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T.G. Oskar
2014-05-12, 09:10 PM
A Guide to the Pathfinder Paladin through the eyes of a Dungeons & Dragons 3.5 Player
Arguably one of the most controversial character classes if only for its restrictive code, the Paladin is often a misunderstood class. A penchant for Lawful Goodness often turned into extremism, the Paladin is expected to do daring feats of heroism without the tools a scoundrel or amoral warrior have. In exchange, they gain powers and abilities to give the good fight against evil creatures, and also being a survivor against the worst Evil can muster.

This guide will only skim through that. Frankly, the last needed thing is to have a guide about how the Paladin is a powder keg waiting to explode. Then again, the “Powder Keg of Justice” is a pretty awesome way to play one. No, there is another reason why the Paladin is controversial.

From the very first incarnation in the Advanced Dungeons & Dragons 1st Edition Player’s Handbook, the Paladin has mostly remained the same. It has the ability to cure by means of laying off on hands, the ability to cast minor spells as would a Cleric, a holy weapon with incredible abilities, incredible survival skills, and the most restrictive playing style one can muster. The 3rd Edition of the Dungeons & Dragons rules kept most of the “sacred cows” intact, while adding a few goodies such as the ability to smite evil, but as the system evolved and the years passed, most people found great flaws within the Paladin. Some were ameliorated with the addition of alternate class features, providing for wildly different styles of playing, but one thing was almost taken as canon: you never play a Paladin beyond its 4th level, at the very most. That is for one reason: their progression is front-loaded, gaining everything good at the first four levels and then getting delayed progressions of things afterwards.

Come a few years later, Wizards of the Coast published the (arguably) divisive 4th Edition, and Paizo published the “successor” to the 3.5 Edition of D&D rules: the Pathfinder Roleplaying Game. Amongst the classes that were revised and that had the largest amount of changes, was obviously the Paladin. Probably boasting the largest increase in power between editions, the Paladin now plays quite differently from its earlier incarnation.

This guide, as would others, details how to best play a Paladin; at its core, it’s an Optimization guide. However, it is done with a twist.

For starters, I’m not a fan of the Pathfinder rules. There’s a few things in there I don’t like, some I find interesting and some amusing, but I’m a bit more comfortable with the loads and loads of content from 3.5. However, recently I’ve had to deal with the Pathfinder Paladin, and how much it has changed. I mention this because, being used to the 3.5 Paladin, watching how the Paladin works in the Pathfinder rules is quite jarring. There are two very good guides in the Internet, but none are published in an actual forum: Bodhi’s Guide to the Optimal Paladin and Antipaladin (https://docs.google.com/document/d/1SoUzuIY8EXh2Q0-JULnlckrBzG1nO4NFp7lep8c9EwU/edit?hl=en_GB&pli=1), and Cryptic’s Guide to the Pathfinder Paladin: Being a God’s Wrecking Hammer (http://www.d20pfsrd.com/extras/community-creations/cryptic-s-lab). This guide implements things from both guides, and for native Pathfinder players, this is a great resource (perhaps even better than this one?). This guide is designed for native 3.5 players who might be reticent to the changes, but for one reason or another are introduced to Pathfinder or its Paladin. There are two good reasons why I do so: first, I’m a homebrewer, and I’ve had to work with the Paladin in 3.5, so I should know very well (or at least have a firm grasp) of what are the flaws in 3.5’s Paladin, as well as its gains. The second, and most important, is that I’m a diehard Paladin fan. There’s one reason why I made a retool to the Paladin which I hope is my Magnum Opus; I can’t withstand seeing my favorite class used as a mere dip, or worse, replaced by the very good but differently-focused Crusader. This isn’t a pitch for my homebrew (I disdain the idea of shameless self-promotion, hence why you won’t see a direct link to it), but I believe this grants a unique opportunity to see the Pathfinder Paladin from a different perspective. This may “color” the opinion a bit, but for the most part, I intend to be as little subjective as possible.

So, without further ado, let’s begin with this journey, shall we?

