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View Full Version : Pathfinder Paladin - Defender/Controler Feats and general advice



arkol
2011-03-23, 10:56 AM
I'm building a Paladin for the Council of Thieves path but I'm a bit lost regarding the feats.

Right now I'm considering human with step up but I have no idea for the second or future feats.

My idea is to have a fighter capable of pinning the opponents where they are or at least avoid them to get where they want (ie: the squishy casters).

Any ideas on how to do this in pathfinder?

Any other general advice for paladins in pathfinder is welcomed too.

grarrrg
2011-03-23, 03:33 PM
My idea is to have a fighter capable of pinning the opponents where they are or at least avoid them to get where they want (ie: the squishy casters).

Focus on Dexterity, Tripping with Reach, and lots of Attacks of opportunity.

Dex-based Feats: Weapon Finese, Combat Reflexes, Lunge (+5ft. melee range), Agile maneuvers (get Dex to CMB instead of Str)

A Whip is the only Pathfinder weapon with Trip, Reach, AND Finesable. But it is non-lethal only (unsure if Scorpian Whips are finesable, and Spiked Chains no longer have Reach)
There are other combinations that grant you 2 of the 3 attribuites, but a Whip is the only one with all three.
On the plus side it is 1-handed, so you could wield a 'damage' weapon (or shield > shield bash) in your other hand.

Humans are slightly worse in PF than in 3.5, they didn't get worse, the other races just got better, at least once you consider ACF's.

Humans in PF get a bonus feat, and +1 skill point/level. They can also trade in Favored Class Bonus (paladin) for points of Energy Resistance.

Half-Orcs (http://www.d20pfsrd.com/races/core-races/half-orc) can trade their Racial weapon proficiency for Proficiency with Flails and Spiked Chain. Half-Orcs also have Orc Ferocity which can be handy in a pinch, or traded away for an ACF. They also have Darkvision.

Half-Elves (http://www.d20pfsrd.com/races/core-races/half-elf) can trade their Skill Focus feat for ANY one weapon proficiency. They also have Low-Light Vision, Immune to Magic-Sleep, and a couple other minor benefits.

Halflings (http://www.d20pfsrd.com/races/core-races/halfling), become a good choice if you decide to go with a mount. It has stat bonuses to Dex and Cha, Sure-Footed can be traded for a bonus on Ride and Handle Animal. Small-Size bonuses and penalties cancel out, and the 20ft. movement is meaningless on a Mount. Another Mounted bonus, because their mount is Medium, they can ride it indoors.

arkol
2011-03-23, 03:45 PM
Whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).

This kinda kills an otherwise interesting idea...

grarrrg
2011-03-23, 06:16 PM
This kinda kills an otherwise interesting idea...

Whoops, missed something.
Alright, ignoring the Whip.

Finesse + Trip + Reach:
Spear, Chain, maybe, not sure, confusion about this on the SRD, it is listed twice, once as "flying talon" once as plain, one is in "Exotic Light", the other is in "Exotic 2-handed". If someone has the APG and can clear this up? Otherwise this would be your best bet.

Weapons list (http://www.d20pfsrd.com/equipment---final/weapons)
Finesse + Reach:
(none)

Finesse + Trip:
Kama (1-hand, exotic, light)
Chain, Spiked (2-hand, exotic)

Trip + Reach:
Guisarme (2-hand, martial)
Horse Chopper (2-hand, martial)
Fauchard (2-hand, exotic)
Flailpole (2-hand, exotic)
Meteor Hammer (2-hand, exotic)


Looks like you're probably going to need a decent Str score. Although Kama/Spiked Chain + Lunge can work.

arkol
2011-03-23, 06:24 PM
Lunge (Combat)
You can strike foes that would normally be out of reach.

Prerequisites: Base attack bonus +6.

Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

Thus won't work on aoo's made during the opponents turns.. :smallsigh:

Instead of trip however, one could go with stand still...

grarrrg
2011-03-23, 09:54 PM
Thus won't work on aoo's made during the opponents turns.. :smallsigh:

Instead of trip however, one could go with stand still...

Strike 2.
Sorry, read the "until your next turn" on the AC penalty, and thought it applied to the reach as well...

Stand Still it is then.


Well there's still hope for the Spear Chain.
Or you're going to need a decent Str score, as Finesse won't be an option.
Or be an Oakling (http://www.d20pfsrd.com/races/3rd-party-races/oakling) and take the "Mighty Oak" feat.