Making a new paladin for Kingmaker Campaign, got advice?


Advice


My group is starting Kingmaker next week, and I get the 'tank' role. I've decided that I will probably make a Paladin, and my first inclination is to make a human paladin of Erastil. (The Kingmaker Player's Guide practically tells you to chose Erastil, so I imagine he must be involved in the plot in interesting ways.) I tried to look up some Kingmaker advice, but those forums are heavily labeled for spoilers and, while I don't mind vague spoilers (There's a lot of outdoor adventuring, you'll probably be building a kingdom, etc.) I don't really want the plots spoiled for me.

Useful information:

  • GM is allowing all Pathfinder material, and no 3rd party material.
  • We have four players, and the others are making an Elf Witch, Half-orc Rogue, and an Oracle of Wind.
  • We are using an attribute array [18,16,14,12,10,8] and allowing one point move (max 18, min 8 before racial modifiers are applied), so it's possible to start with two 18's and lower another attribute by 2.
  • We're all getting mounts. We'll start with horses, upgrade to warhorses, then all get Leadership at level 7 with the requirement that we choose a mount as a cohort. So I'll be choosing "Bonded Weapon" since I'll get a good mount anyway.

I'm open to any advice, even if it contradicts the choices I've already made. I'm mostly looking for advice on feat selection, fighting style (weapon & shield, two-handed weapon, mounted combat), weapon choice, and alternate class features (Shining Knight seems decent, Warrior of the Holy Light seems good.)


Fighters are making much better Tanks/Controllers in my eyes. And especially if you don't need the mount option you are ok with Fighter I guess...

If you don't go Paladin but Fighter I think Oread isn't a bad choice for being a tank.
Or you go Dwarf and take the feat that increases their bonus on saves to +4.

If you want it rather cheesy take the adopted trait and go for the additional bite attack (trait in the Orcs of Golarion Book). It never hurts.

If you wanna go sword and board as a Fighter I would either go for a scimitar (together with the improved crit and crit feats) or a punching dagger (it shares the group with the spiked shield).

Silver Crusade

Shining Knight : Can work well in this AP. Over all probly on of the better Archtypes for this AP.

Warrior of the Holy Light : This is not a good idea. It removes your spell casting ability. That means you can no longer use a wand of cure light wounds, restoration lesser, or other type of wands. This is a big down side to the archtype. It almost requires UMD for this archtype to work as well as most paladins.

I recomend just going normal paladin.

As far as Erastil there is not big plus or minus. He is just the one they picked for this AP. Each of the AP's so far have hade one primary good and evil god. This one just hapen to fit him. Others can be just as good.

Some feats you might want to think about. With alot of the random encounters and other type of encounters. Taking place in a outdoor seting.
Swap Places(Team Work) Switch places with an adjacent ally.
Makes it much easyer to get casting out of harms way. If/When you get attacked from more then one side. (Depends on how evil your DM is. If he is any thing like me this will save your casters.)
Outflank(Team Work) Gain +4 bonus on attack rolls when flanking.
With open areas like outdoors flanking hapens alot.

Scarab Sages

Well, if you're going to be a tank (i.e., a character that's super hard to kill), then paladin is your best bet. My recommendation would be to take the two-handed weapon approach. Put your 18 in Strength, 16 in Charisma (with a racial bump to 18 if you pick an appropriate race), 14 in Constitution (though you may want it it Dexterity for the AC bonus, Ranged Attacks, and Reflex bonus).

Pick up a Nodachi if you can afford one. If not, a Greatsword will work wonders for you. Pick up a longbow, as well (again, if you have the money), since a ranged option will be nice. Power Attack is an excellent choice starting off (and, if you're a human, you can pick up Furious Focus as well, power attacking for 5 levels for basically no penalty). Additionally, if you do put that 14 in Dexterity, you could opt for a reach weapon and pick up Combat Reflexes instead, wacking every enemy that tries to get by you. I'd stay away from Sword/Shield, but that's just personal opinion. Paladins are so tough by themselves that I've never felt the need for one.

