| Sir BoomBoom |
Hey, I have a paladin of Paladine in an all range party. A wizard, shaman healer and a bow fighter.
Any suggestions on what I should build? I pretty much want to create a character that can prevent others from reaching the ranged group. I am already human so that cannot be changed.
It seems like paladins are feat starved...I don't know if I should go with a reach weapons build...dual wielding...pure turtle...
Kind of in a loss.
| avr |
One character usually can't guard three. If the wizard or the shaman may summon stuff or use solid battlefield control you have a chance, but those three need to be prepared for stuff getting past you.
Just saying, there's an argument that if three characters are going ranged the fourth should consider doing the same.
Edit: with Captain Morgan's idea rather than lunge which does nothing to make you stickier or to protect anyone you might consider bodyguard, stand still, word of healing, pushing assault, cornugon smash, or even just weapon focus.
| Omnius |
In that party, the Wizard is the one best suited to keeping enemies from getting close, through summons and terrain effects.
Being a conventional turtle is a trap, unless you have an understanding with your GM to the effect of, "Wink, wink, the orcs attack the tank." Otherwise, they can ignore you with little consequence to pursue other, softer targets. There aren't really any mechanics in Pathfinder to hold aggro all that well.
| Slim Jim |
At your next odd level, multiclass a level of Bloodrager [Blood-Donduit:Improved Trip/Celestial bloodline], and Extra Rage as the general feat-slot.
Buy a haversack full of Enlarge Person potions, and drink one during the surprise round. (Accelerated Drinker helps here otherwise.) You'll very much want Combat Reflexes. For items, a +1/Fortuitous/Furious bardiche or (fauchard + cracked pearly white opalescent for proficiency).