Table of Contents


Introduction. (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17457684&viewfull=1#post17457684)What you should expect from this guide that makes it different.
Transition Guide. (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17457751&viewfull=1#post17457751) What should 3.5 players expect when playing Pathfinder, with emphasis on the Paladin.
Class Features. (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17457829&viewfull=1#post17457829) A notice about the core Paladin’s class features.
Approaches to Paladin. (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17457877&viewfull=1#post17457877)The various different combat styles a Paladin may use, and their degree of effectiveness.
Optimal Races. (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17457933&viewfull=1#post17457933) Which races are natural fits, which races are decent alternatives, and which races are not.
Optimal Feats. (1 (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17457949&viewfull=1#post17457949), 2 (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17458358&viewfull=1#post17458358), 3 (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17458525&viewfull=1#post17458525), 4 (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17458853&viewfull=1#post17458853), 5 (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17460068&viewfull=1#post17460068), 6 (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17460241&viewfull=1#post17460241), 7 (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17460639&viewfull=1#post17460639), 8 (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17461006&viewfull=1#post17461006), 9 (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17461083&viewfull=1#post17461083), 10 (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17462531&viewfull=1#post17462531)) Which feats work well with the Paladin, based on their choices of combat style and archetypes.
Optimal Spells. (1 (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17464468&viewfull=1#post17464468), 2 (http://www.giantitp.com/forums/showthread.php?348211-A-Guide-to-the-Paladin-through-the-eyes-of-a-D-amp-D-3-5-player&p=17464518&viewfull=1#post17464518)) Which spells should be part of the Paladin’s prepared spells per day, which ones should be left best to scrolls and wands, and which ones should be ignored.
Archetypes (http://www.giantitp.com/forums/showsinglepost.php?p=17464591&postcount=33) & more (http://www.giantitp.com/forums/showsinglepost.php?p=17464654&postcount=34) A run-down on each archetype.
Optimal Equipment. (1 (http://www.giantitp.com/forums/showsinglepost.php?p=17464830&postcount=36), 2 (http://www.giantitp.com/forums/showsinglepost.php?p=17467822&postcount=39), 3 (http://www.giantitp.com/forums/showsinglepost.php?p=17471799&postcount=40), 4 (http://www.giantitp.com/forums/showsinglepost.php?p=17471953&postcount=41), 5 (http://www.giantitp.com/forums/showsinglepost.php?p=17473213&postcount=44), 6 (http://www.giantitp.com/forums/showsinglepost.php?p=17473342&postcount=45), 7 (http://www.giantitp.com/forums/showsinglepost.php?p=17473441&postcount=46), 8 (http://www.giantitp.com/forums/showsinglepost.php?p=17477074&postcount=49), 9 (http://www.giantitp.com/forums/showsinglepost.php?p=17477504&postcount=50), 10 (http://www.giantitp.com/forums/showsinglepost.php?p=17480657&postcount=51), 11 (http://www.giantitp.com/forums/showsinglepost.php?p=17480737&postcount=52)) A run-down on each bit of equipment, including magic items.
Conclusion. (http://www.giantitp.com/forums/showsinglepost.php?p=17480823&postcount=54) Final words.
Epilogue: the Antipaladin. (http://www.giantitp.com/forums/showsinglepost.php?p=17480862&postcount=55) A slight mention on the Antipaladin alternate class.

T.G. Oskar
2014-05-12, 09:12 PM
IntroductionPlaying a Paladin can be jarring at first, because of how stereotype can work against you. It’s not as simple as saying “a Paladin is a LG blend of Fighter and Cleric traits set into a single class, with a code that forces them to be sticks in the mud”, because that would be not only a disservice, but wrong. The original intention of the Paladin was to be a variant of the Fighter, and the 1st Edition Player’s Handbook of the Dungeons & Dragons roleplaying game clearly points it out: they get the same progression of abilities as a Fighter, but replace their ability to build a castle and become a baron with some divine blessings. At most, their original intention was to evoke the feel of the knights in chivalric stories, such as the noble Paladins of the Chanson de Roland, the Knights of the Round Table from the Arthurian Cycle, and even the various famous knights that filled the imagination of Don Quixote in Miguel de Cervantes’ novel, El Ingenioso Hidalgo Don Quijote de la Mancha (though, I’d be sure that Cervantes would point out that the real writer, or rather, herald, was Mr. Ahmed Eggplant ;P). However, they have evolved into the divine champions of the gods, despite their original intention not being that, and thus people have compared them with the real divine champions of the faith, the Cleric. It doesn’t help that in nearly all editions the Cleric and the Paladin are quite similar. Still, even as the divine champions of their faith, they are still perceived as warriors first and foremost, clad in shiny heavy armor and brandishing a gleaming shield, living a virtuous path. This is certainly a way to play it, but if focusing on playing a good Paladin (an effective one, in comparison to a Good Paladin, who follows the tenets of altruism and self-sacrifice), it’s not the best. The guide, thus, is designed to point out where the Paladin excels and where it falters, but from a point of view of a 3.5 player.