The big thing to remember is that, at 1st level, you'll play almost exactly like a Fighter. Paladins don't get much, and that smite evil isn't that big of a boon if you're one-shoting most enemies anyways. At level 2 you get your Lay on Hands AND Divine Grace, which is where your durability comes in, effectively allowing your Charisma modifier to count towards your maximum health (you can use Lay on Hands on yourself without using any significant actions starting off, at ~3 HP per use, and you get 1/2 your level +Cha mod. uses/day).

As far as archetypes go, I've always been a big fan of the Oathbound (Oath against the Wyrm) and Sacred Servant archetypes. Anything that expands your spell list is fantastic. You won't qualify for Oath against the Wyrm because it's not covered by Erastil, but Sacred Servant would net you extra uses of Lay on Hands, AND access to a cleric domain (Animal Domain would get you an Animal Companion. Throw in a couple of Boon Companion feats and you'll be rocking a cohort mount AND a full-progression Animal Companion), or you could take the Growth subdomain and get access to a few extra spells PLUS the ability to cast Enlarge Person on yourself as a swift action (an excellent way to expand your reach).

Edit*: You COULD take the Oath Against Savagery as a Paladin of Erastil, but that really depends on the kind of encounters you'll be participating in. If you end up taking Combat Reflexes, then that archetype could be REALLY useful for a LONG time. The only downside is the loss of Divine Grace, which I admit, is REALLY big. However, if you can rely on your Mercies to get rid of negative effects, as well as party support, it would be a manageable loss. Another BIG benefit is that you get access to the Haste spell, which no one else in your group has. It comes fairly late, but man, would you love it. It'd say it's a toss up, and for some people giving up Divine Grace is just heretical (ha!), but it's worth a look.


calagnar wrote:
Outflank(Team Work) Gain +4 bonus on attack rolls when flanking. With open areas like outdoors flanking hapens alot.

I wouldn't usually go for teamwork feats, but our Rogue is being played by our newest player. It might be good for us to focus on flanking with each other.


Davor wrote:
Pick up a Nodachi if you can afford one. If not, a Greatsword will work wonders for you. Pick up a longbow, as well (again, if you have the money), since a ranged option will be nice. Power Attack is an excellent choice starting off (and, if you're a human, you can pick up Furious Focus as well, power attacking for 5 levels for basically no penalty). Additionally, if you do put that 14 in Dexterity, you could opt for a reach weapon and pick up Combat Reflexes instead, wacking every enemy that tries to get by you. I'd stay away from Sword/Shield, but that's just personal opinion. Paladins are so tough by themselves that I've never felt the need for one.

I should have mentioned this in my original post, but my GM does not allow any Asian themed classes or variants (Samurai, Ninja, etc.) and I'm certain he won't allow eastern weapons either.

Do you think that a Greatsword or Falchion is a better two-hander for a paladin? Or, for that matter, is there a better two-handed weapon?

Power Attack with a two-handed weapon seems good, and while I might not take Furious Focus at 1st level, it seems like it would only grow more important as I level.

Scarab Sages

Blueluck wrote:

Do you think that a Greatsword or Falchion is a better two-hander for a paladin? Or, for that matter, is there a better two-handed weapon?

Power Attack with a two-handed weapon seems good, and while I might not take Furious Focus at 1st level, it seems like it would only grow more important as I level.

The Greatsword is better than the Falchion until you can make the weapon keen (basically), after which the Falchion is the superior choice.

Furious Focus will get more useful, but you may want to skip Furious Focus for a while if you plan on going the Combat Reflexes route (since furious focus only works on the first attack [the remaining AoOs still take the penalty]).

Silver Crusade

I am playing a Cavalier in this campaign and it is working pretty well for me, but keep in mind that it isn't all outdoors, and there are places we've gone that I've had to leave my horse behind.

