
D4rtagnan |
Hi folks, A friend of mine is looking to play a Paladin in an up coming starfinder campaign i am running. The character is a previous character he played in an old Pathfinder game in a campaign I ran that was lost in time. I know Starfarers has a conversion class. I have heard a lot of bad things about the book but nothing about the Paladin itself. Is the class any good or does it suck too? Has anyone come across any other versions?
Please note I am strictly asking about the Paladin class. This is due to storyline/backstory reasons. The player is willing to switch to other classes if need be but would prefer to play a Paladin. So please don't waste my time and your own telling me about Starfinder core options he can play instead or that I shouldn't allow him to do this.

MagicA |
well they havea d10 hit dice so their health would be similar to Solarians and Soldiers
light and heavy armor proficiency, and proficiency with advanced melee weapons and small arms (maybe even long arms)
FUll BAB with good will and fort saves
In terms of lay on hands, maybe something similar to the mystic's healing thingy, and keeping mercies doesnt seem like too much of an issue
however, reworking spells, smite evil, the weapon bond or mount, and divine grace is going to take some work

Metaphysician |
I tend to think a better idea is to convert Paladin into an archetype. That way you could gain the paladin abilities ( and code of honor ) with your choice of class. There's just about the right number of Archetype slots to get basically every ability in some form of other ( ie, the various Aura Of powers wouldn't be separate abilities, they'd be one ability that improves as you gain levels ).
Sure, they'd trend to the more powerful side, but they also require you to maintain a LG alignment and otherwise follow a code of honor, so it balances out.

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Just going by the base book, I would make a priest arcane assailant soldier who picks up connection inkling. Good to hit and damage, can use a sword, and can eventually cast a few spells. Plus at like, level five your eldrich runes make your sword become ghost killer for free (there are a few others, but ghost killer is the best) ignoring item levels. Pick up skill synergy and boom, you have Diplomacy. Seems like a Paladin to me.

Seisho |

If you want to stick with the paladin and dont take vamps advice i would do following:
You go with 7hp and 7+ stamina and full bab since it is a full combatant
that should also influence the weapons, so basically give them about everything that is commonnly availible
Cha is their primary attribute
I would ditch divine grace, maybe just give them three good saves
give them the healing connections channel as healing hands
and for the divine bond -> go with weapon and give them the arcane assailant line of the soldier
give them at lvl 4 connection inkling as bonus feat
smite evil is a tough one though... maybe give the rune on the weapon gives ALWAYS holy (not counting towards its internal limit)