New player - How defensive should I make the party's only melee character? (Mainly CRB only)


Advice


Hello

TL;DR first: Using mostly Core Rulebook only, should I create a "tank" type of melee character to protect the other 3 PCs (all ranged), or just go as damage-focused melee? And do my 2 Paladin build attempts below make any sense for either?

I am a very new player with about 20 hours of Pathfinder so far. I received a lot of great assistance in my previous thread here and was hoping to receive some more advice. I have been enjoying my Reach Cleric from the previous post, and another player in the group wants to start DM'ing; the current DM and that player will take turns about every chapter or so in their respective APs.

Here is what I know for the new campaign I will be playing in:

  • AP: Curse of the Crimson Throne (no story spoilers, please!)
  • 4 PCs, 1 DM will be playing. This is the DM's first time running a game
  • Two veteran players are playing: "Ranged Cleric" and "Ranged Ranger" (no further details)
  • Another new player will be playing: Ranged Sorcerer (Draconic bloodline)
  • I *prefer* non-Fighter only because I want to see what all the classes are like, but I have no problem rolling Fighter if it makes the most sense (we have a Fighter in the current campaign)
  • *Originally set up to be Core Rulebook only, but the DM has said I can pick something out of Core if it's required for my character*
    --Basically I think I'm okay taking a few Feats (eg Raging Vitality, Fey Foundling, Antagonize, etc), Class Abilities, maybe a Race.. probably not an Archetype and nothing like Traits since no one else has them outside of the Crimson Throne Player's Guide
  • We rolled for stats, and my rolls came to be 11 12 13 14 16 17. I feel lucky getting those numbers but it feels sort of awkward trying to optimize around?

I know "tank" does not apply to Pathfinder as it does to an MMO, but what I am hoping for is a melee-focused character who can help deal damage but has a "sticky" quality in that I make it difficult for enemies to get past me once I engage them. Having a good defense via AC, high HP, self-healing, etc would be beneficial. I know I can't control the entire enemy line but I want to make myself the first road block. I am hoping for support/control from the backline.

Monk seems like it would require too much from outside of Core (ie Styles). As fun as it sounds, I may save the experience for when I am in a more open campaign unless it turns out they are actually viable. I'm sure I could snag Raging Vitality for a Barbarian, but I see a lot of posts referencing Invulnerable and Totem builds outside of Core. I'm not writing off a mostly-Core Barbarian, but could it work for what I want?

As I read more about the Paladin, they seem to make the most sense without needing to stray too far from Core (and probably Fighter too). Having decent AC with a shield option and self-healing fits most of what I need. Can they also play a "sticky" role in keeping some enemies on me?

If I go the Paladin route, should I absolutely try to fit the Fey Foundling Feat into my build for survive-ability? It seems very strong for what I intend to do, but with at least 2 others who can possibly throw a healing spell on me when needed, I didn't know if it was as imperative.

My main worry point is how defensive I should be having the frontline to myself? Will I typically get overrun, or will I be stuck playing catch-up as I try to peel enemies off the backline? I made attempts at a couple of builds below. I put Levels 1 and 3 to help compare between the two, since Level 3 is when a number of defensive abilities come online for the Paladin.

More damage Paladin:
I've seen posts recommended a good Strength/Constitution statline and just equipping a 2-hander with decent armor, as Paladins can Lay on Hands when needed. Damaging more effectively removes threats quick enough to not kill the backline. Would I need to worry if I get swarmed though?

My main thoughts are that this essentially focuses on dealing damage and has easy access to a self-heal. I may go down the Cleave line for Cleaving Finish to help hit multiple foes. Is keeping the Paladin in medium armor (movement speed 20ft) the best idea at this level? The AC is already a decent number lower than the other build, but not significantly.