Just a few things I'd like to let you know without spoiling anything, this campaign lets you have time between tasks to roleplay things out. Everyone having mounts as their cohorts is okay for combat and issues about movement, but you might get more with a noncombatant cohort that can scribe scrolls or make magical items or help run your kingdom. This assumes your group isn't gungho right when you hear about suchandsuch quest.

Paladin of Erastil is good, we chose Erastil and Cayden as our patron gods, but don't think that you're forced. When it gets time for you to start Kingmaking, you might find politics particularly challenging as a Paladin :3

Good luck and have fun!


Drannor Hawksley wrote:
I am playing a Cavalier in this campaign and it is working pretty well for me, but keep in mind that it isn't all outdoors, and there are places we've gone that I've had to leave my horse behind.

I'm playing a Rogue/Cavalier in Kingmaker and agree with Drannor. We also have a Paladin(no variant) with a Divine Bond Mount, he's built for mounted combat, his biggest complaint was getting replacement warhorses until level 5.

I would recommend keeping a lance & shield on the mount for use while mounted, the lance does double damage while charging and can be used with a shield.

Your non-mounted weapon is really just up to your personal preference. If you're the designated tank, I would consider using a heavy shield for the extra 2AC (+magic eventually). Hopefully your Oracle will actually take healing spells, because Lay on Hands has a relatively poor/low average when I use it. My Rogue/Cavalier has been using a longspear and sap as his go to weapons, but he's built as something of a flank-buddy/opportunist.

Having been playing a Paladin in a RotRL game, my experience is that as a Paladin, you really need to focus your feat selection. You have a ton of cool abilities like Lay on Hands, Smite Evil and Divine Grace, but you lose the combat versitility that the Fighter gets through feats. Example, my Dwarf Paladin is focused/themed for survival... Endurance, Die Hard, Dodge, Mobility, Iron Hide, Shield Focus. The Human Paladin in our Kingmaker game is focused/themed for mounted combat... Mounted Combat, Spirited Charge, Imp. Overrun, etc.

As for gods, we went with Erastil(for community) and Abadar(for civilization). 3 of our party are "lawful" city folk with a relatively wealthy background and the other 2 were outdoor folk. (druid & barbarian) Not sure how much bearing it has had on the campaign, but it doesn't seem like much IMO.

Safe Travels!

Lantern Lodge

If you decide to go with a Paladin, you may want to think about taking 1 level in Oracle. Specifically, Oracle of Lore for the Sidestep Secret Revelation. With that you can go with a light armor and still get max in AC.

Reason for doing so are 1) Much Better reflex defense, 2) You get to move at max speed. There are quite a bit of DT in the adventure and moving around at a reasonable speed is highly recommended. 3)Extras that you get from that 1 level of Oracle.

Remember that Oracle's curse will level with non-Oracle classes at 2 for 1 rate. So pick a proper curse.

Only thing you may want to take some care about is getting a good CMD, there are also a number of monsters in this adventure that loves to grab and trip you.

Finally on mounts, you may want to check with your DM on how he rules when you are riding a mount into combat in a heavy forest setting. My DM made the Cavalier in my party roll percentage, riding and reflex saves/roles when he decided to go charging at high speed in heavy forest.


Personally? I'd go archery.

It's different, it's damn effective adn with soem of the wide open spaces in the game you'll be dishing out justice from a hundred feet away. To add to this you don;t have to suddenly put your bow away when you enter a dungeon. No archetype required, the vanilla paladin is damn good at what he does.

But, you have a rogue adn he needs to flank so a two handing paladin might be best in your case.

This makes me sad.

Well only thigns I can suggest; get Cleave. At this level against the enemies you'll fight you won't regret having it. I'd also pick up Mounted Combat/Ride By Attack/Spirited Charge at some point. It's a three feat investment but honestly given space and an appropriate mount you won;t regret having it.


TarkXT wrote:

Personally? I'd go archery.

