
Gortle |

Continuing on. Looking at the Champion today. This is a fairly simple martial and doesn't require the more complex builds of some classes just to be reasonably functional. So these builds are mostly simple and many have lots of room to do other things.
Champion
A solid defensive martial character. It has the best armour proficiency in the game, it has good shield support. It starts with a good reaction that will trigger often. With the Lay on Hands focus spell you are really a complete package right from level 1. Perhaps it's only downside is that most of this is available to multiclass characters so it’s a common multiclass. Anyway it is very simple to build and hard to stuff up. Because it uses heavy armour it doesn’t have to have Dexterity. It needs at least 12 Charisma to use its divine smite, but more than that is a trade off.
Typically the best Divine Ally to choose at level 3 is Blade Spirit, Shield Ally is nice to take for better blocking, Stead Ally works for more mobility if you take Loyal WarHorse AND Imposing Destrier it’s a free move a turn. But that’s a bad idea as you can get it 6 levels sooner via Cavalier or Beastmaster. Either way a Lance is poor, if you are medium size don’t take it
Often your deity is only important for role playing value, so pick the one that suits.
Players should probably stay clear of the evil champions as they don’t get Lay on Hands. However Aura of Despair is very effective and will make you want to add to your Charisma for the Intimidation skill. Especially if you have friends with Dread Striker.
Paladin
The classic and best champion because the Paladin’s reaction is not just reducing damage to an ally but a counter attack. This champion is moderately effective as a damage dealer. Unfortunately you have to choose between Ranged Reprisal and a mount if you have a melee weapon - they just don’t work together.
Str 18 Dex 10 Con 14 Int 10 Wis 14 Cha 12
Basic equipment: Full Plate, Sturdy Shield and War Hammer. Note: Gnome Flickmace is a ridiculously good weapon here (get it via Adopted Ancestry + backstory about a Gnome colleague at the academy + Gnome Weapon Familiarity).
Class Feats: Level 1: Ranged Reprisal, Level 6: Attack of Opportunity, Level 8: Second Ally or Quick Block, Level 10: Radiant Blade Spirit or Shield of Reckoning Level 14 Divine Reflexes,
Skills: Athletics, ….
Optional Level 2: Dual Warrior Dedication your shield is a weapon with a shield boss but there are Champion options that are Ok as well.
Big Stick Paladin
Str 18 Dex 10 Con 14 Int 10 Wis 14 Cha 12
Basic equipment: Full Plate, Maul or Guisarme
Class Feats: Level 1: Ranged Reprisal, Level 6: Attack of Opportunity, Level 10: Radiant Blade Spirit, Level 14 Divine Reflexes,
Skills: Athletics, ….
Optional Level 2: Fighter Dedication or Mauler Dedication, to pick up Power Attack or Knockdown but there are Champion options that are Ok as well.
Throwing Paladin
Str 14 Dex 18 Con 12 Int 10 Wis 12 Cha 12
Basic equipment: Full Plate though you are ok in any type, Composite Short Bow, from level 3 you can put a Returning rune with your blade ally so Sturdy Shield and Light Hammer. Curiously this build can handle a mount where for the others it loses out to Ranged Reprisal.
Class Feats: Level 1: Ranged Reprisal, Level 2: Cavalier Dedication, Level 4: Impressive Mount, Level 8: Second Ally, Quick Block, Level 10: Radiant Blade Spirit, Shield of Reckoning Level 14 Divine Reflexes,
Skills: Acrobatics, Stealth….
Longbow Paladin
Str 14 Dex 18 Con 12 Int 10 Wis 12 Cha 12
Basic equipment: Full Plate though you are ok in any type, Composite Short Bow, from level 4 Composite Longbow when the volley penalty is gone.
Class Feats: Level 1: Ranged Reprisal, Level 2: Fighter Dedication , Level 4: Point-Blank Shot, Level 10: Radiant Blade Spirit, Level 14 Divine Reflexes,
Skills: Acrobatics, Stealth….
Redeemer
The Redeemer has a good area of effect defence from level 11. Better value if the enemy lasts longer. So on balance perhaps better in the boss fights, whereas the Paladin is better against the enemy hordes. Build it the same as the Paladin but reach for your reaction is less of a factor.
Str 18 Dex 10 Con 14 Int 10 Wis 14 Cha 12
Basic equipment: Full Plate, Sturdy Shield and War Hammer.
Class Feats: Level 1: Weight of Guilt, Level 2: Cavalier Dedication, Level 4: Impressive Mount, Level 6: Attack of Opportunity, Level 8: Quick Block, or Second Ally, Level 10: Radiant Blade Spirit, or Shield of Reckoning, Level 12 Lasting Doubt, Level 14 Divine Reflexes,
Skills: Athletics, ….
Liberator
The Liberator seems weaker than the Redeemer or Paladin but offers more mobility for the team which is useful in its own way. No obvious differences to the build.
Str 18 Dex 10 Con 14 Int 10 Wis 14 Cha 12
Basic equipment: Full Plate, Sturdy Shield and War Hammer.
Class Feats: Level 2: Cavalier Dedication, Level 4: Impressive Mount, Level 6: Attack of Opportunity, Level 8: Second Ally, Quick Block, Level 10: Radiant Blade Spirit, Shield of Reckoning Level 14 Divine Reflexes,
Skills: Athletics, ….
Tyrant
The Tyrant works with any of the melee builds. Uses Intimidation
Str 18 Dex 10 Con 14 Int 10 Wis 12 Cha 14
Basic equipment: Full Plate, Sturdy Shield and War Hammer.
Class Feats: Level 1:Iron Repercussions, Level 4 Aura of Despair, Level 6: Attack of Opportunity, Level 8: Second Ally or Quick Block, Level 10: Radiant Blade Spirit, or Shield of Reckoning Level 14 Divine Reflexes,
Skills: Athletics, Intimidation, …
Desecrator
The Desecrator is probably the toughest character in the game but is not much aid to his party.
Str 18 Dex 10 Con 14 Int 10 Wis 12 Cha 14
Basic equipment: Full Plate, Sturdy Shield and War Hammer.
Class Feats: Level 4 Aura of Despair, Level 6: Attack of Opportunity, Level 8: Second Ally or Quick Block, Level 10: Radiant Blade Spirit or Shield of Reckoning Level 14 Divine Reflexes,
Skills: Athletics, Intimidation
AntiPaladin
The AntiPaladin doesn’t work well, don't take it. It’s all about self harm, and takes too long to come good.
Str 18 Dex 10 Con 14 Int 10 Wis 12 Cha 14
Basic equipment: Full Plate, Maul or Guisarme
Class Feats: Level 4 Aura of Despair, Level 6: Attack of Opportunity, Level 8: Second Ally, Level 10: Radiant Blade Spirit, Level 14 Divine Reflexes,
Skills: Athletics, Intimidation

