Pathfinder Paladin Guide (1st-13th level)

Introduction

Out-of-Combat Role: The typical out-of-combat role of a Paladin is Charisma-based skills (normally Diplomacy).  Given that Diplomacy is such a power skill, this party role is large enough to dominate out-of-combat play.  While I have not seen many Paladins play with a high Handle Animal skill, it would make sense given the advice in Optibuilds’ Skills PDF Part 1 and given that it is a Charisma class skill for Paladins.  Admittedly, the advice in the skill guide is so powerful that many GMs will ban it after getting a whiff of it, unless you are doing high-powered gaming.  This leaves Sense Motive as the go to skill to maximize.  It’s just a powerful out-of-combat class skill to have, especially for a party face, even if Wisdom is your dump stat.  Other skill chose are secondary and should be dependent on what the party needs.  After all, your skill points are few and precious.

Code of Conduct: Many people (GMs and gamers) have tried to place game play responsibilities onto Paladins that make playing with one a very rigid and intolerable affair.  However, the following are quotes from Pathfinder rules and is the only guide that should limit a Paladin’s actions.

  • A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.
  • Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish [and punish is not defined here as killing them dead] those who harm or threaten innocents.
  • Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Comments added.

Combat-Role:  Okay, depending on whether you are human or not, you get 7 or 8 feats by 13th level. This means that feat intensive combat builds will almost completely consume your allotment of feats.  For instance, there are 7 core feats for an archer through 13th level (Point Blank Shot, Rapid Shot, Precise Shot, Manyshot, Deadly Aim, Clustered Shots, and Improved Precise Shot).  These feats give you accuracy and damage with a bow.  With that said, the standard paladin has an ability called Smite Evil that automatically gives the Paladin accuracy and damage v. Evil Creatures (+Charisma Mod to attack and +13 damage per attack at 13th level).  Further, Smite Evil bypasses all damage reduction.

Given that almost all encounters involve Evil creatures and that there are ways to increase the number of Smite Evils a day a Paladin can get, you have a dilemma.  Should you just invest in Smite Evil or go a traditional build route and occasionally use Smite Evil?  Maybe you will choose to do a combination of the two.  I think it depends on how many Evil Creatures your GM throws at you a day.  Therefore, optimizing a Paladin’s combat style depends strongly on GM style.

Let’s build a Paladin Archer who is built for heavy combat dungeons and saves the Smites as a finishing tool for the Big Bad Monsters and the end.

Getting Around Paladin Weaknesses:All optimized Paladins find a way to lessen the negatives of the Paladin Class.  These weaknesses are limited class skills, low skill points, mobility, and limited access to spells.

Pathfinder Paladin Archer Guide (1st – 13th Level)

Archetype:Divine Hunter – You get Precise for free.  You lose Heavy Armor Proficiency, but you will be using light armor anyway.  The archetype is a no brainer for the Paladin Archer who is not going to focus on maximizing Smite attacks.

Race: Any race that gives you a bonus to Dexterity without harming your Charisma is a good start. After that its all about the extras (vision, other stat bonuses, flight, etc…) Races that give you bonuses to your save are not as highly coveted as with other builds (Half-Orc I am looking at you), but it still something to consider.  Human are great for the extra feat and skill points.  For the purposes of this build, let’s go with the Gathlain (+2Dex, +2 Chr, -2 Con, +1 natural armor, small size, entangle spell, feather step spell and flight).  May be a little frail, but access to flight, especially at low levels, is great.

Traits (Boost Your Saves):Dangerously Curious; and I don’t know

Stats (20 points): Str (10); Dex (18); Con (12); Int (9); Wis (7); Cha (18). You could go with a 19 Dex and 7 Int, but I want some skill points.  Put first stat level bonuses into Intelligence. Put your remaining state bonuses into Dexterity.  Your first belt should be a +2 Belt of Dex, which you will then convert into a +2 Belt of Con / Dex at higher levels.  A headband of +2 Chr which is then made into a + 4 Chr headband is optimal.