It's different, it's damn effective adn with soem of the wide open spaces in the game you'll be dishing out justice from a hundred feet away. To add to this you don;t have to suddenly put your bow away when you enter a dungeon. No archetype required, the vanilla paladin is damn good at what he does.

But, you have a rogue adn he needs to flank so a two handing paladin might be best in your case.

This makes me sad.

Well only thigns I can suggest; get Cleave. At this level against the enemies you'll fight you won't regret having it. I'd also pick up Mounted Combat/Ride By Attack/Spirited Charge at some point. It's a three feat investment but honestly given space and an appropriate mount you won;t regret having it.

They still need a tank.

But still Fighters are better Tanks than Paladins. Especially because you don't have to place the 16 on Cha which is basically useless unless you are a Paladin.
If you go Fighter you can assign the 16 to Con and the 14 to Dex. TWF with the shield until you get Shield Slam. Shield Slam is just uber awesome. In medi high levels you will be able to get Shield Master which makes you own just much more...

If you wanna be a major damage dealer just use a Falchion and go all the way down the crits feat line.
if you have too many feats you can still take improved unarmed strike together with the TWF Feats then and attack with your Falchion plus offhand unarmed attacks. Maybe even use the trait for the additional bite attack.

also considering your group seems to go down the Mounted way Fighter is clearly superior because you will have the additional feats for the mounted feats and such things...
Ride by attack with lances & Power Attack & the Lunge feat active still is nasty. As a Paladin you will just lack the feats to get all the goodies you need... in most cases you will be able to get a good hit while provoking no AoOs (you can charge up to 15ft away from him then) from his buddies and get out of melee range again...


.

So many good ideas!

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Alternate Class Features:
At this point I'm leaning toward vanilla paladin rather than any Alternate Class Features. Each of the alternatives gets something cool, but seems to either give up more than it gains, or (like the Sacred Servant) to gain abilities that my party members have in exchange for things no one but the paladin can do.

The one exception is, perhaps, Oath of Vengeance. It seems that trading two uses of Lay on Hands for one Channel Positive Energy, isn't as useful as trading for a Smite Evil. Partially because I'll be operating in a party with two healers (Witch & Oracle) so damage will be harder to come by than healing, and partially because the smite is a swift action rather than a standard.

Also, one of the spells Blessing of Furvor seems very good for a party with no Haste spell available.

Power Attack, Furious Focus:
This combo seems like a great reason to use a two-handed weapon and abandon using a shield except as a backup technique. Starting with a two-handed sword, then switching to a falchion and taking Improved Critical at level 9 seems like the optimal melee damage build for a paladin with a high strength score.

Cleave, Great Cleave:
The Cleave feats seem to be very restricted by the fact that all your enemies must be adjacent to one another. Also, from the wording, it looks like Cleave can't be used with a charge or a full attack. I suspect opportunities to cleave would be rare.

Mounted Combat, Ride-by Attack, Spirited Charge:
This set of three definitely seems good, since I know I'll have a mount and be able to use it at least some of the time. It would also go well with the big, two-handed, lots-of-damage-in-a-single-hit fighting style.

Two-Weapon Fighting, Improved Shield Bash, Double Slice, Shield Slam, Shield Master:
I think this would be really fun to pull off. A high AC, multi-attacking paladin with free bull-rush attempts would rock. However, it requires a 15 dex (ouch!) and uses up a lot of feats on one technique, and one that requires full attack actions to work.

Point Blank Shot, Precise Shot, etc.:
I'm certain to carry a longbow, and eventually a magic one, but I'm not sure if a feat investment is called for. In our party, I'll be the only one really capable of taking hits, so I shouldn't be messing with a bow once we get in close. I think I'll leave this as a secondary tactic.


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"But still Fighters are better Tanks than Paladins." (Alienfreak)

No, just no.

A paladin lays on hands on himself every round with only a swift action.

He has he best saves in the game.

I don't know anything about Kingmaker, but saves were and are, in all the PF/3.0/3.5 games I've played, very important.