Human LG Paladin, level 1
Str 18 (16, +2 from Human)
Dex 13
Con 14
Int 12
Wis 11
Cha 17 (4 Lay on Hands per day)

Stats
At level 1:
HP 13, AC 17, Initiative +1
Fortitude +4, Reflex +1, Will +2
CMB +5, CMD 16

At level 3:
Fortitude +8, Reflex +5, Will +6
CMB +7, CMD 18

Feats lvl 1: Fey Foundling, Power Attack(Human), lvl 3: Cleave

At level 1, Greatsword: +5 to hit, 2d6+6 dmg
At level 3, Greatsword: +7 to hit, 2d6+6 dmg

More defensive Paladin:
This build is attempting to get better defensive stats, but I don't want to be useless for damage. I went with a Halfling for the defensive boosts, which show up comparing to the other build. Is this build with a Two-handed weapon viable, or is it better off just going 1-handed + Shield? I would follow a similar Power Attack/Cleave route as above for the former, or I would go TWF/Improved Shield Bash for the latter.

Being Halfling, I am tempted to try out the "Charger" or "Lancer" style Paladin such as in Cryptic's Guide. I don't know if that would serve well as "tank" though? Does it make sense to run around and try to draw attention, or would I actually want to hop off and fight alongside the mount at times?

I do worry about the lower HP compared to the above build, but this does have more AC and better saving throws. Also, the 15ft movement speed sounds abysmal. Should I stick with it till I can afford a better quality light armor? This also makes being mounted feel more tempting.

Halfling LG Paladin, level 1
Str 15 (17, -2 from Halfling)
Dex 16 (14, +2 from Halfling)
Con 13
Int 12
Wis 11
Cha 18 (16, +2 from Halfling, 5 Lay on Hands per day)

Stats
At level 1:
HP 12, AC 19 (20 with Light shield), Initiative +3
Fortitude +4, Reflex +4, Will +3
CMB +2, CMD 15

At level 3:
Fortitude +9, Reflex +9, Will +8
CMB +4, CMD 17

Feats lvl 1: Fey Foundling lvl 3: Two-Weapon Fighting (or Power Attack if 2-hander route)

At level 1, Greatsword: +4 to hit, 1d10+3 dmg
or Morningstar +4 to hit, 1d6+2 dmg if going 1-hander + Shield
At level 3, Greatsword: +6 to hit, 1d10+3 dmg
or Morningstar +4 to hit, 1d6+2 dmg, Light Shield +4 to hit, 1d2+1 dmg if going 1-hander + Shield

Sorry for the gigantic post. I appreciate any response or feedback, and let me know if there are more details I can try to provide.

Thank you!


Wow, for a new player you sure have absorbed this game. I like both your builds. They aren't like hyper optimized, but they aren't supposed to be either. I would say your offensive build would work better for your purposes, but either would do the job so whichever looks the most fun I guess


First, in what universe is that post gigantic?
Second, Paladin is probably the best for that situation (CRB only Fighter sucks pertty hard). I don't know the AP and I obviously don't know your GM, but Paladin should have enough defense for you to use the offensive build (especially with Fey Foundling).

The Ranger will have a pet to help you with body blocking, and otherwise, "tanking" is normally done by forcing the enemies to notice you (at least that's how GMs normally play the enemies, to my knowledge and experience) - if you hit hard, enemies will think twice about running past you and eating AoOs, or ignoring you and having their own squishy targets slaughtered. Dumber enemies should simply not an enemy currently spilling their guts.

Also, dead dudes don't do damage.


Here's a wild idea but it does work. If your GM allows it take the Tower Shield Specialist archtype for the fighter out of Ultimate Combat for five levels. At 5th level you now fight without penalty with a Tower Shield. Then go Paladin. The Chr boost saves for the paladin are hard to beat if you Chr is high.
I'm not knocking the Paladin but bear in mind the restrictions of playing Lawful Good in a party that may not be can be difficult. I have seen so many complaints of people playing this class when no one else plays even remotely good even if they have one written on their character sheet.


Agreed with the others, the offensive build seems like a solid route. I might suggest throwing Toughness in as a solid feat option, though. Like you said, there's a good chance that you'll get swarmed as one of the party's few front liners, so some extra HP couldn't hurt. I'd personally take that over Cleave at 3, though feel free to go with Cleave and move into that series as you progress. I've not played with that feat a lot, but what I've heard from many people on the forums is that Cleave can be extremely situational and not entirely useful even when the needed circumstances do show up.

