This is my Paladin, tell me how I screwed him up!


Advice


Trying to make a decent character, following my GM's rules.

Traits, drawbacks, Ability scores, and skills must be related to background. The original background was written by me and modified by the GM.

I plan on this paladin being a Support/Healer for the party, and any tips, or comments would greatly improve this for me.

Please help, I want to finally learn to properly play a Paladin!

http://www.myth-weavers.com/sheetview.php?sheetid=1125737

Silver Crusade

full stop

"I plan on this paladin being a Support/Healer for the party"

big negative. play a cleric.

paladins are this-

This

This

and this

when you play a paladin you play it to smash evil's face in. You play it to protect the weak and innocent, you play a paladin to SMITE THE EEEEEVVVVVVIIIIILLLLL (as mermaid man would say)


He will indeed smite evil, but he's more concerned with protecting his party, IE putting himself between them and the evil.


Quote:
when you play a paladin you play it to smash evil's face in. You play it to protect the weak and innocent, you play a paladin to SMITE THE EEEEEVVVVVVIIIIILLLLL (as mermaid man would say)

Yeah pretty much that. It's certainly possible to have a paladin that can help someone out in an emergency or channel healing energy, and it's natural enough for them to help heal people out of combat. But in battle, your real job is to pick one of the many interesting ways to put your holy boot up evil's... well you get the idea.

Silver Crusade

Soilent wrote:
He will indeed smite evil, but he's more concerned with protecting his party, IE putting himself between them and the evil.

you "messed up" (I use that term lightly in pathfinder) when you wanted to heal etc. If you truly wish to protect your friends in other ways than the easiest (killing the thing before it gets them) look into the bodyguard feats.


I am also going to try to use heavy roleplay to dictate how the character handles situations in which Eeeeeeeeeviiiil must be slain. Who knows what will happen?

All I know right now, is that he's a young, naive young man. Things may change.


5 people marked this as a favorite.

Obligatory oradin link.

4 oracle of life/X paladin will allow you to keep yourself and your teammates alive while beating up evil. Important feats are Fey Foundling and Power Attack.


Soilent wrote:
He will indeed smite evil, but he's more concerned with protecting his party, IE putting himself between them and the evil.

I had a Dervish Dance scimitar paladin concept I was thinking of using a while ago that was designed to be able to use his high dexterity and Oath against Savagery to step out in front, activate Holy Reach (smite evil becomes reach bonus with weapon), ready an action to slash the first target in range that survived one of my half-dozen AoO's, and dare the opposition to move on my allies.


1 person marked this as a favorite.
Castilonium wrote:

Obligatory oradin link.

4 oracle of life/X paladin will allow you to keep yourself and your teammates alive while beating up evil. Important feats are Fey Foundling and Power Attack.

Interesting combination, Life Link and Lay on Hands.

Yep, That's happening.


Soilent wrote:

Trying to make a decent character, following my GM's rules.

Traits, drawbacks, Ability scores, and skills must be related to background. The original background was written by me and modified by the GM.

I plan on this paladin being a Support/Healer for the party, and any tips, or comments would greatly improve this for me.

Please help, I want to finally learn to properly play a Paladin!

http://www.myth-weavers.com/sheetview.php?sheetid=1125737

I tried out a build like this with sacred servant, greater mercy and ultimate mercy. Target was to undo evil not only by slaying it. With ultimate mercy you are able to raise death without material cost. Just one day oftime. The Problem was that i was not able to take extra lay on hands in level 1 so i had to use the extra lay on hand from the sacred servant and headband of charisma + a starting charisma of 20 (dont ask about what this do to your other ability scores)

First time it was a nice concept. The healing output in low level was great but in actual dungeon crawls this concept was less funny.


rorek55 wrote:

full stop

"I plan on this paladin being a Support/Healer for the party"

big negative. play a cleric.

paladins are this-

This

This

and this

when you play a paladin you play it to smash evil's face in. You play it to protect the weak and innocent, you play a paladin to SMITE THE EEEEEVVVVVVIIIIILLLLL (as mermaid man would say)

Healing is best done by wands not using spells or other class abilities. Any caster who has cure light wounds on his spell list can work as the healer. About the only other thing a healer needs is condition removal spells, which a paladin has. The idea that you need a dedicated heal bot is false. Healing is best done after the battle not during the battle.

