Feat progression for a lancer paladin


Advice


Anyone have a good feat progression for a halfling lancer paladin. I will be starting at level 1 and going to roughly level 15. The one issue I am having is that paladin's do not receive their mount until level 5 but something like spirited charge requires decent feat investment. Should I invest from the beginning in mounted feats that I won't use until level 5 or invest in other useful feats at lvl 1 and 3 and start on mounted feats at 5? Thanks for the advice, especially if you have a good progression you wish to share.


If you're not averse to level dipping, 1 level of genderme Cavalier will add some versatility with challenge when you're not facing evil creatures, and a bonus mounted combat feat, and a mount that follows full druid progression. You can use boon companion to keep his level up. Then you can start being mounted combatant from level 1 and you don't waste feats on a different fighting style. Then, when you reach 5th level as a paladin, you have a couple options. You can just stick with your 5th level Cavalier mount, who won't advance, but that's fairly decent, and you can do weapon divine bond. If you find your mount weak, take advantage of your presumably high charisma and take leadership, and ride your cohort. Alternately, you can go with the paladin mount, at which point boon companion becomes a wasted feat.

Also 1 level of dragoon fighter will get you some nice bonus mounted feats.


Well, lance is a reach weapon, so start with power attack, combat reflexes, then mounted combat, ride by, and spirited


That was what I was thinking of doing when I mentioned putting off the mounted combat feat (and it's follow ups) until lvl 5. Although, since I will be playing a halfling, I would probably grab Power attack and either furious focus or risky striker. That would give me feats I could use while not mounted and I wouldn't have to rely upon a one hit wonder mount until I reached level 5.


I'd suggest Gnome instead of Halfling to be honest, +2 cha and con is much better than +2 dex and cha. Really you are going to be best at alpha striking via charge, so just focus everything on that. Your first four feats should be Power attack, mounted combat, ride by attack, spirited charge. By level 7 you should have a +2 Lance, and on a charge you will do 3d6 + 21(6 for str, 6 for pwr atk, 7 for smite, 2 for magic wpn) x3 damage unbuffed vs evil creatures if you have an 18 str (invest in a belt of giant str). So average you will do 32 dmg x3 on a charge, or 96 damage. Throw on a buff or two and you are easily one-shotting things of your CR. Oh, and you have the best saves in the game, lots of hp and ac, and if you are riding a boar he will easily have 30+ac in full plate. Have him take dragon style and you can now charge through difficult terrain and allies. I gave mine horseshoes of speed so he moves 60ft a round, charging up to 120ft a round. You are now a tiny machine of death. Use ride by attack effectively and you can charge on virtually every round of combat.


In regards to your original question, I would just buy a riding dog or pony and use it until you hit lvl 5. Dipping is simply not worth it with the build above as you lose spells and smite damage. At level 9 take radiant charge. An interesting spell to look at is Litany of Righteousness as it doubles damage. At lvl 9 with say 7 uses of lay on hands and litany of rigteousness + smite you could theoretically do, using the character stats in the above example with a 16 cha, the following damage:

4d6 + 24 x4 = 152 + 7d6(from radiant charge). Avg damage of 198.

Basically 200 damage without a crit and with mediocre gear(only a belt of giant str and +2 lance) and no buffs other than litany. Have a bard in the party adding more damage? Have a piece of gear that gives more cha? Rhino hide armor? More str? You are simply one shotting everything. And you're a tiny gnome named Tippy Mcfizzlepot.


Yepyepyep wrote:

In regards to your original question, I would just buy a riding dog or pony and use it until you hit lvl 5. Dipping is simply not worth it with the build above as you lose spells and smite damage. At level 9 take radiant charge. An interesting spell to look at is Litany of Righteousness as it doubles damage. At lvl 9 with say 7 uses of lay on hands and litany of rigteousness + smite you could theoretically do, using the character stats in the above example with a 16 cha, the following damage:

4d6 + 24 x4 = 152 + 7d6(from radiant charge). Avg damage of 198.

Basically 200 damage without a crit and with mediocre gear(only a belt of giant str and +2 lance) and no buffs other than litany. Have a bard in the party adding more damage? Have a piece of gear that gives more cha? Rhino hide armor? More str? You are simply one shotting everything. And you're a tiny gnome named Tippy Mcfizzlepot.

