Halfling Paladin, Building Defensively


Advice


Hey, so I recently created a new character for my game table, and decided to try something different. Seeing as the group already had a switch-hitting ranger and she has damage pretty-well covered, I decided to see if I could make a defensive-based character work in a group. Paladins, with their high saves and the ability to heal themselves as a swift action seemed like the best route to go to accomplish this.

Now, I know that going a defensive-route for characters is sub-optimal in anything that's d20-based, and that just killing enemies, or using spells to render them useless is really the more effective way to go; but I've been gaming for a very long time and really would like to try something different and new, just to see if I can have fun with it. I was quite surprised when I found a combination that actually worked by working-around the innate disadvantage that defensive building comes with.

The idea is that if you're too tough of a target, and enemies can't take you down easily, they'll simply focus on your allies and leave you for last. So, if you could find a way that trying to get to or to take down your allies is more of a headache than simply dealing with you, that would do pretty well to eliminate this disadvantage right?

Enter the Bodyguard Feat. You can use an AoO to use an Aid Another Action on an ally that is the subject of an attack. But Aiding is only a +2 bonus, which is kind of inconsequential. Unless you're a halfling and you took the Helpful trait, which increases your Aid Another bonus from +2 to +4 - suddenly Bodyguard actually becomes a useful and viable option! We began play at level 3, so I was able to actually begin by using this combination (since Bodyguard requires Combat Reflexes). So far, it's proven quite effective in getting enemies to leave my allies alone. They're instead stuck dealing with me, which due to my small size, and that I'm carrying a shield, my AC high enough that most of them aren't able to hit me reliably.

However, from this point I'm not so sure where to go, and so I ask for your advice. There's a lot of options, but nothing is really standing out. Stand Still seems like a no-brainer for this setup, as does Lunge. Covering Defense seems like a nice Teamwork feat that will give my allies more AC against ranged attacks just for standing next to me, but other feats like Saving Shield, Missile Shield and Covering Defense, just don't seem all that worth it. The main goal isn't so much to make my character an invincible defensive powerhouse, but to make him a hard target while simultaneously making it so that trying to deal with his allies is so annoying or obnoxious or difficult, that you are left with few options aside from dealing with him first.

Are there any other feats (or paladin spells) that you know of that make it difficult to deal with your allies, without outright forcing them to attack you (a la Antagonize)? What other feats (or paladin spells or magic items) help improve your own defensive abilities? Would an Order of the Shield Cavalier have made a better choice for this setup? What do you think?

PS: I feel I should reiterate that I know that creating a melee character not specced for damage is sub-optimal. I know that playing defensively is not the most effective way to play. I've been gaming for a very long time, and am really just looking for something that's new and different, but that isn't a total waste of space at the table. I'm perfectly fine with the other players in my party getting the spotlight in that regard.


Using combat maneuvers isn't a halfling's best thing, but they are the classic way to take away an enemies move action at least - which stops them going after a friend more than the enemies' reach away. If you get a mount maybe it could take improved overrun. Your helpful paladin might even take an action to Aid Another his/her mount in the overrun.

Silver Crusade

Sounds like you are on a good track. Every group can use one solid defensive tank. I've GMed and played with similar characters, and they work really well.

Pretty soon you will get your Mount. That can give you new options. Presumably you will pick a Medium sized mount, like a Wolf or Riding Dog. You can protect your mount with Bodyguard. You are proficient with the Lance.

End results:

1. You can ride your mount where the 'big folk' walk. You will be very mobile.

2. Your defensive abilities remain strong.

3. You now have the option to charge with a lance for big damage. Unlike most chargers, you are quite capable even when you can't charge.

Another option to consider: Sometimes swap out your sword-and-shield for a reach weapon. E.g. Your mount can carry a lance. This gives you less defense but gives your allies more defense. Your bodyguard ability works as normal, but allies are additionally protected by your AoO reach donut. This impedes enemy movement, just like Stand Still, but doesn't cost you a feat. Your team's archer and wizard will be a lot safer standing behind you. This option is most appropriate when facing foes who aren't a terrible threat to you, but are a substantial threat to your squishy allies. You already have Combat reflexes, so why not?


I did something similar when I get home I ll post the build. I took levels in paladin cavalier and fighter. The sacred shield archetype is great for what you are trying to accomplish as well as the lucky halfling trait


If you're with Sarenrae, you could always dip into Dawnflower Dervish bard for a couple levels to get you a little bump to damage (Dervish Dance feat for Dex to damage, and Battle Dance for +2 attack & damage).

If you want to attack whilst helping your allies there's a series of feats that could make things interesting. Crane Style, Cautious Fighter, and Blundering Defense along with Acrobatics of at least 3 (also need Improved Unarmed Strike & Dodge for the CS) nets you a +6 AC when fighting defensively while adjacent allies gain a +3 luck bonus to AC. Add the +4 from your Aid with Bodyguard and they're well protected.

EDIT: forgot about Bodyguard

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There's also Archon Style (which is kind of bad until mastered).


Magda Luckbender wrote:

Sounds like you are on a good track. Every group can use one solid defensive tank. I've GMed and played with similar characters, and they work really well.