HumbleGamer |
Champion Builds ( regardless the tennets/causa ):
1- Reaction Improvement
2-*
4-*
6-*
8-*
10- Devoted Focus
12-*
14- Divine Reflexes
* At least another focus spell ( which can be either blessed one by lvl 2 or any other focus spell starting from lvl 4+ ), in order to have a pool of 2 focus points.
That's it.

Gortle |

Champion Builds ( regardless the tennets/causa ):
1- Reaction Improvement
2-*
4-*
6-*
8-*
10- Devoted Focus
12-*
14- Divine Reflexes* At least another focus spell ( which can be either blessed one by lvl 2 or any other focus spell starting from lvl 4+ ), in order to have a pool of 2 focus points.
That's it.
Seems fair as well, but another focus spell is typically from a Divine domain . Thats a huge mess of abilities, most of which are pretty marginal. I typically pick my deity purely for the right roleplaying feel. But you can go further afield.
I prefer to drop into one of the fighting style archetypes and pick up a dual weapon, power attack, swipe, knockdown, point blank shot, snagging strike, take your pick useful feat.

HumbleGamer |
HumbleGamer wrote:Champion Builds ( regardless the tennets/causa ):
1- Reaction Improvement
2-*
4-*
6-*
8-*
10- Devoted Focus
12-*
14- Divine Reflexes* At least another focus spell ( which can be either blessed one by lvl 2 or any other focus spell starting from lvl 4+ ), in order to have a pool of 2 focus points.
That's it.
Seems fair as well, but another focus spell is typically from a Divine domain . Thats a huge mess of abilities, most of which are pretty marginal. I typically pick my deity purely for the right roleplaying feel. But you can go further afield.
You can go with a domain if you also have a the Domain initiate ( renouncing to either your lvl 1 feat or taking it with natural ambition ). I wouldn't take it in any other way since it doesnt give a focus point ( you need the advanced domain to get another one ).
Spells like "Light of revelation" or "sun blade" or any other lithany ( as well as spells given through a dedication, for example the sorcerer one ) can do the trick too.
But I agree with you in terms of flavor/roleplay ( I feel the same with you when it comes down to a deity, though mechanically speaking I admit I also look to different domains. I guess I do either ways ).
Though making normal strikes might be boring on the long go, given how well and performant are reactions, I don't feel the urge to go with a dedication which gives me different strikes ( I'd rather prefer to invest into shield feats or spellcasting ).
I forgot to add that a note worth mentioning in champions guide is how bad is the divine ally steed progression compared to any other class or dedication.
While it's cool to have a mount ( or any other companion ) directly sent from your deity ( as well as having a talking one with auspicious mount by lvl 16 ), the divine ally steed progression is:
- Slow compare to any other ( gets feats at higher levels > lvl 6, 10, 16, 20 ).
- Gettin feats at higher levels forbids you from taking higher level feats ( compared to the BM dedication, for example ).
- Incomplete ( not enough specializations, making it less effective in terms of combat. Thoug it's made to be a mount, it's no excuse to force a so bad progression )
- Extra action by lvl 10 rather than lvl 4 ( bad action management for either a cavalier and a companion user character ).