The doubling effect of Litany of Righteousness goes off after everything.

So its:
4d6+24x4+7d6 = 127.5
then Multiply by 2.
So 250+

You can only Radiant Charge once per day though.


personally ive found that radiant charge builds are feat intensive because if you want to still be able to heal, go with extra channeling (because RAW you can't use those LoH charges to do anything but channel energy, so you basically get an extra pool of heals) and selective channeling will help you not heal the bad guys, and since you have high CHA, your selective channeling will, in theory, be better than most clerics

if you wanna do all that AND throw in radiant charge, you're looking at your character build not being mature until way after 10th level, which is usually a bad thing, unless you get to start out at that level


master_marshmallow wrote:

personally ive found that radiant charge builds are feat intensive because if you want to still be able to heal, go with extra channeling (because RAW you can't use those LoH charges to do anything but channel energy, so you basically get an extra pool of heals) and selective channeling will help you not heal the bad guys, and since you have high CHA, your selective channeling will, in theory, be better than most clerics

if you wanna do all that AND throw in radiant charge, you're looking at your character build not being mature until way after 10th level, which is usually a bad thing, unless you get to start out at that level

On the other hand, if you're doing 250 damage on a hit you won't need to do much healing as the fight will be over...


assuming theres only one enemy to hit.... or that your going into a 15 work day

best saved for a 'last boss of the AP' fight, which overall makes it a bad feat tree to look at because you will want something that is always useful, and not just a one shot wonder


Yepyepyep wrote:

In regards to your original question, I would just buy a riding dog or pony and use it until you hit lvl 5. Dipping is simply not worth it with the build above as you lose spells and smite damage. At level 9 take radiant charge. An interesting spell to look at is Litany of Righteousness as it doubles damage. At lvl 9 with say 7 uses of lay on hands and litany of rigteousness + smite you could theoretically do, using the character stats in the above example with a 16 cha, the following damage:

4d6 + 24 x4 = 152 + 7d6(from radiant charge). Avg damage of 198.

Basically 200 damage without a crit and with mediocre gear(only a belt of giant str and +2 lance) and no buffs other than litany. Have a bard in the party adding more damage? Have a piece of gear that gives more cha? Rhino hide armor? More str? You are simply one shotting everything. And you're a tiny gnome named Tippy Mcfizzlepot.

Litany of Righteousness is something that the Paladin can not utilize themselves without metamagic. The spell effect only lasts for 1 round, so it is over by your next turn. Either a paladin has to quicken or extend it and then charge or have party members who can use it.


Lab_Rat wrote:
Yepyepyep wrote:

In regards to your original question, I would just buy a riding dog or pony and use it until you hit lvl 5. Dipping is simply not worth it with the build above as you lose spells and smite damage. At level 9 take radiant charge. An interesting spell to look at is Litany of Righteousness as it doubles damage. At lvl 9 with say 7 uses of lay on hands and litany of rigteousness + smite you could theoretically do, using the character stats in the above example with a 16 cha, the following damage:

4d6 + 24 x4 = 152 + 7d6(from radiant charge). Avg damage of 198.

Basically 200 damage without a crit and with mediocre gear(only a belt of giant str and +2 lance) and no buffs other than litany. Have a bard in the party adding more damage? Have a piece of gear that gives more cha? Rhino hide armor? More str? You are simply one shotting everything. And you're a tiny gnome named Tippy Mcfizzlepot.

Litany of Righteousness is something that the Paladin can not utilize themselves without metamagic. The spell effect only lasts for 1 round, so it is over by your next turn. Either a paladin has to quicken or extend it and then charge or have party members who can use it.

Its a swift action. As are most of the Paladin Litanies.

As for 15 minute day? If I was a minion and some paladin did that to my boss... well, I wouldn't stay around enquiring how often he could do it per day...