Paladins come in many different varieties. Unless they are going up against evil they are on the lower end of the damage scale for martial classes. Even when they are going up against evil the limited number of smite evils keep their damage in check. They are great vs the BBEG, but not so much against the horde of lesser evils. Actually most of their abilities are defensive in nature and work against any alignment. Since they are usually the last one standing playing the role of healer makes sense. Spell casters are often targeted and may be the first to fall.

Just because you are playing a paladin does not mean you have to be the knight in shining armor and draw attention to yourself. I can easily see a humble paladin from a common background being mistaken as a simple warrior. Until he starts smiting evil there is no real way to tell he is a paladin. This fits in with the teachings of Erastil perfectly.

I would suggest that you pick up a long bow. Every character should have a ranged attack, and it is the favored weapon of your deity. Possibly drop the healer kit, change the shield to wooden and dropping the lantern. You do have some torches for seeing in the dark.


You could also look into the War priest. Its a decent build and you'll
pick up Fervor at level 2 which is a variant on Channel and Lay on Hands as it gives you 1d6 healing per three levels. At 4, you can swap Fervor uses for Channel Energy. Also you're still getting Spontaneous Casting for Cure/Inflict.

There's also gaining Sacred Weapon, which gives you an alternate amount of damage dealt which may be more or less than your normal amount of damage with a given weapon. Sacred Armor pops up later which will make you more survivable.

There's also Blessings which are similar to Domain Powers, but you don't gain any Domain spells. Blessings are in addition to Domains if you have levels in Cleric, but your Blessings and Domains must be the same sphere of influence.

Lastly, you get to acquire Fighter Bonus Feats starting at 3rd level and every 3 levels after. It allows you to count your War priest level as your BAB for feats, and you count your War priest level as Fighter levels if a feat requires a certain number of Fighter levels to gain it.

Its in the Advanced Class Guide as a Paladin/Cleric Hybrid, so you could use it as a stepping stone.


rorek55 wrote:

full stop

"I plan on this paladin being a Support/Healer for the party"

big negative. play a cleric.

paladins are this-

This

This

and this

when you play a paladin you play it to smash evil's face in. You play it to protect the weak and innocent, you play a paladin to SMITE THE EEEEEVVVVVVIIIIILLLLL (as mermaid man would say)

To be fair, one of the best healers I've ever seen in play was a halfling paladin (we were around level 6 or 7). I wish I knew what the build was, but I haven't been in contact with that player since he graduated college and moved away (about 5 years ago). The character was focused on aiding others and healing.

Scarab Sages

2 people marked this as a favorite.

Oradin, as linked above, is the way to go. Lots of group support, good in-combat healing, and you still get all the smitey goodness you love. You're less damaging overall, but the benefits to aiding the party are tremendous.

Sczarni

A paladin tank with Bodyguard, Combat Reflexes, In Harm's Way and other ways of stopping or transferring damage to himself might be quite viable support. With Smite Evil, you don't need anything else regarding damage.


Check out this guide, specifically the combat medic section.


Question 1 (and only) are you having fun playing your paladin?

If Yes you did not screw up

If No you still did not "screw up" but you need to figure out why you arent having fun and redesign to fix that part


1 person marked this as a favorite.

Honestly, your character doesn't seem to bad at all to me. Not Optimized, but well rounded. Your Stats look well placed for a fairly MAD class. You have a good enough Str for front lining, and the Con to take a hit. A decent Dex for ranged combat and AC, though if you were point buying, you could maybe drop the Dex to 12 and give something else a boost. You have a good Cha for your paladin abilities. Then to round it out a passible Int and Wis. There are many around here who would suggest dumping those to boost your Str and Cha, but there is nothing wrong with not being min/maxed.