lemeres |

I will note that tyrants and paladins probably would enjoy reach weapons for somewhat similar reasons- it gives them tactical options when enemies don't want to play into your class mechanics.
Tyrants can suffer from the crane wing issue- their mechanic punishes enemies that attack them, and enemies might simply stop attacking them entirely. Reach weapons provide them an alternative options to hit enemies that try to run around you or run away when they are right in front of you. A hit from a halberd is also roughly similar to the basic damage from iron command).
Enemies can avoid this by spending actions to safely retreat... but that also means they are wasting their turns without accomplishing much, and you can still hit them in the head with your halberd during your turn.
Paladins similarly would like more tactical options, but they aim for a different goal- they want to punish every action OTHER than than hitting them. Ranged reprisal range with a reach weapon means the enemy has to run further before they can avoid a champion reaction, and they have even worse action economy options that aren't met with an attack of opportunity. The only 'safe' option is hitting the character with the highest AC and self healing.

SuperBidi |
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For the Throwing Paladin, I encourage you to look at a Dagger instead of a Light Hammer. As it is Finesse, it will allow you to switch hit. And if you have the proper deity (Vildeis, Pharasma), your Dagger deals 1d6 of damage. You just lose on the thrown range, but there are feats for that (Far Throw for example).
It also allows you to go for a dual wielding Paladin, with both Dual Weapon Warrior and Dual Thrower.

HumbleGamer |
Though the Light Hammer crit spec is a bit more juicy
Just "a bit"!
I liked using the bladed scarf before the modifies
The bladed scarf is intended to be a weapon that includes the finesse trait and deals a little less damage. Change bladed scarf damage from "1d8" to "1d6" and add the "finesse" trait to weapon's traits.
on my paladin, being able to achieve:
- 1d8
- Reach
- Slashing damage
- Flail critical specialization
And because so being able to benefit from a keen rune while maintaining reach and the flail critical spec ( which is the same as the hammer, unless you put a grievous rune ).
By lvl 16, with instrument of zeal, it was 3 strikes per round with no map, that had each at least 10% chances to make the enemy prone and slowed 1 ( Eventually, with a Fearsome Greater and Crushing Greater rune, for more party damage enhancement while lowering the enemy attack ).

SuperBidi |

Though the Light Hammer crit spec is a bit more juicy
True.
In fact, the issue I find with the Light Hammer build is that Champions are malee character (your main abilities, armor proficiency and Champion's Reaction, are all considering that you are in the fray). But the Light Hammer build has issues going melee as soon as the enemy has AoO. I find that the Dagger build, allowing you to switch hit, gives you the freedom of ranged attacks without impacting your ability to tank.
HumbleGamer |
Bastion is kinda tricky as the champion already has quick block.
A shield is going to last 4/5 hits, and increasing the number of blocks would directly affects the "life" of a shield.
For example,
a lvl 10 champion ( assuming the quick shield block lvl 10 archetype feat ) would probably play with a lesser sturdy shield ( lvl 7 ).
The shield has Hardness 10, HP 80, and BT 40.
Divine ally shields increase HP by 50% ( resulting in 50% extra BT ), switching to 120 HP and 60 BT. Hardness also incrases by 2 ( untyped bonus ).
If a champion would like to go with quick block + quick shield block, he could work towards exploiting different ways to get more hardness:
- Everstand Stance ( +2 Hardness - Untyped bonys )
- Dwarven Reinforcements ( +2 Hardness - Circumstance bonus )
- Emblazon Armaments ( +1 Hardness - Status Bonus )
This, along with divine ally shield, would give you +7 Hardness ( 17 hardness, or 20 hardness if you are capable of getting a lvl 10 sturdy shield by lvl 10 ).
Making you able to withstand many times attacks of an enemy of the same level ( a clay golem will do 23 average damage, resulting into 10 shield blocks with 17 hardness or 20 shield blocks with 20 hardness ).
Then the extra shield block would make more sense ( it's unlikely you'll find a fight which lasts 10-20 rounds ).

Gortle |

For the Throwing Paladin, I encourage you to look at a Dagger instead of a Light Hammer. As it is Finesse, it will allow you to switch hit. And if you have the proper deity (Vildeis, Pharasma), your Dagger deals 1d6 of damage. You just lose on the thrown range, but there are feats for that (Far Throw for example).
It also allows you to go for a dual wielding Paladin, with both Dual Weapon Warrior and Dual Thrower.
Its a a couple of extra feats, when you can just throw when you are at melee range. Plus I like prone on a critical. As you have probably detected I have a bias towards hammers and flails.

