Thug)]
3: Antagonize
4:
5: Intimidating Prowess
6:
7: Power Attack
8:
9: Furious Focus
10:
11:Weapon Focus (greatsword)

He's just level 2 right now, and I'm actually considering taking at least 2 levels of Monk (Maneuver Master/Monk of the Sacred Mountain) at levels 4 and 5 to get Flurry of Maneuvers, Improved Trip, Improved Disarm, Toughness, +1 nat armor, Stunning Fist, and even better saves.


1. Paladin and or with Archetype:
Hospitaler + Warrior of the Holy Light + Oath of Charity

2. Creature Type of any choice(No Drows):
Gnome

with favored class option:

Quote:
Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).

racial changes:

Darkvision (remove keen senses/low-light vision)
Eternal Hope (remove defensive training and hatred)

3. Stats are (2x18's, 17, 16, 15, 14):
16 Str (-2 racial), 15 Dex, 19 Con (+2 racial), 14 Int, 16 Wis, 20 Cha (+2 racial)

4. 2 Traits of Choice:
Reactionary + Dangerously Curious

5. 14 levels(CR counts too):
Uh, too lazy.


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Ungeared, paladin:

**Extra Channel Oracle is taken at level 5, after you have finished Oracle levelling, but have yet to earn your Paladin worth while heals. It is a bridge to keep you more efficient as you level. If your GM will allow you to sac Oracle channels to quicken Paladin channels, keep, otherwise discard and pick something like Power attack or Deadly Aim.

Dress as you like.
Someone asked for a healer, here you go.

If you like melee, drop point blank and precise shot for weapon finesse and dervish dance.
Celestial armor is a good choice.
Cha Headband recommended
Dex/Con belt recommended.

Goal: Fey Foundling +2/die on self healing spells.
Life Link all your allies. Swift action self heals for 5d6+5 (+10 from Fey Foundling) as needed.
Three people in your group now have Fast Healing 5 on for most combats.... Just heal bot who can heal through swift actions, so you avoid that messy action economy problem.

Energy body. You are your own ally. Go energy body, walk over a couple allies, including yourself.

Halfling Oracle 3 Paladin (Hospitaler) 11
LG Small Humanoid (halfling)
Init +5; Senses oracle's curses (deaf); Perception +9
Aura aura of healing
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 128 (11d10+3d8+56)
Fort +19, Ref +16, Will +19; +2 vs. fear, +2 vs. death
Immune charm, fear, disease
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks smite evil (2/day)
Spell-Like Abilities Detect Evil (At will)
Oracle Spells Known (CL 3):
1 (7/day) Protection from Evil, Bless, Detect Undead, Obscuring Mist, Cure Light Wounds
0 (at will) Read Magic, Create Water, Detect Magic, Light, Enhanced Diplomacy
Paladin (Hospitaler) Spells Prepared (CL 8):
1 (4/day) Honeyed Tongue
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 18, Int 15, Wis 14, Cha 22
Base Atk +13; CMB +14; CMD 29
Feats Extra Channel (Oracle Channel Positive Energy 2d6), Extra Channel (Paladin Channel Positive Energy 4d6), Fey Foundling, Point Blank Shot, Precise Shot, Quick Channel, Selective Channeling, Silent Spell
Traits Reactionary, Sacred Conduit
Skills Acrobatics +7 (+3 jump), Climb +4, Diplomacy +23, Fly +7, Handle Animal +10, Heal +6, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +9 (+12 on checks that do not rely on hearing), Ride +9, Sense Motive +10, Spellcraft +10, Stealth +9, Survival +10
Languages Common, Halfling
SQ aura of courage, aura of good, aura of resolve, divine bonds (weapon [2/day]), fearless, lay on hands (5d6+5) (11/day), mercies (mercy [nauseated], mercy [shaken], mercy [sickened]), mysteries (life), oracle channel positive energy 2d6 (9/day) (dc 17), paladin channel positive energy 4d6 (11/day) (dc 2, revelations (energy body [1d6+3] [3 rounds/day], oracle channel positive energy)
Other Gear 150 GP
--------------------
TRACKED RESOURCES
--------------------
Divine Bond (Weapon +3) (11 minutes) (2/day) (Sp) - 0/2
Energy Body (1d6+3) (3 rounds/day) (Su) - 0/3
Lay on Hands (5d6+5) (11/day) (Su) - 0/11
Oracle Channel Positive Energy 2d6 (9/day) (DC 17) (Su) - 0/9
Paladin Channel Positive Energy 4d6 (11/day) (DC 21) (Su) - 0/11
Smite Evil (2/day) (Su) - 0/2
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Healing (11rds, 30' radius) (Su) Allies are immune to bleed, heal 1 hp per HD/rd, and re-save vs. curse/disease/poison.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3) (11 minutes) (2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Body (1d6+3) (3 rounds/day) (Su) Elemental subtype and deal 1d6+3 to undead who touch you or heal 1d6+3 to allies who enter your square.
Fearless +2 racial bonus vs Fear saves.
Fey Foundling Magical healing works better on you
Immune to Charm You are immune to charm effects.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (5d6+5) (11/day) (Su) You can heal 5d6+5 damage, 11/day
Mercy (Nauseated) (Su) When you use your lay on hands ability, it also removes the nauseated condition.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Oracle Channel Positive Energy 2d6 (9/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Paladin Channel Positive Energy 4d6 (11/day) (DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Channel Channel energy faster by expending more uses
Selective Channeling Exclude targets from the area of your Channel Energy.
Silent Spell Cast a spell with no verbal components. +1 Level.
Smite Evil (2/day) (Su) +6 to hit, +11 to damage, +6 deflection bonus to AC when used.