For feats you have Fey Foundling and Extra Lay on hands. This is well in line with your stated intention on doing a bit of healing. Fey Foundling is pretty much so good that i'm surprised that that are any paladins who weren't found on a doorstep. Extra Lay on Hands however might not be as necessary, since you already have a good enough Cha to give you 4 daily uses.

Personally, I'd suggest trading Extra Lay on hands for something to help your combat efficacy. The best way to heal is to prevent damage from being done in the first place, which killing an enemy faster can accomplish quite well. Power Attack is always good. Or, Combat Reflexes puts you in the path to get Bodyguard and In Harm's Way, which seems to fit your concept.

If you do end up going the Oradin route, pick up your second level of Paladin before dipping. Your Saves will thank you.

Finally, if you can afford it, pick up a Longbow. No Adventurer should be without a ranged option. Also, think about picking up a mace or warhammer. Never know if you are gonna fight skeletons.


If you really want to do something fun with an oradin...

Look at the Oath of Charity. You lose your awesome magic sword you'd have for smashing stuff apart, but you heal 50% more with Lay on Hands when healing allies (but heal yourself less). You also get flexible mercies.

Alternatively, look at the Sacred Shield archetype. You wanted to place yourself between the enemy and your allies? This archetype does it. You bolster your allies' defenses and force the enemy to focus on you. With the right feat selection you can make your allies receive even more defenses, or you can give yourself Damage Reduction through various means.


I agree with revaar above, the Extra Lay on Hands might be overdoing it. You'd be better off taking one of the other feats he mentioned. But that's far from being a screwed up character! =)

I'm a big fan of the Sacred Servant archetype. You get half as many smites per day and lose the sword boost/animal buddy but you get more lay on hands per day and/or more powerful channels and access to a cleric domain.

Erastil's domains/subdomains actually seem to have some very nice abilities in them (among them a less versatile sword boost or a less powerful animal buddy, though this would let you pick an elk or something suitably Erastil-y if you wanted, the Boon Companion feat can negate most of the power difference and this companion doesn't come with any of the awkward "can't be replaced for 30 days if it dies" negatives). There's also the growth subdomain if you're going the reach/combat reflexes route.

The only part I don't personally like about the archetype is the Call Celestial Ally power but I've heard people on the forums who say it's really good.


revaar wrote:

Honestly, your character doesn't seem to bad at all to me. Not Optimized, but well rounded. Your Stats look well placed for a fairly MAD class. You have a good enough Str for front lining, and the Con to take a hit. A decent Dex for ranged combat and AC, though if you were point buying, you could maybe drop the Dex to 12 and give something else a boost. You have a good Cha for your paladin abilities. Then to round it out a passible Int and Wis. There are many around here who would suggest dumping those to boost your Str and Cha, but there is nothing wrong with not being min/maxed.

For feats you have Fey Foundling and Extra Lay on hands. This is well in line with your stated intention on doing a bit of healing. Fey Foundling is pretty much so good that i'm surprised that that are any paladins who weren't found on a doorstep. Extra Lay on Hands however might not be as necessary, since you already have a good enough Cha to give you 4 daily uses.

Personally, I'd suggest trading Extra Lay on hands for something to help your combat efficacy. The best way to heal is to prevent damage from being done in the first place, which killing an enemy faster can accomplish quite well. Power Attack is always good. Or, Combat Reflexes puts you in the path to get Bodyguard and In Harm's Way, which seems to fit your concept.

If you do end up going the Oradin route, pick up your second level of Paladin before dipping. Your Saves will thank you.

Finally, if you can afford it, pick up a Longbow. No Adventurer should be without a ranged option. Also, think about picking up a mace or warhammer. Never know if you are gonna fight skeletons.

I am picking up a Longbow as soon as possible. Since I am playing with base starting gold, the Longbow is too expensive for now.

I've been considering the combat reflexes option, but that may need to wait a short while.

Grand Lodge

Bodyguard feats or work through the extra/greater mercy feats, that and power attack to help you perform the most supportive role of all, collapsing your enemies' skeletal structures.

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