At the end of the day, though, it can always be fun to cut down a swathe of enemies in a single turn... :)


You really don't want to build a massively tanky character because it will get ignored if your offensive powers aren't up to snuff.

I'm not sure what the typical enemy composition is for Curse of the Crimson Throne, so I can't speak to how effective a paladin is in it. Paladins are either great, or kind of lousy offensively depending on if they have any Smite Evils left for the day and if the enemy they're facing is evil. If you end up facing a lot of neutral hungry creatures, or even non-evil NPCs you're main source of extra damage is gone.

Personally, I'm always a fan of lots of damage in the enemy's face to be a constant threat so they focus on you.

To this end I would suggest a two-handed reach weapon user so you can lock down an area, and still deal plenty of damage.


I have GMed Curse of the Crimson Throne and I can assure you that your offensive paladin is going to shine. If you get to the fifth book, you are going to be the king (not literally; you will understand soon). Just remember to use Aura of Justice and your friends will also be happy.

With a Paladin you will also have some very interesting roleplaying moments in the first and second books. And remember to be nice with... ehmmm... a... lovely... evil NPC with whom you may end working. She is really nice!

All in all, a very interesting AP for a Paladin.


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Consider a reach weapon, Combat reflexes and several feats going off from there.

It would be very hard to get by such a PC.


Combat Reflexes with Reach is the best way to be sticky.

Combining with your paladin plans, something like this:

Human Paladin
Str16, Dex14, Con12, Int13, Wis 11, Cha19

1-Fey Foundling (or power attack, if FF is too noncore)
H-Combat Reflexes
(3-Combat Expertise, 5-Improved Trip, 7-Greater Trip)

Start out with some chainmail, you'll have AC 18, which is plenty for level 1.

Grab a glaive, and make sure to stand in front of the party at all times.

When something *really* needs to die, you use smite evil. But the point of this build isn't really to kill stuff, it's mostly to use AoOs to trip and otherwise punish people who attempt to get at the archers. This gives the archers room to rain death on your foes.


Always remember that "aggro" doesn't exist in the game. Reach weapons, as suggested above, help make that concept more viable. It helps to grab the feat (whose name I can't currently recall) that stops movement on OAs. The only way to "aggro" is to be a threat yourself, making it painful to let you move unchecked.

I've DMed a game where one player did monoMonk and got crazy high AC and saves. But did no damage. His back line did not appreciate his inability to die when he couldn't prevent THEM from dying.


The responses have really helped me feel better about the choice, thank you very much! Since my current campaign is all melee, I kept imagining in the upcoming campaign that my character would roll poorly on an Attack of Opportunity and suddenly all of the enemies decide to swoop past me and murder the backline. I know a Cleric, Sorcerer, and Ranger are not helpless but I don't want to fail them ;)

I will definitely give the more offensive Paladin build a try. Taking Combat Reflexes + the reach weapon makes a lot of sense for trying to grab as much enemy attention as I can, or hopefully soften them up for the ranged to finish them off. Fey Foundling seems like it's acceptable to the DM so I would like to give it a try. If I get clobbered a lot, I will probably snag Toughness at level 3 as well if the healing is strained.

Derek Dalton wrote:
I'm not knocking the Paladin but bear in mind the restrictions of playing Lawful Good in a party that may not be can be difficult. I have seen so many complaints of people playing this class when no one else plays even remotely good even if they have one written on their character sheet.

I have to admit it is a little intimidating to remember to play LG. I don't think the DM would knock me if I accidentally do something non-LG as long as it isn't too severe since I'm new, but I do want to try and play it well (or even go the "atonement" route if I do end up straying from LG). Thankfully the other party members have confirmed they are not going to have Evil alignment, and one actually mentioned they are excited for me to play a Paladin since they haven't had much experience RPing with one in the group before. Should be fun =)

Thanks again for the help! The community has been amazing so far.


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One of the frequent criticisms of defensive builds is that enemies will just walk around you and attack the weak guys in the back.

This is, based on my actual gaming experience, a misguided criticism.

Combats quite often take place in areas with choke points. Like, any room that you enter through a standard door. And if there isn't a choke point, the party can fall back to where there is one, or the casters can make one (summons, wall spells, pit spells).