A fighter may be the better damage dealer overall (though I doubt it, if there are enough evil enemies), but the paladin will stay in the fight longer, because of lay on hands and his over-the-top saves.

That's the job of the tank, don't you agree?


Turgan wrote:

A fighter may be the better damage dealer overall (though I doubt it, if there are enough evil enemies), but the paladin will stay in the fight longer, because of lay on hands and his over-the-top saves.

That's the job of the tank, don't you agree?

Not quite, a big part of the job of a tank is to ensure not only that s/he stays in the fight, but so do their allies. You are the guardian: you take the pain, so others don't have to.

Fighters, with their more feats, will likely have more ways to ensure not only that they do good damage and are hard to kill, but also that they are hard to bypass and have various ways to stop enemies from getting to the squishier members. Buffed tripping, stand still+combat patrol, combat reflexes, shield bash, etc. Paladins can do some of that, but don't have all the feats fighters get.


Pathfinder Adventure Path Subscriber
Blueluck wrote:

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Cleave, Great Cleave:
The Cleave feats seem to be very restricted by the fact that all your enemies must be adjacent to one another. Also, from the wording, it looks like Cleave can't be used with a charge or a full attack. I suspect opportunities to cleave would be rare.

I'm currently using a Paladin with Power Attack and Cleave and it's working quite well. Adjacent can occasionally be tricky to manage, but you should be advancing right into the midst of the enemy anyway.

Scarab Sages

Blueluck wrote:

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Alternate Class Features:
The one exception is, perhaps, Oath of Vengeance. It seems that trading two uses of Lay on Hands for one Channel Positive Energy, isn't as useful as trading for a Smite Evil. Partially because I'll be operating in a party with two healers (Witch & Oracle) so damage will be harder to come by than healing, and partially because the smite is a swift action rather than a standard.

Also, one of the spells Blessing of Furvor seems very good for a party with no Haste spell available.

This is true. However, Erastil does not grant the Oath of Vengeance, so you would have to change your deity around. Additionally, giving up Lay on Hands for Smite Evil is nice, but my only concern is that, in a wilderness setting, you'll end up fighting lots of animals/neutral creatures, so you may not get as much use of it as you might think.

Also, in regards to two-weapon fighting: Remember that you need to get full-attacks in order to use the benefit, whereas you do awesome damage with a two-handed weapon all the time anyways. Just food for thought.

Liberty's Edge

Fighters are the WORST mounted combatants. Mounts are weak after 3rd level. If your mount does not scale with you you had better have dozens of them because every round you will lose one. Paladins, Cavaliers, Druids, and Rangers to a lesser degree, with animal companions are the only viable mounted combatants. Trust me I am playing a mounted combat Paladin in Kingmaker. I use the Mounted combat tree all the time, I don't use the smite that often, but that is more of a flavor of our particular campaign than the AP itself.

Until 5th level I went through several heavy war horses. Even negating hits with mounted combat (which with my ride skill was about 90% effective) wasn't enough. The advanced template just isn't enough improvement on the horse to justify the cost IMHO, You get half a hit more in hitpoints and 2 better AC. But for the cost you can have 3 light war horses. A fighter without an animal companion will never use his ride feats after 7th level. He won't have an animal to ride.

Define your style of tanking. If you mean be the meat shield that keeps everyone off the rest of the party you need AC and HP's. If you mean the guy up front devastating the opponent with damage, then you need a two handed weapon (and yes HP's).

This campaign has been very good for mounted combat but what I would say is go all in or go home. Either you take a class that provides an animal companion and you focus your feats on it or find something else to do and just use your horses to get from point A to point B.


Davor wrote:
. . . Erastil does not grant the Oath of Vengeance, so you would have to change your deity around. Additionally, giving up Lay on Hands for Smite Evil is nice, but my only concern is that, in a wilderness setting, you'll end up fighting lots of animals/neutral creatures, so you may not get as much use of it as you might think.