Sanityfaerie |
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A little combo I've noted before: Bastion can be amusing on an evil champ. It lets you get Shield Warden, and thus Shield of Grace... which means that you can shield block for a friend, split damage, and thereby trigger your Champion's reaction.
It's especially funny if you can somehow manage it on a tyrant where you have an ally grappling them while prone. You jump in the way of their blow, and then demand that for the temerity of striking you they kneel... except that they *can't* kneel because they're already prone, and so you punish them for their disobedience. It's just so *deliciously* LE.

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Regarding ability scores: while going full plate is the most obvious route, it does leave you vulnerable to non-damaging reflex effects like tripping. You're not really so MAD that going with one of the other heavy armors and a splash of Dex isn't an option. This also opens up a few more skills, ranged options, and makes it easier to afford your heavy armor at level 1. It also helps open up the Feather Step feat which can combine very nicely with Ranged Reprisal and perhaps a reach weapon/AoO build: you can operate in difficult terrain, they provoke in it when they can't step.
Intelligence is quietly useful because repairing shields gets harder with higher level shields. This is something you could delegate to someone smarter in the party, but it's also something you can do yourself. (Or you know, do yourself in PFS when you don't know if there's going to be a handyman in the party.) Heavy armor makes you not all that MAD so an Int 12 or 14 can be squeezed in. Also thematic for a Torag champion.

CaffeinatedNinja |
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Having played quite a bit of Paladin, I have to rank a polearm considerably above a 2handed sword. Yes you lose a bit of damage, but, particulary with the step from ranged reprisal, it allows you to far more reliably counteract. Not to mention reach is crazy good in general.
And yes, for a shield paladin gnomish flickmace is absurdly good (really should nerf that hah)

Gortle |

But from level 10 you aren't. Go with the lighter armour before then if it bothers you. Its standard. I'm not going to repeat standard advice with every build. That way leads to a 100 page guide that only a few people like me will read (1 or 2 pages is my goal). Though I did mention other armours on those types. Throwing build was mounted anyway so the move doesn't matter.

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If you're going longbow, I wouldn't go fullplate. You obviously already have decent Dex, so go with splint mail instead (only 13gp) and an armored skirt. Now you have the same AC and even better reflex save as in full place, at lower cost, and the same bulk. Only downside is the Noisy trait. By level 5 you can bump your strength to 16, lose the skirt and the Noisy.
Also a shout out to the Bargain Hunter feat; 2 extra GP at character generation is relevant when you'd like to start with heavy armor. The character I mentioned here could start with splint mail and armored skirt, a sling, adventurer's pack, and a dagger. Soon as you get the gold you buy a +1 composite bow.
Also useful to remember that buying a magic weapon circumvents the specific weapon's cost, which matters for composite bows at low level.

Sanityfaerie |
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If you're going longbow, I wouldn't go fullplate. You obviously already have decent Dex, so go with splint mail instead (only 13gp) and an armored skirt. Now you have the same AC and even better reflex save as in full place, at lower cost, and the same bulk. Only downside is the Noisy trait. By level 5 you can bump your strength to 16, lose the skirt and the Noisy.
Also a shout out to the Bargain Hunter feat; 2 extra GP at character generation is relevant when you'd like to start with heavy armor. The character I mentioned here could start with splint mail and armored skirt, a sling, adventurer's pack, and a dagger. Soon as you get the gold you buy a +1 composite bow.
Also useful to remember that buying a magic weapon circumvents the specific weapon's cost, which matters for composite bows at low level.
Armored skirt gives extra AC with "breastplate, chain shirt, chain mail, or scale mail". Splint isn't on the list.

Kelseus |
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I would argue against taking Attack of Opportunity, especially on a Paladin. I am currently playing a level 12 Pal, and I find that pretty much every turn I am declining to use AoO so that I can keep my reaction for Retributive Strike. Its a better hit (adding 4 persistent good) and it helps my allies.
I also want to second reach with Ranged Reprisal. Any creature that is within reach of your champion's reaction is also within a Step of your reach weapon's range.

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Ascalaphus wrote:Armored skirt gives extra AC with "breastplate, chain shirt, chain mail, or scale mail". Splint isn't on the list.If you're going longbow, I wouldn't go fullplate. You obviously already have decent Dex, so go with splint mail instead (only 13gp) and an armored skirt. Now you have the same AC and even better reflex save as in full place, at lower cost, and the same bulk. Only downside is the Noisy trait. By level 5 you can bump your strength to 16, lose the skirt and the Noisy.
Also a shout out to the Bargain Hunter feat; 2 extra GP at character generation is relevant when you'd like to start with heavy armor. The character I mentioned here could start with splint mail and armored skirt, a sling, adventurer's pack, and a dagger. Soon as you get the gold you buy a +1 composite bow.
Also useful to remember that buying a magic weapon circumvents the specific weapon's cost, which matters for composite bows at low level.
Ah yeah well you could do it with half plate. Although that doesn't net you the financial benefit unfortunately. But it still lets you work with a starting strength of 14.