Favorite Class Selection:  This one is tough, you could use hit points and skill points.  I say use your flight to get to high places, out of the way of attack and go with the skill points.  If you choose to go with hit points, I would not hate you.

13th Level Skills (39pts): UMD (12), Diplomacy (12), Ride (1), Flying (13), and Handle Animal (1) – see Optibuilds’ Skills PDF Part 1.

Feats: I am leaving you with some decisions to make on your own here. With that said, I would take feats in the following order: 1) Pt. Blank Shot, Precise Shot; 3) Rapid Shot; 5) Deadly Aim; 7) Manyshot; 9) Clustered Shots; 11) Improved Precise Shot; and 13) whatever.

Mercies: 3rd: Sickened (Fatigued if you are running with Barbarians); 6th: You don’t get one; 9th: Nauseated; 12th: Stunned

Spells: 1) Divine Favor (x2), Protection v. Evil, Open Slot; 2) Ironskin (x2), Open Slot; 3) Magic Weapon Greater, Open SlotNote: With 15 minute of preparation you can prepare your remaining open spell slots, once you figure out the additional spells that will be helpful for the day. Also note that these suggested spells are for typical adventures.  If you have specific information about what will happen in the upcoming day, optimal spell selections could be different.

Wands: Cure Light Wounds (after battle) and Divine Power [(2nd level so it will last for two minutes a use) (use at the first sign of danger before initiative, never after) (works great with Fated Favor Trait)] are the ones that you would use the most.  With that said, there are so many first level spells – and occasionally second level though they are much more expensive – that can help the party.  Figure out what kind of spells your party needs to succeed.

Equipment: By 13th level something like the following would be nice: +2 Belt of (Dex/Str/Con) (16K); +3 Adaptive Longbow Comp (19K); Backup Bows: Two +1 Adaptive Longbow Comp (6K); Efficient Quiver (1K); +3 Mithral Chainshirt Armor(10K); +3 Spikes your Armor (18K); +3 Cloak of Resistance (9K); +2 Ring of Protection (8K); Ring of Force Shield (4K);  Winged Boots (12K); Bracers of Falcon’s Aim (4K); Google’s of Darkvision

Multi-classing / Oaths / Different Races / Different Feats: Dipping into Fighter, different races, Oaths, and/or switching the focus of the build to maximizing smites will affect optimal feat selection.

Tank / Striker (coming soon)

Mounted Charger (coming soon)

Combat Healer (coming soon)

Also see this Paladin Archer and Paladin Tank.

 

2 Responses to Pathfinder Paladin Guide (1st-13th level)

  1. Luke says:

    Other good Traits for Paladin builds are Magical Knack (+2CL, so only -1 total) and Defensive Strategist (must worship Torag, can’t be flat-footed at start of battle even if surprised). One level dip into Oracle for Sidestep Secret (Use Cha in place of Dex for AC & Reflex) or Nature’s Whispers (Use Cha in place of Dex for AC & CMD) in non-Dex based builds is really good. Taking Legalistic as the required Oracle Curse (cannot break your word) actually just provides benefits because not lying is part of the Code anyway. Some good 1st level only feats (if you can fit them) are Noble Scion: War (Use Cha in place of Dex for Init) and Fey Foundling (+2 extra HP healed per dice, +2 vs death effects).

  2. Mark says:

    As you wrote, one weakness for paladins is mobility, so a mount is helpful (whether it’s a divine bond or just a critter you bought from the store). If you are an archer who has high dexterity, it won’t take many skill points to get a Ride bonus of 9, which means you’ll automatically get to have your mount move & attack without you losing your own action.

    In the case of my halfling archer, she uses a goblin dog because paladins are immune to diseases like its dander attack (and because goblin dogs have a 50′ speed and are just fun). If it dies, a replacement is only 50 gp.

    Although paladins don’t have Perform as a class skill, they do have high charisma, which made a masterwork Pipes of the Sewers a good investment for her (and in keeping with her rodent theme).

Comments and Questions are Appreciated