Pretty soon you will get your Mount. That can give you new options. Presumably you will pick a Medium sized mount, like a Wolf or Riding Dog. You can protect your mount with Bodyguard. You are proficient with the Lance.

End results:

1. You can ride your mount where the 'big folk' walk. You will be very mobile.

2. Your defensive abilities remain strong.

3. You now have the option to charge with a lance for big damage. Unlike most chargers, you are quite capable even when you can't charge.

Another option to consider: Sometimes swap out your sword-and-shield for a reach weapon. E.g. Your mount can carry a lance. This gives you less defense but gives your allies more defense. Your bodyguard ability works as normal, but allies are additionally protected by your AoO reach donut. This impedes enemy movement, just like Stand Still, but doesn't cost you a feat. Your team's archer and wizard will be a lot safer standing behind you. This option is most appropriate when facing foes who aren't a terrible threat to you, but are a substantial threat to your squishy allies. You already have Combat reflexes, so why not?

Ah, but one detail- if his mount is medium, he can pretty much always stay mounted (at least in any place the medium sized party members can go). And oddly, lances work as onehanded weapons while you are mounted...which means he can keep his shield, but still use a reach weapon (most likely, that weird rule was put in place just for this use, since it is somewhat an iconic combo for mounted knights). So now you can defend your allies as a circle of pain 25' across, and your mount can also cover adjacent squares if anyone tries to get cute.

I will also say this- using just power attack and risky striker, you can prove more than dangerous enough to stay relevant, even if the rest of your build is defensive. Risky striker is a halfling only feat that trades in only 1 AC in return for what is basically another set of power attack bonuses (but it only works on things 2 sizes larger than you i.e- large or bigger creatures). Not sure how valuable to your interests...but hey, being both a protective wall and something that can hit back hard is never a bad thing. Just keep this in mind if you ever find free room in your build...

Grand Lodge

Quote:
Ah, but one detail- if his mount is medium, he can pretty much always stay mounted (at least in any place the medium sized party members can go). And oddly, lances work as onehanded weapons while you are mounted...which means he can keep his shield, but still use a reach weapon (most likely, that weird rule was put in place just for this use, since it is somewhat an iconic combo for mounted knights). So now you can defend your allies as a circle of pain 25' across, and your mount can also cover adjacent squares if anyone tries to get cute.

As a halfling I've only been off my mount for 1 fight in 7 levels. Forced off by a spa owner who was secretly trying to jump us. (too bad for him, my favored enemy was human...so I picked up my sling-staff and beat him to death.)

Lances work both one and 2 handed. You can lance with a shield out...or you can double grip it...say to hell with AC, Spirited charge+ Power attack. Typically double handing it does the more damage as your trying to get your static numbers as high as possible to multiply by 3. It is why as a lancer your lance will be just straight +s.

Quote:
I will also say this- using just power attack and risky striker, you can prove more than dangerous enough to stay relevant, even if the rest of your build is defensive. Risky striker is a halfling only feat that trades in only 1 AC in return for what is basically another set of power attack bonuses (but it only works on things 2 sizes larger than you i.e- large or bigger creatures). Not sure how valuable to your interests...but hey, being both a protective wall and something that can hit back hard is never a bad thing. Just keep this in mind if you ever find free room in your build...

Risky striker is for halfling martial to cover the -2 racial strength. Just as Gnomes have Arcane strike because of the same racial penalty. Yes a small character has to take a feat tax to keep up with the medium human but I like to play halflings.


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Fruian Thistlefoot wrote:
Quote:
I will also say this- using just power attack and risky striker, you can prove more than dangerous enough to stay relevant, even if the rest of your build is defensive. Risky striker is a halfling only feat that trades in only 1 AC in return for what is basically another set of power attack bonuses (but it only works on things 2 sizes larger than you i.e- large or bigger creatures). Not sure how valuable to your interests...but hey, being both a protective wall and something that can hit back hard is never a bad thing. Just keep this in mind if you ever find free room in your build...
Risky striker is for halfling martial to cover the -2 racial strength. Just as Gnomes have Arcane strike because of the same racial penalty. Yes a small character has to take a feat tax to keep up with the medium human but I like to play halflings.

...yeah, it is there to make halflings more attractive as martial characters, but have you seen the rate it progresses at?

Risky Striker, with bolded for emphasis wrote:
Benefit: You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every four levels thereafter, the damage increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your next turn.

Except for the fact that it lacks details about 2 handing and offhand attacks (which can make it even more attractive on some builds), it is the exact same as power attack in terms of bonus damage (The penalty and restrictions are weird though), and stacks with that feat (they are both untyped, after all). As soon as you hit BAB +4, you are past the point where you are 'making up for a strength penalty, when most have a strength bonus' and you are straight into 'you either send opponents the combat maneuver specialist can beat, or I am going to be the one smacking it around'. Risky Striker works fantastically at higher levels, both due to the fact that its bonuses build up enough to overshadow any halfling penalties, and because the design principles mean that "higher CR=bigger" (so the size limits become close to moot).

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