lemeres |
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I would argue against taking Attack of Opportunity, especially on a Paladin. I am currently playing a level 12 Pal, and I find that pretty much every turn I am declining to use AoO so that I can keep my reaction for Retributive Strike. Its a better hit (adding 4 persistent good) and it helps my allies.
I also want to second reach with Ranged Reprisal. Any creature that is within reach of your champion's reaction is also within a Step of your reach weapon's range.
AoO is a secondary reaction, for sure, but it covers key tactical situations that fills in the gap for your reaction.
The main argument for AoO is a simple situation: "Oh no, the wizard is over 20 feet away from me, and that thing is trying to run around me to get to the wizard".
And yes, the enemy can step to avoid your AoO. But you want to make them "have" to step to avoid your AoO. That is one less action they have when they charge at your team mate. The enemy has to move and then attack, and having one less action means the difference between a blue dragon biting your wizard for 32 damage, and the blue dragon getting off a full draconic frenzy with three attack for 83 damage.

Gortle |

Kelseus wrote:I would argue against taking Attack of Opportunity, especially on a Paladin. I am currently playing a level 12 Pal, and I find that pretty much every turn I am declining to use AoO so that I can keep my reaction for Retributive Strike. Its a better hit (adding 4 persistent good) and it helps my allies.
I also want to second reach with Ranged Reprisal. Any creature that is within reach of your champion's reaction is also within a Step of your reach weapon's range.
AoO is a secondary reaction, for sure, but it covers key tactical situations that fills in the gap for your reaction.
The main argument for AoO is a simple situation: "Oh no, the wizard is over 20 feet away from me, and that thing is trying to run around me to get to the wizard".
And yes, the enemy can step to avoid your AoO. But you want to make them "have" to step to avoid your AoO. That is one less action they have when they charge at your team mate. The enemy has to move and then attack, and having one less action means the difference between a blue dragon biting your wizard for 32 damage, and the blue dragon getting off a full draconic frenzy with three attack for 83 damage.
Precisely you are a defender. AoO is an important reaction to defend the rest of your party and control an area. For sure its an option which is of less value to you as you have another good reaction, but sometimes its the better choice.

Deriven Firelion |
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Snag quick shield block and divine reflexes and having AoO means just extra options for your three reactions a round.
Add in shield of reckoning for hilarity.
I have those. I just don't like the temptation of AoO. I'd rather keep ready to defend myself or the party. It sucks if you use your AoO, then suddenly someone takes a hit or you take a hit and you can't react.

Sanityfaerie |

From what I can see, it depends a lot on where your'e standing. If you're right in close wiht the rest of your party, then your Champion's Reaction is gold, and AoO is kind of a waste. If you're way out in front, then your Champion's Reaction is useless, and AoO is really quite handy.
That said, the Champion's Reaction is potent enough, and a big enough part of your budget, that I'd suggest adopting party strategies that focused heavily on the first of those two. It's not like there aren't other party-buffing auras and the like to axploit there.
Then, too, it competes directly with Shield Warden, and it's not like level 8 or level 10 are lacking in feats for the full-on defender Champion. I guess it might make sense if you were Tenets of Evil? Maybe if you were going two-hander rather than shield?

Kelseus |
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I'm in the same boat as Firelion. Everytime I use my AoO, I wish I hadn't because I would have been better off waiting for Retributive Strike. At level 11, RS also lets your allies ALSO get a free hit off.
AoO is good, don't get me wrong, but it is very situational. There are lots of fights where it isn't triggered once, where a RS could go off almost every round. By taking AoO, you are forgoing any other 6th level feats. Smite Evil and Litany Against Wrath are both good. While Shield Warden isn't great, it is a pre-req for Shield of Reckoning, which is fabulous. If you have a mount, you have to take the mount feat at 6th. All this is before you consider any Archetypes available. I would even argue that you might be better going and grabbing a second 4th level feat than AoO.

lemeres |

From what I can see, it depends a lot on where your'e standing. If you're right in close wiht the rest of your party, then your Champion's Reaction is gold, and AoO is kind of a waste. If you're way out in front, then your Champion's Reaction is useless, and AoO is really quite handy.
That said, the Champion's Reaction is potent enough, and a big enough part of your budget, that I'd suggest adopting party strategies that focused heavily on the first of those two. It's not like there aren't other party-buffing auras and the like to axploit there.
Then, too, it competes directly with Shield Warden, and it's not like level 8 or level 10 are lacking in feats for the full-on defender Champion. I guess it might make sense if you were Tenets of Evil? Maybe if you were going two-hander rather than shield?
My issue is that both situations can come in at the same time.
From my experience, paladins and melee rogues LOVE working together (at least when fighting, if not in RP). Both of them love to stay within 15' of eachother, because the rogue wants flanking and the paladin wants to use their reaction to protect a squishy party member that commonly gets attacked.
So while you are out front double teaming things with your rogue, the monsters might circle around and eat the wizard. So I would like to have options to deal with that, even if it is not my main focus.