[Edit: swift, not immediate]


im just saying that your damage isnt consistent, and you can't always count on being able to do that much damage, because you only get it OPD

generally speaking its bad because of that, or what happens when you waste it on something that you thought was the big bad boss and later you find yourself in either need of another radiant charge, or in need of more heals?

personally i would love radiant charge and would call it a staple for pallys if they let you allocate the number of uses as a resource, so you could use it more often, but that might make it OP


master_marshmallow wrote:

im just saying that your damage isnt consistent, and you can't always count on being able to do that much damage, because you only get it OPD

generally speaking its bad because of that, or what happens when you waste it on something that you thought was the big bad boss and later you find yourself in either need of another radiant charge, or in need of more heals?

personally i would love radiant charge and would call it a staple for pallys if they let you allocate the number of uses as a resource, so you could use it more often, but that might make it OP

Its a weird one - I first saw it and thought "NUMBERS GO HIGHER!!!" then thought about it a bit, I'd probably not take it for one of my own characters. As you say, it only works every so often and when it does everyone else is left sitting around twiddling their thumbs...


You guys are correct that you can only do 250 DMG or whatever once a day. But this is by no means a one shot wonder. All the other attacks are doing nearly 100 damage, refer to my firstpost. Find me a lvl 7 character hitting for 100 every round. This damage is extremely consistent...


true, very true, which is why a lancer build is very effective
radiant charge as a feat however is the issue with being a one shot wonder

im saying there are better ways to spend your feats


Quite possibly, I only brought it up to show how ridiculous the build could get. The rules for multiplying damage dont suggest that litany would double the damage after it is already multiplied...

Silver Crusade

You can always buy a war pony/riding dog/?? at level two when you have the money. At level five you can get/skin your mount into a paladin mount at that point. People do ride mounts who don't have specific mount class abilities.

You're going to be investing in the ride skill anyway, so might as well use a non-class mount until you get a class mount.


Ya man, definitely just buy a pony.


Seems like in all the damage calculations you guys are multiplying the damage dice as well as the extra damage (STR, charge, PA, etc).

Aren't you just supposed to multiply the extra damage as the extra dice already factor in the multiplication?

For example:
3d6 + 21(6 for str, 6 for pwr atk, 7 for smite, 2 for magic wpn) x3 damage

= (11) + (21x3) = 74 not the 96 as advertised.

Scarab Sages

Also, just throwing this out there,the rules for multiplying say two doubles equal a triple, a triple and a double equal a quadruple, etc., so I don't think Litany of Righteousness would go off after everything, it'd just raise your multiplier. So you should be looking at (1d6+(STRx1.5)+enhancement+Smite+Power Attack)x4.

Multiplying: When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4.


Reinheardt wrote:

Seems like in all the damage calculations you guys are multiplying the damage dice as well as the extra damage (STR, charge, PA, etc).

Aren't you just supposed to multiply the extra damage as the extra dice already factor in the multiplication?

For example:
3d6 + 21(6 for str, 6 for pwr atk, 7 for smite, 2 for magic wpn) x3 damage

= (11) + (21x3) = 74 not the 96 as advertised.

Actually it says you roll the die plus modifiers and then multiply. Exactly like a critical hit. So it would be 96.


Crits don't work like that. You would be multiplying the damage dice twice. The x3 already becomes factored into the fact that you are rolling 3d6.

From the Core Rulebook:
A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.

So your damage is actually:
(1d6+21)+(1d6+21)+(1d6+21)

Which simplifies to:
3d6+63

As I said, the x3 is already factored in.


Reinheardt wrote:

Crits don't work like that. You would be multiplying the damage dice twice. The x3 already becomes factored into the fact that you are rolling 3d6.

From the Core Rulebook:
A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is ×2.

So your damage is actually:
(1d6+21)+(1d6+21)+(1d6+21)

Which simplifies to:
3d6+63

As I said, the x3 is already factored in.

This is correct

Shadow Lodge

x2 ...lance charge
x2 ...Spirited Charge
x2 ...Deadly Stroke
x2 ...Litany of Righteousness

= x5 by multiplier rules


Sir Thugsalot wrote:

x2 ...lance charge

x2 ...Spirited Charge
x2 ...Deadly Stroke
x2 ...Litany of Righteousness

= x5 by multiplier rules

Yes, this often gets forgotten.

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