Well-coordinated and patient parties can do a lot to enable a "tank" to hold the line while ranged types do their thing. Having a good CMD is important so enemies can't just Overrun you.

So I would encourage you to ask your other players to think of tactics that can support what you want to do. A party of four all doing their own thing independently is not going to be nearly as successful as a party that develops tactics based on their collective capabilities.

Sovereign Court

I would definitely recommend Fey Foundling. It helps your own healing, but also any healing you receive from others. If you are the one enemies need to get past too get to the rest of the party, then you're going to get hit.

I agree that a reach weapon and combat reflexes is a good start. Two-handed reach weapons are quite scary in Pathfinder. They're also handy when fighting bigger enemies, easier to close in without giving away Attacks of Opportunity to your enemies.

The next thing is to also get a close-range weapon like spiked armor, so that you can handle enemies that get too close for the polearm. Fortunately they're in the CRB. (There are other close weapons that aren't handheld that look better on a paladin than spiked armor, but they're not in the CRB.)

Oh, and yeah, paladin is definitely the way to go. You get a lot of abilities to help you stand your ground, like immunity to fear. Since you're going to be walking in front, you may also be the one people start talking to, and paladins are good at Diplomacy.


I'm not sure if I'd suggest reach weapons with both a new player and new DM. Reach has this dead-zone that you really need to pay attention to.

Paladins technically cannot fully utilize their lay on hands with a standard shield. Instead you could use a buckler and a one-handed weapon. As long as the weapon is not a light weapon you can wield it 2 handed and gain all the benefits of 2 handed fighting (note the buckler is "off" when using both hands on the weapon. This way if you get surrounded you can switch to sword and board without having to draw any new weapons.

As the only core melee character (check with the dragon sorcerer to make sure they don't intend to melee), I would play a medium character. The biggest reason is that your allies will get the spell enlarge person that they can cast on you. Taking you from small to medium is pointless, but the trade from medium to large is quite potent. This will give you more reach than a reach weapon and force melee opponents to take a large detour around you to get to your allies.

Sovereign Court

Rylar wrote:
I'm not sure if I'd suggest reach weapons with both a new player and new DM. Reach has this dead-zone that you really need to pay attention to.

Those rules aren't as hard as some people make them out to be. It's worth the effort to sit down and really understand how reach and cover from reach works. It'll make you significantly more powerful in combat just to know these rules.

To overcome the dead zone, the CRB-only solutions are basically spiked armor or Improved Unarmed Strike (kicking people).

Rylar wrote:
Paladins technically cannot fully utilize their lay on hands with a standard shield.

Not with a heavy shield, no. But with a light shield you can hold stuff in that hand, just not use it as a weapon. So you should also be able to touch yourself to Lay on Hands.

Rylar wrote:
As the only core melee character (check with the dragon sorcerer to make sure they don't intend to melee), I would play a medium character. The biggest reason is that your allies will get the spell enlarge person that they can cast on you. Taking you from small to medium is pointless, but the trade from medium to large is quite potent. This will give you more reach than a reach weapon and force melee opponents to take a large detour around you to get to your allies.

That's good advice. If you're going to use Combat Reflexes however, make sure to take high enough Dexterity (14 or so) that you still have some remaining when you're enlarged.


Aldizog wrote:

One of the frequent criticisms of defensive builds is that enemies will just walk around you and attack the weak guys in the back.

This is, based on my actual gaming experience, a misguided criticism.

Combats quite often take place in areas with choke points. Like, any room that you enter through a standard door. And if there isn't a choke point, the party can fall back to where there is one, or the casters can make one (summons, wall spells, pit spells).

Right, IRL that rarely occurs. Of course ranged attackers can concentrate on the spellcasters in the back, but rarely do foes "walk around' a tank.


Rylar wrote:

I'm not sure if I'd suggest reach weapons with both a new player and new DM. Reach has this dead-zone that you really need to pay attention to.

Spiked gauntlets.

Dark Archive

You can do a reach based trip build. Human fighter could do it earliest.

