
Hell's Messenger |

Hey, this is my first post.
I'm currently playing a pathfinder campaign with my cousin, his friend is the GM (So just a two people game at the moment, something to bear in mind).
I always play as paladins in other RPGs, and was planning on originally being the tank, but as a result I'm sort of the jack of all trades in our 2-man game, tanking, dpsing and healing (My cousin is a fighter/rogue, and he's RPing it a little bit more than I am so his feats aren't exactly as "metagaming" as mine are). I'm a little bit more focused on actual game play, and want to take feats that will allow me to do some serious damage, while at the same time have a lot of defensive strengths.
I realize with my current ability scores, I can't take the two-handed weapon feat and the other feats necessary to take the sweet shield bash ability.
Keltorus, Level 5 Paladin (Human, 20 point build)
57 HP
Str 14 +2
Dex 10
Con 13 +1
Int 12 +1
Wis 10
Cha 19 +4
Feats
Great Fortitude
Power Attack
Shield Focus
Toughness +5
Traits
Beneficent Touch
Armor Expert
Weapons/Armor:
Cold Iron Masterwork Long Sword
Full Plate
Heavy Metal Shield
I was thinking of making getting some sunder or bull rushing abilities, or maybe Hammer the Gap. Any thoughts/advice?
Keep in mind I can't change my ability scores at this point, or change traits and already chosen feats.
Any help would be great.

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There are retraining rules available, so you don't have to feel absolutely locked in to those feats. Your stats look fine anyway, I'd only question the Great Fortitude feat. It seems like your saves are going to be great with Divine Grace.
I'd suggest switching to a buckler, you can use it for defense when you need, or attack with your longsword using both hands for 1.5x str and -2/+6 power attacks.
Combat maneuvers like trip, disarm, sunder are great against humanoids but weaker against beasts and various monsters. I'd personally avoid them unless you're in a civilized campaign, they're best for fighters who have a lot of spare feats.
Especially with a small party, its time to magic up, all the rings of prot, magic armor, shield, potions of blur, etc you can get. Of those 3 roles: tank, DPS, healer, I'd choose one to improve most.

AndIMustMask |

unsanctioned knowledge (5th) is a good feat, and the power attack line (PA 1st/furious focus 1-3rd), lunge (6th), strike back (12th). for paladins i usually have extra LoH as a filler (since for my now-usual pally setup of oath of vengeance+fiends, more LoH means more smites means more flexibility)
another 1st-level feat to consider (especiall if youre human and have the feat to spare) would be noble scion (scion of war)--lets you tack your CHA on for your initiative.

GoldEdition42 |

I suggest Greater Mercy.
Greater Mercy
Your mercy has incredible recuperative properties.
Prerequisites: Cha 13, lay on hands class feature, mercy class feature.
Benefit: When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.
Bam! You use LOH as if two levels higher. Let your enemies beat on you while you constantly Swift Heal. When they get tired out you cut them down.
Rope-a-Dope Pathfinder style.

Tom S 820 |

Selective Channel unless you have a Channeling specialist already. Extra LOH. Greater Mercy if you have no main healer.
Yeah Great Fort is not necessary.
I agree Great Fort is waste. So is selctive channel in 2 person game for a paladian that can lay on hands to him self as swift or to ally as standard and heal the same amout. Or channel after the fight.
Try this...
Fey Foundling
You were found in the wilds as a child, bearing a mark of the First World.
Prerequisites: You may only select this feat at 1st level.
Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

Heimdall666 |
I have a similar build, I went with greater mercy and extra LoH and use them all the time. Intimidate is a great skill to max. Weapons I would use a reach (longspear) or a reach+trip weapon to assist my buddy from his flank and swap out to sword and board for other circumstances. You will never be the tank you may think of as a paladin, fighters are much better at it. Two(+) war dogs trained to trip and "aid another" and on you or your partner and provide flanking/to hit & ac bonuses will really help too. He fights defensively while you stabbity stabbity over his shoulder, you LoH when he gets low. If he has extra AOOs and sneak attack you can help him a lot with the flanks/trips.

Dragonchess Player |

Think about retraining Great Fortitude (your saves should already be good) for Quick Draw and switching to a +1 (bashing) mithral light quickdraw shield (can stow or ready as a free action with Quick Draw, counts as silver and blunt weapon if used for shield bashing, only 1 AC less than a heavy shield of the same enhancement bonus), making it much easier to switch between ranged (composite longbow), spellcasting, and different melee options.
Also, consider switching from longsword to scimitar and picking up Improved Critical (Scimitar) at 9th level (to maximize the benefit of bless weapon); a couple of pearls of power (1st) and you should be able to cast it at the start of most fights (note that having 30% of your attacks automatically triggering criticals against evil opponents is a big deal, especially when Smite Evil is also active).
If you really want the Improved Shield Bash and Shield Slam feats, you could always take two levels of ranger to pick up Two-Weapon Fighting as a Combat Style feat. You would have to wear medium armor (or mithral heavy armor) to benefit, but it's an option.