CaffeinatedNinja |
If I'm way out in front, I want my shield block. I want to block incoming damage.
If I were playing a non-shield 2hander paladin, AoO would get taken. You're not taking shield feats at that point, so AoO doesn't have an opportunity cost and would be a positive for the build.
Agreed. A lot of times AoO can get you a free hit for monsters coming in to hit you too, where you wouldn't get your champion reaction off.

Gortle |
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If I'm way out in front, I want my shield block. I want to block incoming damage.
If I were playing a non-shield 2hander paladin, AoO would get taken. You're not taking shield feats at that point, so AoO doesn't have an opportunity cost and would be a positive for the build.
So does your GM often follow the tactic of ignoring the champion and going after everyone else first? Followed up with area of effect spells if you all stand together?

AlastarOG |
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Deriven Firelion wrote:So does your GM often follow the tactic of ignoring the champion and going after everyone else first? Followed up with area of effect spells if you all stand together?If I'm way out in front, I want my shield block. I want to block incoming damage.
If I were playing a non-shield 2hander paladin, AoO would get taken. You're not taking shield feats at that point, so AoO doesn't have an opportunity cost and would be a positive for the build.
That's also been my experience, a champion without AoO can just be ignored and walked past, kept for the end because they do less damage than other classes.
And if the party counters that by stating grouped, a lot of monsters have AoE

Deriven Firelion |

Deriven Firelion wrote:So does your GM often follow the tactic of ignoring the champion and going after everyone else first? Followed up with area of effect spells if you all stand together?If I'm way out in front, I want my shield block. I want to block incoming damage.
If I were playing a non-shield 2hander paladin, AoO would get taken. You're not taking shield feats at that point, so AoO doesn't have an opportunity cost and would be a positive for the build.
We move into position. Usually party composition is two to three melee depending on party size, some kind of caster usually a hybrid healer, and a ranged guy bowman or caster. Ranged stay beyond 30 feet usually to about 60 feet. Hybrid healer around 30 to 60 feet usually with reach spell depending on size of area.
Champion and martial try to set up flank if able.
Enemy usually picks a soft target other than the champion. Champion punishes for target for attacking other target. Enemy turns on champion, champion uses shield block to reduce damage. Enemy casts a spell, generally other martial has AoO. They attack.
AoO only stops casting on a critical hit. So no assurance casting will be halted on an AoO. If the spell goes off and damages someone, activates champion reaction which occurs on any damage from any source as long as both within 15 feet.
That's how we generally set up. I've tried a champion with an AoO, but it's hard to best time when to use it. So I just prefer not to even have it to reduce my decision making process and keep my group role simple and effective. I'm there to punish the enemy for doing damage to other party members and stay alive reducing incoming damage to myself.
I won't say having an AoO isn't nice on occasion. In my experience, the champion is at their best making sure to punish damage to other characters and blocking incoming damage making themselves enormously hard to kill.
Even as a DM champions that focus on those two things are super annoying. You can't kill them to get rid of them and if you attack other characters, they just punish you again and again.

Deriven Firelion |

Gortle wrote:Deriven Firelion wrote:So does your GM often follow the tactic of ignoring the champion and going after everyone else first? Followed up with area of effect spells if you all stand together?If I'm way out in front, I want my shield block. I want to block incoming damage.
If I were playing a non-shield 2hander paladin, AoO would get taken. You're not taking shield feats at that point, so AoO doesn't have an opportunity cost and would be a positive for the build.
That's also been my experience, a champion without AoO can just be ignored and walked past, kept for the end because they do less damage than other classes.
And if the party counters that by stating grouped, a lot of monsters have AoE
I've tried this tactic as a DM. It doesn't work very well. An enemy using move actions to go after the back line ends up falling behind very quickly in the damage race. The champion can quickly move into position to get their reaction again, while the enemy has fallen behind in the damage race and it's about to get worse as the champion starts using their reaction against them.
There are few times where I've seen a champion get hammered or be fairly useless:
1. Ranged assault. If a group of casters or strong ranged enemies start hammering the party, champion is fairly useless. But is a lot of the party including AoO reaction based attackers. If you don't have strong ranged attackers or mobility, you are going to lose this fight.
I've seen this happen to party's who fail to build strong casting support or ranged attacking ability. It's why when I hear players like Exocist tout AoOs, I wonder if they have ever dealt with a heavy duty ranged assault using mobility and ranged attacks. I have and I use this tactic as a DM. It's why party's need to be built to fight at range or they're going to lose at some point.
2. Huge or larger creatures. If you are setting up flanks for non-rogues, keeping within 15 feet of the champion on huge or larger creatures is tough.
That is where AoO would likely help more, but even then sometimes the AoO doesn't activate as these creatures have such immense reach that they don't have to move much to smash people.