Get a small sized version of whatever weapon you want to use and snag a spiked shield. You threaten your whole reach and you can trip everyone who enters into your reach. The enemy can't put sharp bits of metal into your Wizard if they get knocked down.

Example build:
Trippy Mctrippy
Human fighter 1
LN Medium humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 11 (1d10+1)
Fort +2, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee (S) guisarme +3 (1d6+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 11, Int 13, Wis 10, Cha 8
Base Atk +1; CMB +5 (+7 trip); CMD 16 (18 vs. trip)
Feats Combat Expertise, Combat Reflexes, Improved Trip
Skills Acrobatics -6 (-10 to jump), Intimidate +3, Ride -2, Survival +4, Swim +1
Languages Common, Elven
Other Gear chainmail, heavy wooden shield, guisarme
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Trip You don't provoke attacks of opportunity when tripping.


I wasn't trying to say that the rules for reach themselves are difficult, but it's something extra to think about when there are already 1000 new things to keep in mind.

While you can get around it with spiked gauntlets or unarmed combat, but again that's one more thing for the GM/Player to think about. The damage, the attack rating, etc will be different than it will be with the main weapon.

In my experience, new players have enough difficulty managing one weapon's stats.

I agree that walking around the tank doesn't happen as often as people make it out to happen. One reason is that movement is fairly even. If a baddie takes his turn to move around the tank then the tank just took him out of combat for a turn.

Sovereign Court

Spiked gauntlets aren't ideal, because you can't use them and your polearm too threaten at the same time. That's what makes spiked armor so good.

Also, it discourages grabby monsters.


For the halfling version, you'd have the advantage if you get a mount of being able to block multiple squares, while having a medium-sized mount that can still navigate dungeons. More actions using your pet means more opportunities to stop people from getting by you.

If the GM allows it, the Low Profile feat from the Advanced Player's Guide would make your heavily ranged group happy since they can fire over you without penalty without having to take Improved Precise Shot (though the same goes for people firing over you to get to them, but your party's probably going to be dealing more ranged damage).

Dark Archive

Ascalaphus wrote:

Spiked gauntlets aren't ideal, because you can't use them and your polearm too threaten at the same time. That's what makes spiked armor so good.

Also, it discourages grabby monsters.

You can use a spiked shield and a small sized spear. You threaten everything in your reach.


Aldizog wrote:

One of the frequent criticisms of defensive builds is that enemies will just walk around you and attack the weak guys in the back.

This is, based on my actual gaming experience, a misguided criticism.

Combats quite often take place in areas with choke points. Like, any room that you enter through a standard door. And if there isn't a choke point, the party can fall back to where there is one, or the casters can make one (summons, wall spells, pit spells).

Well-coordinated and patient parties can do a lot to enable a "tank" to hold the line while ranged types do their thing. Having a good CMD is important so enemies can't just Overrun you.

So I would encourage you to ask your other players to think of tactics that can support what you want to do. A party of four all doing their own thing independently is not going to be nearly as successful as a party that develops tactics based on their collective capabilities.

Yes and no. Sometimes, it works. If there's no choke points, then you're hosed.

I'm playing a skulls and shackles game with a tower shield specialist right now, and yeah, he can't be hit, and yeah, he's had some bright moments when the opportunity for choke points are there, but he spends at least half his time sucking balls, sorry to say.

Maybe a master strategist can make it happen, but it requires extensive tactical skill.

Not something I'd recommend for a newbie. The AoO route is a lot more easy to make work.


Red DM of Doom wrote:
Aldizog wrote:

One of the frequent criticisms of defensive builds is that enemies will just walk around you and attack the weak guys in the back.

This is, based on my actual gaming experience, a misguided criticism.

Combats quite often take place in areas with choke points. Like, any room that you enter through a standard door. And if there isn't a choke point, the party can fall back to where there is one, or the casters can make one (summons, wall spells, pit spells).

Well-coordinated and patient parties can do a lot to enable a "tank" to hold the line while ranged types do their thing. Having a good CMD is important so enemies can't just Overrun you.

So I would encourage you to ask your other players to think of tactics that can support what you want to do. A party of four all doing their own thing independently is not going to be nearly as successful as a party that develops tactics based on their collective capabilities.

