Holy Tactician Build


Advice

Scarab Sages

Having a hard time making a 20 point Paladin build using the Holy Tactician archetype from Ultimate Combat. Would like some advice, ideas and builds on what options would work best. Race and primary weapon usage (melee, ranged, or other) are all up for grabs.

Silver Crusade

In theory it would be best to have a good Charisma score as well as Constitution and Dexterity. Also you're gonna wanna focus on teamwork feats that will work best for your party members.

as for weapons either a Reach weapon, or a low-range weapon woud be useful since ou wanna be in the midst of your comrades.

Overall the Tactician plays like a Cavalier with holy powers, so think what would a cavalier do.

.....but that is all theory I'm Im just a noob who recently entered into the world of pen-and-paper

Scarab Sages

Quintin Belmont wrote:

In theory it would be best to have a good Charisma score as well as Constitution and Dexterity. Also you're gonna wanna focus on teamwork feats that will work best for your party members.

as for weapons either a Reach weapon, or a low-range weapon woud be useful since ou wanna be in the midst of your comrades.

Overall the Tactician plays like a Cavalier with holy powers, so think what would a cavalier do.

.....but that is all theory I'm Im just a noob who recently entered into the world of pen-and-paper

Honestly those are some good ideas from the sound of it, thank you. Hopefully more people chime in with more ideas as well.


I'd use a Guisarme. It's a melee weapon with reach that can Trip.

Str: 13
Dex: 10
Con: 14
Int: 13
Wis: 10
Cha: 14

(Not sure if that's exactly 20, but eh)

Grab Combat Expertise and Improved Trip, then eventually Greater Trip. This means you can trip your enemies, and then whack them. Then, your allies will be able to get hits on the bad guy, assuming they're adjacent.

You could make both Dex and Con 12, then grab Combat Reflexes to get another AoO.

Or, you could just focus on Dex, Con, and Cha (with a smattering of Str) and go a ranged route.

Weal's Champion works on any creature you hit, so having reach (or better yet, ranged weapon) means you can hit an enemy and help your teammates out a ton.

With a bow, if you shoot an arrow at different enemies, you'll be granting Weal's Champion bonus to all allies attacking those enemies.

Liberty's Edge

First Rule of Archetypes: Quickly scan through the list of goodies bestowed -- if you see the phrase "standard action", sigh heavily and move on.


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0th Rule of Archetypes : Play what you want.

Silver Crusade

Second Rule of Archetypes: Dose this do what I want. With out lossing key abilitys. Or can the base class do a better job then the archtype at the same thing. (Im looking at you holy gun)

Liberty's Edge

Most base classes are better than archetypes (especially paladin and cleric). Or prestige classes for that matter.

Silver Crusade

Mike Schneider wrote:
Most base classes are better than archetypes (especially paladin and cleric). Or prestige classes for that matter.

Archetypes: Do a good job of filling niches.

Prestige Classes: ?? Not sure what there good for. A few of them are ok, for the most part they are junk.


Please try to keep this on topic, I'm sure there are myriad posts for raging about archetypes.

Liberty's Edge

Hunter, is this going to be a PFS character?

Scarab Sages

Mike Schneider wrote:
Hunter, is this going to be a PFS character?

Yes it's going to be a PFS character, starting up on Tuesday. As for the rest of what's said, the archetype is just something I want to try out. As much as anything else might be better, it's what i'm going into. Something of a "commander issuing orders" type on the battle field. And I love Paladins, so that's the route i'm taking.

Teamwork Feats seem to be the main focus of the archetype, and being able to bestow them on others.