True, I can see where I may need more Smites per day at low levels, but once I have three (7th level) I could see not even needing more. Channel Positive Energy just seems like a waste for a Paladin who travels with two other healers.

Davor wrote:
Also, in regards to two-weapon fighting: Remember that you need to get full-attacks in order to use the benefit, whereas you do awesome damage with a two-handed weapon all the time anyways. Just food for thought.

Yeah, I totally agree. I'm leaning toward one-big-weapon for that reason. There are just too many requirements to be met in order to get the shield-wielding paladin working. I think I'll write up a fighter with the two-weapon shield feats and keep it in a drawer for another campaign someday.

I'm kinda disappointed that Paladins aren't as good at wearing armor and handling shields as Fighters are. I've always seen the Paladin as a heavy armor, big shield, very defensive style of warrior. The Fighter, to me, is the more aggressive, damage dealing, big weapons type.


Brutesquad07 wrote:
Define your style of tanking. If you mean be the meat shield that keeps everyone off the rest of the party you need AC and HP's. If you mean the guy up front devastating the opponent with damage, then you need a two handed weapon (and yes HP's).

Good question. I used the term "tank" without defining it. In my play group, when talking about Pathfinder/D&D, we mean a character who can stand toe-to-toe with an enemy and trade blows for a couple turns. Generally that means anyone with full BAB and decent defenses. It does not include any character who avoids getting into melee or who dodges in and out (eg. Rogue).

Short answer - either style if fine.

Brutesquad07 wrote:

Fighters are the WORST mounted combatants. Mounts are weak after 3rd level. If your mount does not scale with you you had better have dozens of them because every round you will lose one. Paladins, Cavaliers, Druids, and Rangers to a lesser degree, with animal companions are the only viable mounted combatants. Trust me I am playing a mounted combat Paladin in Kingmaker. I use the Mounted combat tree all the time, I don't use the smite that often, but that is more of a flavor of our particular campaign than the AP itself.

Until 5th level I went through several heavy war horses. Even negating hits with mounted combat (which with my ride skill was about 90% effective) wasn't enough. The advanced template just isn't enough improvement on the horse to justify the cost IMHO, You get half a hit more in hitpoints and 2 better AC. But for the cost you can have 3 light war horses. A fighter without an animal companion will never use his ride feats after 7th level. He won't have an animal to ride. . . . This campaign has been very good for mounted combat but what I would say is go all in or go home. Either you take a class that provides an animal companion and you focus your feats on it or find something else to do and just use your horses to get from point A to point B.

I'm getting a free mount. First, a horse, then warhorse, then advanced warhorse, and eventually a beastie two levels below mine via Leadership - presumably a Giant Eagle or Pegasus to start with. Our GM wants the mounted-party theme to work, so he'll probably make a few tactical adjustments, and possibly rules adjustments, to keep our mounts from dying daily.

Scarab Sages

If you enjoy being the tough guy that's freaking hard to take down, Paladin is definitely the way to go. Even with AC just slightly lower than a fighter, your effective hit points are WAY higher with Lay on Hands. In fact, if you wanna get REALLY tough, you can take the Fey Foundling feat at 1st level, increasing the amount of hit points you gain from all magical healing (including LoH) by 2 per dice of healing. That doesn't seem like much, but not only does it mean that you get even MORE HP from lay on hands, but your ally heals are gonna be better as well.

Of course, that just tacks on more feats, though early on an extra 2 HP per heal is quite a bit.

Also, remember, while a Witch and an Oracle CAN heal, that's not always going to be the most effective use of their spell slots. Tell me: Would you rather your oracle give the group a bonus to attack rolls, or heal one guy for a few hit points? Don't get me wrong, it's necessary, but just because the two CAN heal doesn't necessarily mean they should/want to.