Regarding format, I will use a color-coding system based off the idea of the color spectrum:


Red means a bad option; a “trap”, in geek parlance. This color appears when there’s an option that may seem good for Paladins, but actually isn’t. If the option doesn’t apply for Paladins, then it won’t even appear here.
Orange means the option is still bad, but at least it’s more useful than Red options. Perhaps you could work something out with it, or if you’re playing the right kind of campaign, it might work, but for the most part, it won’t.
Brown means it’s an option that’s fairly good. One of your first choices when there’s nothing else to go by.
Green means it’s a great option, but not the most optimal. Once you’ve chosen what’s good for your build, go raid these.
Blue means it’s the best option. Choose it. No questions asked.
Light Blue means that, of all options, it’s the absolute best. Ergo, better and brighter than Blue.
Purple means the rare option that’s both good and bad. If you’re a 3.5 player, think the Truenamer: generally, it’s a bad idea, but if you optimize well, then it goes straight from bad to broken. Being the mix of Red and Blue, it’s natural to point this out.
Black, of course, means that the option isn’t defined. It’s just me bolding things out, mmkay?


Finally, there’s a few phrases I’ll point out.


Bear with Me: this is a mini-rant about something. Remember: I’m not a fan of Pathfinder, but I try to be as least subjective as possible. This is just to point out something I find blatantly ridiculous. Out of respect, don’t expect to see this as a bash of any kind to the PF rules, but rather to things I don’t feel comfortable with.
Friendly Reminder: this is mostly to people who usually play 3.5, so that they remember that some rules have changed, wherever they’re appropriate.

T.G. Oskar
2014-05-12, 09:27 PM
Transition Guide
Very well, so you’re a 3.5 player, someone who knows how to play a Paladin, or love the “A-Game Paladin (http://community.wizards.com/content/forum-topic/3407376)” cooked by Tempest Stormwind & friends. You’ve read Dictum Mortuum’s Paladin’s Handbook (http://dictummortuum.blogspot.com/2011/08/paladins-handbook.html) and you’re confident you can make a Paladin that would get the approval of Sameo and sir Peter Fairgrave. But, you have a problem.

You’re not a good DM, and you really WANT to play. And the only people you can play with say “I prefer Pathfinder”. Don’t fret, my good friend: this small transition guide is for you.

Even if the game uses the same Core Mechanic, the playstyle is different. Things you used to rely on are no longer here, but there’s a few goodies you may wanna catch. Furthermore, you may be surprised to hear you can play the Paladin for all 20 levels! But, if you want to do it right, you’ll need to know a few things.

First: character progression is different. This is most evident in the feats: you no longer gain one feat every three character levels, but every odd level (3rd, 5th, 7th, etc.) That means you get a total of three additional feats, which is great! As you know, one of the big problems of Paladins is their extreme feat starvation, so this should help out, right?

Naturally, you’d expect that with more feats, the problem of feat starvation for the Paladin is solved, right? Well…that’s sorta wrong. You’ll notice some of the feats that you could rely on are now sorta weaker, or spread out. Let’s go with the lance-point of PF haters: Power Attack. In 3.5, you spent a few points and you get an equal damage return, or double that if you’re a two-hand weapon wielder. In here…you don’t get that much bang for your buck, though one-hand weapon wielders gain better returns. No longer do you get +40 to damage in exchange for your entire BAB. The follow-through is the split of Improved (special attack) feats into their Improved and Greater versions: you need both feats to get what you had in one on 3.5. This last one feels like cheating, because you need two feats to get what you had with one, so…where’s the gain in that? Also, some feats STILL require you to have scores that you may not be happy with, so you’re still restricted on that one.