Yes and no. Sometimes, it works. If there's no choke points, then you're hosed.

I'm playing a skulls and shackles game with a tower shield specialist right now, and yeah, he can't be hit, and yeah, he's had some bright moments when the opportunity for choke points are there, but he spends at least half his time sucking balls, sorry to say.

Maybe a master strategist can make it happen, but it requires extensive tactical skill.

Not something I'd recommend for a newbie. The AoO route is a lot more easy to make work.

Put a corvus on your ship. It's historically how one makes a ship combat an infantry fight with a chokepoint.


While that's a good idea, thank you, it's not really applicable to the situations where he's been having a difficult time.


I did end up thinking about the situations that will come up when an enemy closes to inside of my weapon's reach. And then I probably spent the last hour or so of my work day reading previous discussions about using a spiked gauntlet or spiked armor while wielding a reach weapon ;)

Just for clarification's sake, and hopefully I'm not re-opening a can of worms (the main post I read was from 2009), I would still be able to make Attack of Opportunities with my reach weapon against enemies moving out of a square my reach weapon threatens. On my turn, if I don't want to 5-foot step but I do have an enemy adjacent to me, I can take a free action to take a hand off my reach weapon in order to use something like a spiked gauntlet or spiked armor to attack them. But, if I am holding my reach weapon and the adjacent enemy does something such as cast a spell on their turn, I cannot use my spiked gauntlet/armor for the Attack of Opportunity since I am holding the reach weapon with both hands. Does that sound right? The post was from so long ago I am not sure if it's all outdated by now.

The good thing is that in the campaign I'm currently running with this group, I am using a reach Cleric (just level 2) so I am mostly familiar with the reach rules, except my Cleric normally tries to acrobatics away from enemies that get close. A secondary weapon would definitely be a new thing to remember but the player who will be DM'ing the new campaign is already in the habit of going "That guy just moved, Attack of Opportunity?" whenever someone near me moves.

Using trips and Combat Maneuvers could be really useful. I had read before that it can be hard to keep up with enemy CMD in later levels, or very feat intensive to invest in. I've never tried to plan that path out though. Does it usually remain a good option throughout a campaign? I know obviously it may not work well against a "boss" type of encounter or something with multiple legs, but it seems like against the typical encounter it could do a lot to protect the backline which is definitely what I am looking for.

I think right now I am mainly leaning towards a Human (or Half Orc), more offensive Paladin build. I am actually really interested in a small-sized Paladin with the Divine Mount so I'm hoping to try that in a later campaign, possibly when I'm not the only melee. I think I may try out something with a shield when more books are allowed; they just have so many options.


A tank with good AoO/Reach capability simply means the choke points are effectively larger as it extends the area they threaten and/or the area the foes need to get around to get at the rear. That strikes me as part of the issue with the Tower Shield user mentioned, probably a 5ft reach combined with lack of mobility means he makes a solid rock and the more open the area the less effective he'll be as foes simply go around him/his reach before the rock can reposition. To really shine he'll need the support of a battlefield control type who can create choke points and or funnel the foes to him even in an open field to counter his relative immobility.

Sideromancer wrote:
So I would encourage you to ask your other players to think of tactics that can support what you want to do. A party of four all doing their own thing independently is not going to be nearly as successful as a party that develops tactics based on their collective capabilities.

Couldn't possibly agree more. I'd also say it would be an excellent idea to figure out who, in general, will step up to meet the inevitable foe(s) that do get by your tank.

Quote:
Using trips and Combat Maneuvers could be really useful. ... <snip>

While I am far more used to 3.5 I think I'm safe in saying that if this is true your spell casters will tend to make up for it by their increasing ability to use battlefield control spells to assist you and protect themselves.

And at low levels (any level really) keep mundane methods of battlefield control and area denial in mind --> caltrops, beads, tanglefoot bags, oil/fire etc.. Go wild with getting everyone thinking about thick but natural undergrowth, overturning tables, benches and chairs, muddy areas, and anything else that would slow or hinder the foes and using them to your advantage.