Brutesquad07 wrote:

Fighters are the WORST mounted combatants. Mounts are weak after 3rd level. If your mount does not scale with you you had better have dozens of them because every round you will lose one. Paladins, Cavaliers, Druids, and Rangers to a lesser degree, with animal companions are the only viable mounted combatants. Trust me I am playing a mounted combat Paladin in Kingmaker. I use the Mounted combat tree all the time, I don't use the smite that often, but that is more of a flavor of our particular campaign than the AP itself.

Until 5th level I went through several heavy war horses. Even negating hits with mounted combat (which with my ride skill was about 90% effective) wasn't enough. The advanced template just isn't enough improvement on the horse to justify the cost IMHO, You get half a hit more in hitpoints and 2 better AC. But for the cost you can have 3 light war horses. A fighter without an animal companion will never use his ride feats after 7th level. He won't have an animal to ride.

I'm not so sure about this. I understand what you have written, but if you are allowed to use leadership to get a monster cohort, you might be able to get a better mount (one that flies and can still take some hits) than a cavalier, mounted fury, or paladin (excepting empyreal).

I don't see what stops you from doing this exactly. Maybe someone else has some insight.


Blueluck wrote:

I'm getting a free mount. First, a horse, then warhorse, then advanced warhorse, and eventually a beastie two levels below mine via Leadership - presumably a Giant Eagle or Pegasus to start with. Our GM wants the mounted-party theme to work, so he'll probably make a few tactical adjustments, and possibly rules adjustments, to keep our mounts from dying daily.

I hadn't seen you were already doing this.

Just as a kind of suggestion, have you looked at the Sohei class variant for the monk?

If you take trick riding, and also a trait or something from Lastwall, I think you can use mounted combat twice a round, and one can be against an area effect.

You still have the problem of what to do if you can't use a mount, but the Sohei looks a very interesting mounted combatant.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

A few things that I think will help you:

Kingmaker is very focused on the wilderness in the first few parts, so be prepared to be away form civilization for long periods of time. While this mostly has to do with equipment, the Survival skill will help you out a great deal here.

Erastil is a great god to follow in this game, but there are other choices. Look into all the gods, but consider Erastil the most. Without giving up too much, there are a couple situations where the god you follow makes a difference.

Perception, perception, perception. So much depends upon you using that skill, so do not neglect that skill.

Range attacks are going to be a good thing, and if no one in your party plans on being a ranged based attacker then consider the Divine Hunter archetype. It is a good ranged version of the paladin that I think keeps the abilities you wanted to use.

Don't straight up attack and kill everyone you meet who is evil. While this won't stop you from playing the game, you can learn more from a living prisoner then you can form a dead foe. While this shouldn't stop you from building your paladin in any type of way, you should consider playing him in a way that allows him to show some mercy.

If you do go melee, two-handed is a great choice. I personally would choose bastard sword, but mostly for a flavor reason. It would also allow you to switch from two-handed to sword and board without switching weapons. Versatility is a good thing in Kingmaker.

You can never have enough healing.

Diplomacy will help you more then a blade in many of the situations you come across. Especially in the second book, there are a good amount of encounters where you will need to be able to convince others to agree with you. This is important because you will be filling vacant spots in your government with NPCs. The other reason is the fact that information on areas you haven't explored yet will help you be prepared for anything, and believe me when I say you should do everything you can to gather information.


CalebTGordan wrote:

A few things that I think will help you:

Kingmaker is very focused on the wilderness in the first few parts, so be prepared to be away form civilization for long periods of time. While this mostly has to do with equipment, the Survival skill will help you out a great deal here.

Erastil is a great god to follow in this game, but there are other choices. Look into all the gods, but consider Erastil the most. Without giving up too much, there are a couple situations where the god you follow makes a difference.

We've gotten along fine without any Erastil worshippers. Having a paladin code you can live with is probably more important than a few situational modifiers, and while there's at least one item that has deity based benefits only one person can wear it and I don't think it's well suited to a Paladin. If you decide to do a fighter then may as well worship Erastil though.