Second: the combat maneuver change. This is a BIG change, actually. Originally, to use a special attack such as bull rush, disarm or trip, you needed to do as follows:

Make a touch attack. Opponent gets attack of opportunity unless you have Improved [special attack] feat.
Make an opposed Strength check against the opponent’s Strength or Dexterity check. Add modifiers to them.

Profit! (Or Loss. As would happen more times)


In Pathfinder, the rules are different:

Make a Combat Maneuver check. Target gets to make an attack of opportunity against you unless you have the Improved [special attack] feat. This check is opposed against Combat Maneuver Defense, which is a fixed target number.

Profit! (Or Loss, but YMMV)


As you can see, the process was reduced by ONE step, but it should be faster. Not only that, if someone uses this against you, you don’t need to roll.

So…what is a Combat Maneuver check, anyways? Remember the grapple modifier? The one that was BAB + Strength modifier + size modifier? Well, that’s the basis of a Combat Maneuver check; your Combat Maneuver Bonus. Your Combat Maneuver Defense works like Armor Class: 10 + the basis of your CMB + modifiers. The fun part is on the modifiers. When you make a Combat Maneuver check, you add all applicable modifiers to your attack bonus. Enhancement bonus to your weapon? Add to check (but only if you use the weapon; i.e. for sunder checks, or when you use a Guisarme to trip). The effect of a Bless spell? Add to check. The inspire courage bardic performance (oh yeah, Bards changed a bit, but this isn’t the scope of this guide), which grants a competence bonus to attack rolls? Add to check. Your friend decided to make an Aid Another check to your attack roll, and you chose to make a CM check? Add to check. Now, this may seem like HUGE compared to the CMD, but the CMD also gets its own share of modifiers: anything that adds to your touch AC also applies to the CMD. To put it succinctly: you’re making a touch attack against your opponent, and THAT defines its chance of success.

Oh, but how about size modifiers; the greatest banes of the martial characters willing to use these special attacks? Well, that was nerfed, but that’s both a bane and a blessing in disguise. Originally, each step was defined as follows: # of size categories increased x 4. Thus, if you increased two size modifiers, you gained a +8 to your Strength checks, and if you had two size categories decreased, that makes for a -8 to your Strength checks. In Pathfinder, it’s slightly different: 2^[|# of size categories| - 1] x (-1, if a size decrease). Thus, a Large character gains a mere +1 to Combat Maneuver checks (2^0 = 1), a Huge character gains a mere +2 to Combat Maneuver checks (2^1 = 2), while a Small character gains a measly -1 to its Combat Maneuver checks (2^0 = 1, turned negative). It seems complicated if looked as an equation, but it’s actually quite simple: 1, 2, 4, 8. That’s it. Thus, size modifiers no longer influence your checks that much, though size STILL influences whether you can affect the creature at all or not. Note, though, that you can trip smaller creatures than you.

Third: some of the special attacks, or “combat maneuvers”, differ. The biggest example here is Grapple: in 3.5, it was known as nightmarish, though it’s simple to remember. Recall the four steps above? Replace “Strength check” with “grapple check”, and you’ve got it. For a start. Afterwards, it was just using your standard actions to make grapple checks. Here, it just relies on Combat Maneuver checks, but the options are somewhat restricted: move, damage, pin or tie up, with pin leading to tie-up. Another is Sunder: in 3.5, no one used it because it destroyed valuable loot. In here…it still destroys valuable loot, but at least now you can just “break” the weapon (i.e., the “Broken” condition) by taking the item to half of its hit points (in summary: weapons take a -2 to attack and damage, and their critical threat range and multipliers are reduced to 20/x2; armor or shield have their AC halved and their ACP doubled; tools needed for skills impose a -2 penalty on skill checks; wands and staves consume twice as much charges; otherwise, the item isn’t affected but the condition itself reduces the cost of the item to 75% of normal).

Perhaps yes, perhaps not, but one thing is certain: I don’t intend to use grapple in PF, much as I don’t in 3.5. Notably, the change from grapple check to CM check should have made it easier, but there’s a LOT of hidden modifiers there that 3.5 doesn’t even consider. For example: why do I get a -4 penalty on the CM check if I don’t have my two hands free? Isn’t that why there’s the Half-Nelson grappling lock? But worse: why maintaining the grapple consumes my standard action, which I can only use to apply a single move? In 3.5, grappling was maintained as a free action (though it still required a check…), and what was more; you could make multiple attacks as part of a full-attack action! Sure, it was at a -4 penalty (hey look, that’s where the penalty’s gone to!), but if you won the grapple, you pretty much could pummel it into submission even with the penalty.