Forgot to point out, yes. This paladin has three different channelling pools. Lay on Hands, Channel, Paladin, and Channel Oracle.


Mergy wrote:

1. Paladin with Divine Hunter Archetype 10, Fighter (Weaponmaster 4) <_ I hope I'm not breaking rules here

2. Fetchling (We just got crazy. Also, Darkvision)

3. Str 18, Dex 20 (18+racial), Con 16, Int 15, Wis 12 (14-racial), Cha 19 (17+racial)

4. Defensive Strategist and Killer, but it doesn't really matter because traits don't make a big difference really.

5. Feat Progression:

Pal 1 Point-Blank Shot, Precise Shot (b)
Pal 2
Ftr 3 Weapon Focus: Longbow, Deadly Aim (b)
Ftr 4 Rapidshot (b)
Ftr 5 Far Shot
Ftr 6 Manyshot
Pal 7 Weapon Specialization: Longbow
Pal 8
Pal 9 Improved Critical: Longbow
Pal 10
Pal 11 Improved Precise Shot
Pal 12
Pal 13 Point-Blank Master
Pal 14

Mergy, why aren't you taking Rapid Shot at level 3? Also, why Weapon Focus/Specialization? The minor + to hit seems super mediocre and not worthy of a feat.

Why not +4 initiative feat? That way you can kill your enemy before they even attack you :P

Also, why dip in to fighter at all? Seems like you could skip weapon focus/specialization and just not go fighter, and stay true to the paladin class.


RumpinRufus wrote:
cp wrote:
With your stats, if you can then apply a racial bonus to get to 20, you can build to character that can get a raised dead at either level 3 or level 4.
Are you talking about using Ultimate Mercy? Because that takes 10 uses of Lay on Hands, which you won't have until level 10 (or level 8 if you get a +4 headband to get your Cha to 24.)

Paladin 6= 3 lay on hands

Cha 18+2 racial +2 headband= 22= 6 lay on hands
Warrior of the Holy Light+1 lay on hands
=10

Feats
1. Whatever
3. Greater Mercy
5. Ultimate Mercy (Can't use until 6th level)


Don't have to the to build it up but for some crazy self healing shenanigans.

Tefling with alternate favored class bonus taken each lvl.
Fey foundling feat
Fast healer feat

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