Grand Lodge

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For Kingmaker I'd go with a 20 CHR and 16 STR paladin of Erastil. The Erastil part just fits so well in the AP and the 20 CHR will help ... well, it will just help. But the AP is flexible and can work well with most PC types.


Don Walker wrote:
For Kingmaker I'd go with a 20 CHR and 16 STR paladin of Erastil. The Erastil part just fits so well in the AP and the 20 CHR will help ... well, it will just help. But the AP is flexible and can work well with most PC types.

Strength higher man, bonus to damage, bonus to hit, bonus to CMB,and bonus to CMD.

@OP
Extra LOH
Greater Mercy-1d6 extra healing on LOH when not using mercy.
Weapon focus
power attack
furious focus
Fey foundling-+2 healing per die of healing on yourself. Includes LOH and other heals. vulnerability 1 cold iron.
cornugan smash-after successful power attack hit, intimidate to demoralize
elephant stomp(with improved overrun)-overrun to knock prone and 1 attack. Remember prone gives +4 to hit and getting up from prone provokes AoO's.


Don Walker wrote:
For Kingmaker I'd go with a 20 CHR and 16 STR paladin of Erastil. The Erastil part just fits so well in the AP and the 20 CHR will help ... well, it will just help. But the AP is flexible and can work well with most PC types.

I think Abadar is a better fit for your long term goals of bringing civilization to uncivilized lands.


Turgan wrote:

He has he best saves in the game.

Divine Grace rocks! Nothing sucks more than the 'tank' being taken down by a missed saving throw, like sleep or paralysis.

Paladins can survive that nonsense, and often do.


Black_Lantern wrote:


Extra LOH
Greater Mercy-1d6 extra healing on LOH when not using mercy.
Weapon focus
power attack
furious focus
Fey foundling-+2 healing per die of healing on yourself. Includes LOH and other heals. vulnerability 1 cold iron.
cornugan smash-after successful power attack hit, intimidate to demoralize
elephant stomp(with improved overrun)-overrun to knock prone and 1 attack. Remember prone gives +4 to hit and getting up from prone provokes AoO's.

Fey Foundling looks awesome. 57% more healing when using a swift action to heal myself! In a party with two others who can heal, I will probably almost never heal others during combat.

Cornugan Smash looks like it would be a lot of fun to use, since I'll be power attacking all the time, but skill ranks to put into Intimidate would be tough to come by.

-------
Thanks to many of you for the more adventure and roleplaying tips.


Blueluck wrote:
Black_Lantern wrote:


Extra LOH
Greater Mercy-1d6 extra healing on LOH when not using mercy.
Weapon focus
power attack
furious focus
Fey foundling-+2 healing per die of healing on yourself. Includes LOH and other heals. vulnerability 1 cold iron.
cornugan smash-after successful power attack hit, intimidate to demoralize
elephant stomp(with improved overrun)-overrun to knock prone and 1 attack. Remember prone gives +4 to hit and getting up from prone provokes AoO's.

Fey Foundling looks awesome. 57% more healing when using a swift action to heal myself! In a party with two others who can heal, I will probably almost never heal others during combat.

Cornugan Smash looks like it would be a lot of fun to use, since I'll be power attacking all the time, but skill ranks to put into Intimidate would be tough to come by.

-------
Thanks to many of you for the more adventure and roleplaying tips.

In which books are Cornugan Smash and Fey Foundling located? I've blinded myself I guess, I can't seem to find them.


Chakfor wrote:
Blueluck wrote:

Fey Foundling looks awesome. 57% more healing when using a swift action to heal myself! In a party with two others who can heal, I will probably almost never heal others during combat.

Cornugan Smash looks like it would be a lot of fun to use, since I'll be power attacking all the time, but skill ranks to put into Intimidate would be tough to come by.

In which books are Cornugan Smash and Fey Foundling located? I've blinded myself I guess, I can't seem to find them.

I just searched for them in the SRD.

Linked for your pleasure: Fey Foundling, Cornugon Smash

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