Fourth: the skill system was heavily revamped. Some skills got collapsed: Balance, Jump and Tumble got collapsed into Acrobatics; Decipher Script, Forgery and Speak Language were collapsed into Linguistics; Listen, Search and Spot were collapsed into Perception; Hide and Move Silently got collapsed into Stealth. Furthermore, some other skills got collapsed into another; the most notable is Gather Information being now an act of Diplomacy. Oh, and Use Rope no longer exists (good riddance!) However, that’s not exactly the biggest change: now, ALL skill ranks cost 1 skill point! You might miss the quadruple skill points at 1st level, but that’s no biggie. Class skills work differently here: if you have at least 1 rank in the skill, you get a +3 bonus on the check (thus, you get the same amount of bonuses you’d otherwise get). Most feats were readjusted to the new scores, so it’s not like you lost anything. Of the few things I can say I like about PF, the skill system is one. There’s just two little things, tho…

This is perhaps the strangest change around. If you wish to jump, you MUST take the Acrobatics skill…which is a Dexterity-based skill. Personally, I would have collapsed Climb and Swim into a new skill, Athletics, as it makes sense…and lump Jump in there (no pun intended). To be fair, when you expect an athletics competition, you expect to see a lot of High and Long Jumps (though the High Jump is pole-assisted). Thing is, Jump is an odd skill as it depends both on Strength and Dexterity (Strength for the impulse, Dexterity for the fall), as it’s a trait shared by both acrobats and athletes. Jump, for its best, should have remained separate and apply any of the two ability scores on its own. Note that this is also a 3.5 thing.

Let’s face it; that thing with Jump? Not that much of a hassle; it’s just a personal preference. That said, I LOATHE the Fly skill. The few people who get it as a class skill are…the spellcasters (and not the partial spellcasters; that includes our friend the Paladin, as well as our friend the Ranger), and it has an Armor Check Penalty, so people in heavy armor are screwed up to no avail. Really, it’s like the developers didn’t want knights to fly… The maneuverability aspects were subsumed into mere bonuses to the Fly skill, and you need to beat at least a DC 10 Fly check to move more than half your speed and remain aloft. This screws up pursuit, as a Wizard with the Fly spell gets enough maneuverability to matter, while a heavy-armor guy with, say, Winged Boots will rarely catch him. This is unfair and inane. Seriously, guys: WTF!?

Fifth: Polymorph works differently here. This is really minor, since Paladins really don’t transform into anybody, but any self-respecting 3.5 player at least knows about Alter Self. Well, now Alter Self isn’t what it was before, as it only grants a few things: you can no longer get a burrow, climb or fly speed, no other vision modes but darkvision (limited to 60 ft.), low-light vision and scent, no increase to Large size, no natural armor bonus, no natural weapons, no racial skill bonus, no racial bonus feats…and it only allows you to transform into humanoids, not into a member of your own type. Polymorph is now spread into multiple spells of their own, though it still exists as a nerfed version of its older self, mostly telling “if you transform into X, treat as Y spell”. Also, ALL the spells have the Polymorph subtype, though that happened almost at the middle of 3.5, so no biggie. That means spellcasters can’t turn into stuff better than you, but it also means that they can’t turn you into something better than the enemy. This also applies to the Wild Shape class feature of the Druid, so the Druid loses about 15% or so of its power?

Sixth: Casting defensively is another monster here. Concentration ceases to exist as a skill, which screws over everything that depended on it on 3.5 (largely Psionic Focus and the Diamond Mind discipline). Now, casting defensively is a check of its own, which uses the caster level and the key ability modifier of the spellcaster (in the Paladin’s case, Charisma). Concentration checks are ONLY done when casting a spell, rather than when doing any other action (d20 Modern would like a word with that…) The check DC is 15 + (2 x spell level), meaning that at first it’ll be near-impossible, but after 10th level or so it becomes reliable and at 20th level a non-issue. You can’t take 1 on it because of the cost, though.

Corollary to Sixth: Related to the one above: Concentration ceases to exist as a skill, and is now an attribute inherent to a spellcaster. You can still cast while grappled or pinned, but it’s slightly harder (read: hard until you get Freedom of Movement…same as with 3.5).