Something else to think about is the Stalwart Defender prestige class. It's core and has some amazing defensive features, and works really well with Paladin. It has some feat prerequisites that aren't great, and to really optimize you need a flawed scarlet and green cabochan ioun stone from Seeker of Secrets book, but can still be effective without it.

If you can create a choke point you're amazing, if you can't, you're still a 2-handed power attacking tank, with smite.


You want to be defensive enough so that not all attacks hit you, but not so defensive that attacks never hit you and enemies decide to go for easier targets... You also want a good offense to encourage enemies to focus on you.

IME, a Paladin with decent Con and Cha, plus a breastplate is enough. Lay on Hands alone greatly increases your resilience.

Your "more damage" build is pretty good, but I wouldn't bother with Cleave... That feat is pretty awful.

Sovereign Court

You don't need to take hands off your longspear to attack with spiked armor, because you don't need hands to use spiked armor.

So you threaten with both the spear (outer ring) and the armor (inner ring) at the same time.


Cleave won't really synergize with a Paladin's abilities (at least not Core Paladin -- not going to swear 100% that some later archetype can't do something useful with it). You are better off getting Combat Reflexes instead -- still only a little bit more synergistic with a Core Paladin's abilities (depending upon whether your Smite Evil target provokes AoOs from you), but at least it will usually let you hit more things. The Cleave feat chain eventually does let you hit a fair number of things, but this requires a lot of investment, which you can't afford on a class with no bonus feats.

(I was going to say something about reallocating your More Damage Paladin point buy for 1 point less Strength and a bit more Dexterity, but then I see that you rolled instead of doing point buy -- got the equivalent of 34 point buy, so you should do fine. At 4th level, put your ability score increase into Dexterity to get another AoO out of Combat Reflexes and another point of AC including Touch AC. At 8th level, put your ability score increase into Charisma to bump up the modifier for that. After that, put the rest into Strength. If playing the More Defense Halfling Paladin, just pour them all into Strength and you'll actually end up doing pretty good damage.)

I wouldn't recommend sticking Stalwart Defender on a Core Paladin base -- the loss of progression of your various abilities will hurt too much. (Some later books have some Paladin archetypes that could work better with Stalwart Defender.)

Note that since you are short on feats and therefore not likely to be able to get the Improved/Greater Combat Maneuver feats, using a Reach weapon means that you can still perform combat maneuvers using your weapon without provoking AoOs on enemies that don't have enough reach of their own to be able to attack you without first moving. You won't have the bonus that the Improved Combat Maneuver feats add, but with your Strength, you'll still have a chance to pull them off. Of the Core Rulebook Reach weapons, Guisarme has the Trip property (which unfortunately doesn't give a bonus, just lets you recover from a severely botched Trip attempt by dropping the weapon, so have a backup weapon ready), and Ranseur has the Disarm property (which gives a bonus to Disarm); the Glaive has slightly more base damage (more significant if you are Small), but has neither of these properties.

Also, Paladin guide.

See if the Ranged Ranger in your party has decent stats to be able to switch-hit: Basically invest 1 feat in Power Attack and have a Greatsword or similar weapon available to switch to when you get mobbed. Does require decent Strength and Constitution, but these requirements shouldn't be too hard to meet.


Tabernero wrote:
You want to be defensive enough so that not all attacks hit you, but not so defensive that attacks never hit you and enemies decide to go for easier targets... You also want a good offense to encourage enemies to focus on you.

I have heard that before: "but not so defensive that attacks never hit you and enemies decide to go for easier targets..." but how many round sis that? I'd say at least 3.

Isnt that enuf?


UnArcaneElection wrote:

I wouldn't recommend sticking Stalwart Defender on a Core Paladin base -- the loss of progression of your various abilities will hurt too much. (Some later books have some Paladin archetypes that could work better with Stalwart Defender.)/QUOTE]

I would very much disagree. A paladin doesn't get much after 8th level, just more uses of what they already have. 3 smites per day 4 lay on hands with the fatigue mercy, and divine bond at +2, on top of all that you're getting the same benefits as a barbarian's rage, and amazing tank abilities to lock down an opponent. Yeah it's well worth the cost.

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