Deriven Firelion |

Deriven Firelion wrote:An enemy using move actions to go after the back line ends up falling behind very quickly in the damage race.If the Champion doesn't have AoO or then he is only blocking his own square. So its pretty easy to target who ever you want in one move.
If the monster attacks someone else, then the Champion's Reaction activates. AoO doesn't stop anyone from moving past you. All it would do is give you an attack. I'd rather use two Champion's reaction if it moves past me to attack some other party member as it is easier for us to set up for everyone to be within 15 feet if the DM is playing monsters in this fashion. You pick up Divine Reflexes and get a few Champion's Reactions.
This whole idea of moving around you easily has a lot of factors involved in it. Is it a hallway? A room? What size? How can the party set up? Is it outside? If it is outside with no ranged capability, we might just set up with the Champion in front of the ranged attackers and hammer at range letting the creature close, then hammer it in melee.
Give me a scenario. On average when I play my champion, I don't find the AoO super useful. The only class I really focus on AoOs is when I play a fighter.

Gortle |

You are talking as if it costs the Champion something significant to have an AoO -it's only one level 6 feat. Or they can't make a valid tactical judgement. I enjoy tactical decisions. Also only 1 Champion type gets Retributive Strike. I recommend every martial character picks up AoO except for Rangers as their version is pathetic.
Often the Champion can't stand within 10ft of soft party members for valid tactical reasons. No I don't want to go through it for you step by step, work it out. I'm also totally happy for your play experience to be different than mine.

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I like AoO because it completes the "every action gets punished" triangle. Attack the paladin, get shield blocked/fight against the highest AC. Attack their allies, get punished. Try to move so that you're not in the paladin's service area, get AoO.
There's a bit of gambling involved in whether to greedily take AoOs every time the opportunity presents itself. If an enemy is coming closer and you can take AoO, you might want to hold off to instead shield block or retributive strike their attack.
But if you see an enemy moving away and you can guess that they're not going to be standing in your service area when they make their attack, then you're not going to regret that AoO so much.

HumbleGamer |
I like AoO with the FA variant rules, because plenty of feats kicks in and I like alternatives, but I fail to find any good spot to get it with CRB rules.
As for a Paladin, there's indeed difference between
"killing an enemy, in response to an attack"
and
"killing an enemy who's trying to perform a manipulate action or moving away"
Because in the former you strike but the ally takes damage, while in the latter you have a chance to kill the enemy before it might do harm to you or your allies.
But, in my experience, it's pretty rare ( I say it's pretty rare because it never happen that, in my games, an enemy with health low enough to be killed by an AoO was available for the AoO ).
Also by lvl 11, with exalt, you'd probably exploit your champion reaction even more than before.

AlastarOG |

Also AoO covers some scenarios that don't include a strike, which is a fair bit of them.
What if you're fighting a high level enemy that's a wizard? You can be parked right in their face and they will cast a fireball on your party and move away laughing (probly costing you 2 strides to their one).
What if you're fighting an archer in melee and he's just shooting at your backline beyond your 15 feet?
What if you're fighting a skirmisher that does a Stride/Strike/Stride combo ( a lot of creatures even have action economy efficient special powers for this)
If you're fighting a horde of striking mooks, champions reaction, shield of reckoning, shield warding, all of these are the best and you should use them over AoO... but having AoO will come in handy a lot, probly more than any other option in your level 6 feats.

Deriven Firelion |

I looked over my character. By level 8 I have one reaction for Champion's Reaction or AoO. I focus that on defending the group. So I don't want to risk using it for an AoO and then have the enemy attack a party member.
Maybe when I pick up Divine Reflexes, I'll fit in AoO. See if it works out when I have that extra reaction for Champion's Reaction. Champion's reaction is the priority, not trying to do more damage for me.
If I wanted to focus on damage, I'd play a different class that does more damage like a fighter or rogue.

Sanityfaerie |

You are talking as if it costs the Champion something significant to have an AoO -it's only one level 6 feat. Or they can't make a valid tactical judgement. I enjoy tactical decisions. Also only 1 Champion type gets Retributive Strike. I recommend every martial character picks up AoO except for Rangers as their version is pathetic.
Often the Champion can't stand within 10ft of soft party members for valid tactical reasons. No I don't want to go through it for you step by step, work it out. I'm also totally happy for your play experience to be different than mine.
If you're talking a shield-based paladin, then that level 6 feat is actually pretty important (unless you have free archetype and can cheese it with sentinel).
lvl 6: Shield Warden
lvl 8: Quick Block, Second Ally
lvl 10: Shield of Reckoning, Radiant Blade Spirit
lvl 12: Divine Wall. Possibly Aura of Faith.
lvl 14: Divine Reflexes. Possibly Aura of Vengeance.
lvl 16: Instrument of Zeal, Shield of Grace
Basically, Shield of Reckoning is significant enough to be worth making sure you get Shield Warden for the unlock, and every feat slot after lvl 6 already requires making choices about what you can afford to do without. It's less of an issue on non-paladins (who don't need to care nearly as much about cranking their weapon strikes) and on two-handers (who should take AoO because they don't have Shield Warden in the first place) but for the paladin-with-a-shield build, it starts getting pretty tight.

