5 paladin party...


Wrath of the Righteous


My player wants to run this adventure 5 paladin. (maybe 4 paladin and something other)
Should I permit this?
5 paladin will be good? or they destined doom?

at my first impression is holy XXXX!
they just want to be paladin for smite evil goddamn demon!
for now, i'm worry about it will be really senario-breaking parth?
maybe they are literally eaten to monsters. of course, paladin will be very powerful to demons. but only paladin?

I want to listen your opinion...


My only thought is that Pathfinder rewards teamwork, and the default assumption is that melee characters get supportive buffs as they get higher and higher in level. There are things that high-level monsters have that assume the party has counters to them (things like invisibility and other things I can't think of at the moment), and of course their own magical buffs that a party should try to dispel.

I don't think it's impossible... but you'll want to put a lot of attention into encounter design and review all upcoming statblocks, and place magical treasure that emulates spells that allow the PCs to counter various attacks and defenses.

Also, your players might be a bit too quick into thinking this is only "the paladin AP" and can think of more ideas with a bit more imagination. Clearly, good-aligned clerics also fit the "holy warrior" idea, and cavaliers and inquisitors can also be ass-kicking militant smiters of evil. Also, they might like being rangers with evil outsiders as their favored enemies.


You might want to ask if some of your players would like to be LG Battle Clerics instead, or Battle Clerics that Mystic Theurge with Wizard. It might help spread things around a bit and get you spellcasting on your side (you'll need it).

(Note: I don't have WotR, but I think this is sound advice regardless.)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Let them try, worst that happens is they die and their replacements bring some versatility.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Have at least one of them get Unsanctioned Knowledge feat, so that he can take spells like Glitterdust and See Invisibility from the Bard/Cleric/Inquisitor spell list. That should help a lot with those situations where you run into invisible opponents. And have some ranged options.

Liberty's Edge

I kind of want my players to try this.


My group is doing something similar in carrion crown.
When everybody comes we're six players, but that rarely happens.
We have: an Aasimar sacred shield, an undead scourge, a hospitaler healer paladin and an archery paladin; and for diversity there's an enchanter sorcerer and a goblin bomber alchemist.

Now, this is often a very strong mix, but it has drawbacks. Especially when our alchemist isn't present and we're up against swarms or neutral mobs.

But most important: it's fun (and that's what we went for), and it works.


If the players are having fun, then what's the harm?


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Have each paladin take a different archetype that works well in the AP. then when you get to your mythic moment.

Your combat focus paladin becomes champion.
Your defense focus paladin becomes guardian.
Your divine caster focus paladin becomes hierophant.
Your commander/teamwork focus paladin becomes marshal.

There should be an archetype that helps each of these.


Joshua Goudreau wrote:
I kind of want my players to try this.

We're going to do a Tiefling Paladin (Oath of Vengeance, Oath Against Fiends), two Aasimar Dervishes of Dawn (twins) and a Dwarven Theologian (Madness) for a similar effect.

.
Ironically, Tieflings make the best Paladins and this one has a killer backstory, Aasimar can accelerate their Battle Dances and cast Cure spells as a move action and the Cleric will be all about the buffs. We're a touch worried about range and trap-finding abilities, but the party just feels like the ideal type of group to send into the Worldwound.

Incidentally, the Paladin will be taking a 1 level dip in Oracle, the Aasimar a 2 level dip in MoMS and the Dwarf a 2 level dip in Wild Rager, just to round some things out.


Wintercome wrote:

My player wants to run this adventure 5 paladin. (maybe 4 paladin and something other)

Should I permit this?
5 paladin will be good? or they destined doom?

at my first impression is holy XXXX!
they just want to be paladin for smite evil g@!@#*n demon!
for now, i'm worry about it will be really senario-breaking parth?
maybe they are literally eaten to monsters. of course, paladin will be very powerful to demons. but only paladin?

I want to listen your opinion...

Two Paladins who take Oath of Vengeance and Oath Against Fiends - they can be siblings who's families were slain by rampaging demonic hordes.

One Paladin who is a Divine Hunter.

One Paladin who is a Holy Tactician

And then I say pick a fifth character who is totally off-the-wall... like a little halfling rogue or something, to do all those things the other PC's can't.


At least one paladin should put a bunch of ranks (those precious few!) into Use Magic Device.

Still, I think you should show your players this thread because other folks have shown that indeed there is more than one class that scratches the demon-hunting-badassery itch.

Liberty's Edge

The Rot Grub wrote:
I think you should show your players this thread because other folks have shown that indeed there is more than one class that scratches the demon-hunting-badassery itch.