Silver Crusade

Paladin (Holy Tactician)
Human (20 Point)
Str 17 (15+2=17 7 points)
Dex 12 (2 points)
Con 14 (5 points)
Int 14 (5 points)
Wis 7 (-4 points)
Cha 14 (5 points)
Traits:
Feats:
Human : Combat Expertise
1 st : Improved Trip
Main weapon : Heavy Flail, Guisarme, or Halberd
Skill Points: 5 per level

3rd : Power Attack
T 3rd : Swap Places
5th : Furious Focus
7th : Greater Trip
T 7th : Outflank
9th : Triping Strike
11th : Improved Critical
T 11th : Precise Strike

<Edited missed the bonus feats>

Liberty's Edge

HuntersMoon wrote:
Mike Schneider wrote:
Hunter, is this going to be a PFS character?

Yes it's going to be a PFS character, starting up on Tuesday. As for the rest of what's said, the archetype is just something I want to try out. As much as anything else might be better, it's what i'm going into. Something of a "commander issuing orders" type on the battle field. And I love Paladins, so that's the route i'm taking.

Teamwork Feats seem to be the main focus of the archetype, and being able to bestow them on others.

I hate Teamwork feats because they cost a standard action to deploy and seldom provide any significant benefit aside from a random bonus here and there.

Couple that with the fact that, unless you're a halfling, DEX is usually a paladin's 2nd or 3rd least important stat, and it means you're using a standard action in combat after most of your allies (and often the enemy) have already taken their turns in the first round...during which you probably could have beat on something -- and, if it were evil, creamed it if you had Smite.

A Holy Tactician would make a good battlefield general, but PFS tables usually have such an eclectic mix of characters that you don't know what to take ahead of time. I.e., you could take the one that gives the 1d6 on flanking, but find you're usually adventuring with casters and archers (who just need you to tank and pin things down while they shoot).

Silver Crusade

Also instead of just a reach weapon you could probably use a shortbow or light crossbow. THe whole point of the tactician is to give bonuses to allies and Roleplay as the commanding leader type character.

Just remember the first rule of Roleplay: The only way to lose is to not have fun

Scarab Sages

Thanks all for the help so far, taking lots of it into consideration to try and build this guy. One things mentioned and I understand is the whole going first so you can apply the appropriate teamwork feat first before everyone. If that's the case, wouldn't it be better to try and make a high Dexterity Paladin so take that into account?
Teamwork feats are incredibly hard to choose, especially in a PFS game as things change so often with PCs. They seem to all depend on the situation, nothing consistent.

Silver Crusade

HuntersMoon wrote:

Thanks all for the help so far, taking lots of it into consideration to try and build this guy. One things mentioned and I understand is the whole going first so you can apply the appropriate teamwork feat first before everyone. If that's the case, wouldn't it be better to try and make a high Dexterity Paladin so take that into account?

Teamwork feats are incredibly hard to choose, especially in a PFS game as things change so often with PCs. They seem to all depend on the situation, nothing consistent.

Dex base is a trap. It works good at low level of play. In later levels of play with out smight evil to by pass damage reduction. You will be doing 0 damage at higher levels.

Teamwork feats and how they play out. Swap Places works for all players that why I picked it up first in my build. Out Flank and Precise Strike work for flanking. You are going to see this more at higher levels as fights take longer. Adding exta damage or to hit for flanking only works with melee. Over all a good choice IMO.

Using team work feats and there effects. Do not try and use them for every encounter. Use them when there effect will help the group.
Example. Swap Places : if a enemy gets in to melee with a caster or there is a character low on HP. Standard action active team work feat (Swap Places) Move action trade places with the caster/character Swift action lay on hands.
Out Flank/Precise Strike : Move to flanking then use the team work feat.

Liberty's Edge

calagnar wrote:
Dex base is a trap. It works good at low level of play.

My experience is completely the inverse: suboptimal at low-level, then mass destruction once +2 level weaponry enhancements are acquired. TWF guys with high-threat +1/Agile weapons are Cuisinarts. Layer on higher INIT, faster on-foot movement (due to light armor), better archery, better touch AC versus rays, higher reflex saves versus AoE and traps, better Ride, Acrobatics and Escape Artists checks, ability to full-attack in grapples with pimped light weapons, etc.

Example DEX-based paladin build.

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