gesalt |

I will say that I don't see the big urgency with long ranged combat. Unless everyone has true sight or some other precise sense with unlimited range, a single level 1 illusory object is enough to create a 20ft burst of cover that ranged can't do anything about because of the illusion buffs in this edition.
Dealing with massed casters is different. Do un-disbeliebed illusions count for line of effect? No, because they aren't real/solid, but would a caster who hasn't identified that it is an illusion attempt to cast a spell where their line of effect would be broken? That's a better question.
In either case, once ranged combat has been trivialized by a 1st level spell, all that remains is optimizing melee combat which you generally do by maximizing the odds of getting 2 attacks per round and getting a reaction strike in. Hence why you always take AoO.

AlastarOG |

I don't think it's as trivialized as you think it is ...
Illusory object is on two lists out of 4 and requires someone to cast it, which isn't the case in most teams.
I certainly keep it learned and use it occasionally, but I need to win initiative and it needs to be a fight vs ranged ennemies which is t always the case.
Meanwhile, skirmisher creatures with high speed and action efficient special moves are not ranged and still a threat so AoO definitely has room.
Not to mention that even if you're in melee with a caster, that changes jackshit if you can't punish them for casting in your face or running away (say striding to being 20ft. Away from you and casting cone of cold or striding to your backline and hitting them).
Also an illusory 20ft. Wall hides them from you as well as you from them.

Deriven Firelion |
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I will say that I don't see the big urgency with long ranged combat. Unless everyone has true sight or some other precise sense with unlimited range, a single level 1 illusory object is enough to create a 20ft burst of cover that ranged can't do anything about because of the illusion buffs in this edition.
Dealing with massed casters is different. Do un-disbeliebed illusions count for line of effect? No, because they aren't real/solid, but would a caster who hasn't identified that it is an illusion attempt to cast a spell where their line of effect would be broken? That's a better question.
In either case, once ranged combat has been trivialized by a 1st level spell, all that remains is optimizing melee combat which you generally do by maximizing the odds of getting 2 attacks per round and getting a reaction strike in. Hence why you always take AoO.
Why can't they do anything about it? What makes you believe this? Let me see this rule I missed other than disbelieve as an action.
There are lots of ranged attackers. Dragons with breath weapons. Witchfire with beams of energy. Wveryns with tail spikes. All that can fly and move around in the air.
Then there are purple worms who can burrow around you and come up at any point to attack, quickly swallow, and burrow away.

gesalt |

Why can't they do anything about it? What makes you believe this? Let me see this rule I missed other than disbelieve as an action.
There are lots of ranged attackers. Dragons with breath weapons. Witchfire with beams of energy. Wveryns with tail spikes. All that can fly and move around in the air.
Then there are purple worms who can burrow around you and come up at any point to attack, quickly swallow, and burrow away.
An illusion of any solid mass will instantly render both parties undetected to each other assuming they rely on sight. At minimum, you need to seek or interact with the illusion to disbelieve it. Seek has no mention of distance in regards to illusions, but it does mention using a 30ft cone or 15ft burst for precision in finding creatures. Given that I doubt you or anyone else would start rolling secret perception to break illusions the moment anybody casually observed a wide area, I'm assuming any long range encounter against beings that rely on sight can be trivialized by throwing up illusions as needed to prevent any effective offense past guess-work or long range AoE spells. Spell slots shouldn't be an issue since it's a 1st level spell and there's a staff that has it. Any arcane or occult caster or caster/caster multiclass should be fine.
More generally, even on an open plain, you can fairly effectively hide the party in contiguous illusion bursts (something hollow to not blind the party usually) to approach a position or buy time to enact some other plan. You aren't immune to area effects obviously, but in the dragon example, scent is still imprecise, and it still has no idea if it even has line of effect without checking for illusions and getting close enough to do so.
The wyvern and purple worm aren't even ranged combat though. As far as I can tell wyvern spikes are just reach and the worm still needs to enter melee to do anything. Considering the tremorsense and being unable to extend the illusion underground, there's not much point to trying to play the illusion game with it.
On the topic of area spells, they don't need LoS to place, but they do need LoE to origin point. At which point the question becomes does a caster who doesn't know that the obstruction isn't real have LoE? If the gm says no, then the best they can do is place the AoE just outside the illusion which is far from ideal for targeting purposes until you get to things like eclipse burst.