Seventh: Magic items no longer require to spend XP. With some feats, you don’t even NEED to know spells. All you need is the right amount of gold pieces, the right amount of skills in a Craft skill (or Spellcraft), and the same time as before. Potions and scrolls take less (if they cost 250 gp or lower, they can be done in 2 hours). If you fail the check by 5 or more, you create cursed items.

Given how the rules to create cursed items in PF are tighter, you can actually create cursed items purposedly. All you need to do is fail the check by 5 or more on the cursed item you intend to produce, and generate profit from it! So as long as you don’t fail by 4 or less, you gain a profit. Note: the Dust of Sneezing and Choking is still here, so as long as you’re immune to stun and in a right area, you can use this little gem. Mwahahaha!

Eighth: Ability-modifying magic items are consolidated. All magic items that boost physical stats are belts. All magic items that boost mental stats are headbands (and headbands are their own slot, BTW!). You can have an item that has two or all three scores, but it’ll cost you quite a bit. an ability score increase to another belt costs 1.5x the ability you want to add (this also works when adding one property into another item, but it MUST be the same slot). An exception is weapons and armor, which require only the difference between the new cost and the old cost.

Ninth: Prestige classes work differently here. This is more of a Bear with Me moment, so…

It’s great to see that you can play a class for 20 levels, but sadly, if you’re here coming with the mentality of 3.5 and thinking “what PrC will make my Paladin better”, prepare for a disappointment. Some prestige classes, like the Assassin, got nerfed real bad (no spells anymore; though, there IS a spellcasting assassin, the Red Lotus/Crimson Assassin). Some got mild boons: Arcane Archer has a spell progression, Arcane Trickster gains Still and Silent Spells for free a few times per day, they can turn invisible a few rounds per day, and they can add SA damage to any spell that deals damage (including Fireball!!). However, that’s as most as you’ll find interesting: most of the Prestige Classes that are unique to Pathfinder (with a few exceptions: the Crimson/Red Lotus Assassin is awesome, the Gray Warden is incredible for an Inquisitor, and there’s a few gems spread out…and there’s the Rage Prophet which is hilarious, because it’s a Barbarian that casts divine spells while raging and is better than the Rage Mage) are really bland, and don’t really grant anything better than staying in the class and taking an archetype. Example? How about the first unique Pathfinder PrC, the Pathfinder Chronicler? If I were to give an example, it’d be the Thunder Guide from the Explorer’s Handbook for the Eberron campaign setting. It has a lot of fluffy goodies, but no meat to work a build around. You rarely take a prestige class because it’s better than a base class, but at times, it’s simply not good even if its 3.5 incarnation was used (I’m looking at you, Student of War!)

Ninth: Archetypes. This is a big change, since it effectively solidified the concept of single-classing. Archetypes are slightly hard to explain, but fortunately there’s a good counterpart: substitution levels. Remember those? Well, archetypes are EXACTLY the same, but they replace more than 3 levels and you have to take them all. ALL of the class features. ALL of them. Time for another…

This is a pretty cool thing, and something that most 3.5 players will aim towards, but some of the changes are meant to nerf the character in the name of flavor. The reason is as follows: sometimes, one of the archetypes has an awesome class feature, but you get class features you’re simply not interested at, or there’s a class feature you want to keep from the original class. Since you have to take ALL class features, and once you take them you’re bound to them (save for retraining, but that’s an optional ruling), that means you have to take all the good stuff and all the bad stuff at once. Another bit that causes conflict is how you can’t take archetypes that merely modify, rather than replace, a class feature. The best example here is, say, the Sacred Servant and the Oath of Vengeance. Both replace entirely different class features, save for one: Sacred Servant adds a domain, while Oath of Vengeance adds four spells. Just because of THAT, you can’t take Sacred Servant and Oath of Vengeance at once. Oath of Vengeance strangely complements one of the losses of Sacred Servant (the reduced uses per day of…Smite Evil…), but because of ONE itty-bitty thing, you can’t take them both. However, other than that, you can combine archetypes.