But few that smite it so vigorously. :D


zergtitan wrote:

Have each paladin take a different archetype that works well in the AP. then when you get to your mythic moment.

Your combat focus paladin becomes champion.
Your defense focus paladin becomes guardian.
Your divine caster focus paladin becomes hierophant.
Your commander/teamwork focus paladin becomes marshal.

There should be an archetype that helps each of these.

One of my ideas for this AP if I get to play it was for a paladin with the trait Magical Knack going for Hierophant with Mystic Spell casting and the path powers which gives you bonus slots.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

So much evil smiting. SOOOOOOO much. If they all go different archetypes and different focuses (one is a divine hunter, one is a hospitaler, one casts no spells and has that light buff, one for a tank, etc.) it might actually be possible to pull it off. Honestly, I think it'd be cool o try it. Or, at least, if not the Paladin party, than an all divine party. A paladin, a cleric, an inquisitor, and oracle, and a druid. That'd be a sight to see in any campaign, but here especially? Woo-wee.


This is an awesome idea but...

Players shouldn't read this:
How would you deal with the Holy Avenger? The other Paladins might feel left out if they don't all get one.

The Exchange

Normally I would say this is not very viable. After all, whenever an obstacle arises that a knight with a sword can't solve, the entire party will be stuck.

However, a combination of smart acrhtype choices and differing mythic paths choices can really help overcoming some of the challenge here.

However, there are plenty of non paladin crusaders and I would advise your players to diversify a bit more. I'm interested to hear how the all paladin group fares, I admit.


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This actually reminds me of that guy over in the RotR forum that said he and his compatriots will be running an all wizard party for that game.

Personally, I think it's a great idea to try if your players truly want to go for it! Best part about Pathfinder is any combination of party is viable . . . even if that only involves one class!


Heh. Reminds me of the Atari game "Temple of Elemental Evil" where you can build your party to be whatever classes you want. :D
Now that would be fun... a version of that doing Wrath of the Righteous. =^-^=

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

4 White Mages in Final Fantasy 1 run.


TheLoneCleric wrote:
4 White Mages in Final Fantasy 1 run.

This. This was my instinctive reaction. Well, actually, to be fair, my instinctive reaction was five solid minutes of laughter, followed by ten minutes of coughing (woo, go immune system go!).

In all seriousness, as others have mentioned above, I could see it working if enough players choose relevant archetypes to try and get some versatility into the party. I don't think it'd be easy, I suspect there'd be a lot of close calls.

The other thing to consider is the campaign traits. Each one ties in with a specific mythic path, and it's assumed that they would each be choosing a separate trait, as each one ties in with a story element that (from first look at the book) appears to come to fruition in the third book. 5 paladins is probably going to result in multiple paladins having the same mythic path (I can see Marshal, Guardian and Champion being of some use to them. Hierophant not so much, they don't get enough out of their casting to justify it). This means you'll have to write in elements so that two or more characters could have been involved in the same story events that are tied to the traits.

Still, if you're okay with all of that, then let them loose and make sure to tell us how it goes.

Silver Crusade

5 Paladins seems like a bad idea, the lack of access to high level spells could "spell" trouble for your group.

Maybe suggest one or more of your players to play paladin/sorcerers or oracles.


You do realize it's entirely possible to play through a game without high level spells, don't you?

And I think the Paladin would be quite well suited for the Hierophant path. The only path it really couldn't do is Archmage as they don't use Arcane spells. (Pity, as sacrificing a 4th level spell for 8d6 extra damage would be nifty.)

Silver Crusade

Tangent101 wrote:

You do realize it's entirely possible to play through a game without high level spells, don't you?

And I think the Paladin would be quite well suited for the Hierophant path. The only path it really couldn't do is Archmage as they don't use Arcane spells. (Pity, as sacrificing a 4th level spell for 8d6 extra damage would be nifty.)

Considering, where most of the AP takes place, I think the party would be very happy to have relieable access to a certain 5th level spell. I know it can be done, but it it seems way harder.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

4 Palidans and a Magus might be a better choice.

Dark Archive

This is exactly what our group is doing.
1 Divine Hunter
1 Dex-based paladin planning to spec Duelist
1 Monk/Paladin planning to spec Champion of the Enlightened
1 vanilla sword n board paladin
& the Inquisitor, the outcast
It is awesome.
Proceed.

Liberty's Edge

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For anyone running all paladins I strongly recommend reading these books.

The Elenium by David Eddings

It is about an entire party of paladins but he makes each character unique and it shows how a whole group can make very different characters but all still be paladins.

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