Now, you must say: well, that’s to reduce the ways you can break the game! That’s, IMO, a flimsy excuse. Some of the changes won’t really break the game, as PF is somewhat tighter than 3.5 in what it can do, and there’s still ways to break the game (Paragon Surge + Oracle being the one that comes to mind, just in case). One thing I see on Pathfinder is lots of options, but this is a great way to reduce those options. That said: as I mentioned when I wrote the “Bear with Me” bit, it’s my personal opinion. The way some archetypes work is pretty good, and even some sub-par options can be interesting (off the top of my mind, the Black Powder Inquisition: it makes you lose four spells and two good powers from a single domain for the ability to wield firearms without the skill of a Gunslinger, but damn if that doesn’t ooze awesomeness!).

Tenth: Favored classes work differently here. This is actually an improvement, since it allows you to multiclass freely (no multiclassing penalties), and it pads for two of the greatest problems of a build: hit points and skill points. Your first class is always your favored class, and each time you take a level in that class, you get +1 hit point (equivalent to increasing a hit die) or +1 skill point (equivalent to increasing your Int to 1, so that makes dumping Intelligence less painful). Some races have unique benefits with Favored Classes, which range from inane to pretty awesome (compare: gain +1 to CMD on two combat maneuvers for every six levels on the class, or learning a new spell each level?) You’ll generally gravitate to one of the two.

There are several more changes, but those are the realm of a dedicated guide. If you’re interested in that, might as well read Saph’s 3.5/Pathfinder Handbook (http://www.google.com.pr/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0CCsQFjAA&url=http%3A%2F%2Fwww.giantitp.com%2Fforums%2Fshowt hread.php%3F136890-The-3-5-Pathfinder-Handbook&ei=Tk9UU6XtGKTQsQS1gYH4DA&usg=AFQjCNEPRikl8_93XxdHz5tXtcbpUagOgw&sig2=4SOwxVfpqkU7lRszQxzg3g) for a pretty objective and detailed set of changes.

T.G. Oskar
2014-05-12, 09:42 PM
Class Features

At its core, the Paladin is a class meant for combat, with some divine magic and powers as back-up. They are immune to a good amount of conditions, and the rest they can survive, with damage reduction, good saves and good choices of armor (though nowhere near the Fighter’s). They excel against evil creatures, but with some training they can also fight well against others.

Hit Dice: A respectable d10, the baseline for all combat-oriented classes. Only the Barbarian has a d12 Hit Dice, but that doesn’t mean the Paladin is deprived of hit points.
Skill Points: They still have the dreaded 2 skill points per class level, so they have access to only one or two skills, depending on your Intelligence at most.
Paladins, as well as most classes in Pathfinder, have the favored class option to choose additional skill points. If you’re starving for skill points, might as well choose them each level.
Skills: They retain most of the old skills, though overall they gain more than they lose:

Craft: this skill remains as useful as before, though you now have access to Craft (alchemy). The alchemical items here are pretty good.
Diplomacy: as usual, the Paladin makes for being the party face, with its impressive Charisma score. However, they also get the ability to gather information tacked in, so this skill got even better!
Handle Animal: unless you’re planning to train animals, or use animals extensively in combat, this isn’t really the best feature. That said, your special mount (if you choose to take it) has to be pushed by it, so might as well have some bonuses and spend a few points. Better if you have the special mount divine bond.
Heal: the Heal skill in Pathfinder is actually pretty good, as you can now restore some hit points with it, meaning you get out-of-combat healing. That said, your out-of-combat healing is far better, and you no longer depend on Wisdom as before, so might as well ignore it.
Knowledge: Paladins get only two: Nobility (formerly Nobility and Royalty) and Religion. Nobility only works for fluff, so spending points on it is a waste, unless you’re playing the Kingmaker campaign. Religion is also mostly for fluff, but it helps you identify undead, so it’s best if nobody else can identify undead. Note that Pathfinder dropped the skill synergies, so you don’t get benefits from Knowledge (reilgion) anymore.
Profession: another fluffy skill. The effects of the skill are clear, though: they work as a “Knowledge” skill for the desired profession.
Ride: An essential skill for mounted characters, pointless for the rest.
Remember that Purple color means an option that can be both bad and good. If your campaign is comprised of wide-open areas, you may want to get the special mount divine bond, and the mounted combat style hinges on having a large Ride skill. Therefore, if you rely on mounted combat, this skill is essential. Otherwise, ignore.
Sense Motive: as before, Sense Motive is a powerful defensive skill. It’s the natural defense against Bluff, and also helps you sense enchantments and discern secret messages. It’s your natural “lie detector” ability, though you don’t know exactly what’s the truth and what’s the lie.
Spellcraft: a skill added to the Paladin, it’s necessary to identify spells, the properties of magic items and even to craft magic items. If you have enough skills to spare, you might want to spend on it, but otherwise, a spellcaster may make better use out of it.
Base Attack Bonus: As expected, par for the course for a combat-oriented class.
Saves: Paladins get two good saves, rather than the single save they had in 3.5. Not only do they get good Fortitude saves, they get really good Will saves. So, why green rather than blue? Well, as you’ll notice, most of the stuff that would merit a good save will be lost when you get Divine Grace, and later on as you pile on the auras, you get so many immunities that having good or poor saves won’t really matter.
Weapon and Armor Proficiencies: Par for the course for a combat-oriented character. You get the ability to wield shields and heavy armor, giving you good defense, and a great deal of weapons. You don’t get to use tower shields or the fun exotic weapons, though.
Aura of Good: As the 3.5 Paladin, it merely determines how you ping on a Detect Good spell. Really nothing important.
Detect Evil: A legacy ability, this is one of your main sensory methods. You can do it as a move action, though, and the information is relied almost instantly, as long as you focus on a single item or individual, which is an interesting boost.
Smite Evil: The signature class feature of the Paladin, and this one really got to the gym and buffed up to no end. You still get daily uses, but now you get MORE uses out of it (one every three class levels, up to 7 uses at 19th level), but the thing is what it offers now. For starters, it activates as a swift action, and works against anyone within sight. If it pings as evil, then you add your Charisma modifier to attack rolls, and add your Paladin level to damage rolls, as its 3.5 incarnation did. So far, so good, right? There’s also the caveat that you deal double damage if you use this on an undead creature, an evil outsider, or an evil dragon (oh goodie, St. George would feel proud!). Not just that, the attack ignores the DR of the target, so no matter what, you get good damage. However, this is just the tip of the iceberg. This ability now lasts until you kill that target, until you’re dead, or until you renew your class features during the day, so it now applies to ALL attacks you make against it. Not only that, you get your Charisma modifier (again) as a deflection bonus to AC against the target, so you have a solid defense.
Any bonus to attack rolls and any bonus that applies to Armor Class boosts your Combat Maneuver Bonus (CMB) and your Combat Maneuver Defense (CMD). This means you apply your Charisma to your CMB and your CMD against the evil target, as well.

So yeah; as you can see, this class feature is just insanely powerful, but there’s a little caveat. Simply put, it’s NOT a smite. A smite is a sudden punishment, one that goes as fast as it comes. Just going with the first definition that comes to mind, definitions such as “to strike down or kill with godly force; to injure with divine power”; the Oxford Dictionary mentions “strike with a firm blow”. A firm blow. Singular, not plural. The Holy Smite spell is a smite; Flame Strike behaves like a smite; a bolt of lightning fulminating an unbeliever is a smite; a single nuclear warhead thrown against an asteroid is a smite. This…isn’t. This is a mark, specifically a “mark of punishment”. You mark the creature (with a swift action), and you punish the creature with multiple blows. The way this class feature behaves is consistent with a mark, not a smite, regardless of how good it is now compared to its pitiful 3.5 predecessor. Ergo, from now on, any references to “smite evil” will be replaced with “mark”, “mark of punishment” or “paladin’s mark”. There will be no friendly reminders, gentlemen. This is the only real petition I ask, because I cringe every time I see the term “smite” used in this way.

Divine Grace: Another legacy ability, adding your Charisma to saving throws against everything. This makes you capable of resisting almost anything, and it aids your ailing Reflex save.
Lay on Hands: A legacy ability, but this time it’s quite different. Rather than a single pool of hit points that doesn’t refill, you get several uses of this ability per day (equal to ½ your class level plus your Charisma modifier, so you’ll get at this level about 3-4 uses, which is nice), and you restore an amount of hit points equal to ½ your class level worth of d6. Still requires a standard action to use it on behalf of someone else, but it becomes a swift action to use it on yourself. You can use it to harm undead creatures, but it’ll be pretty inefficient.
The previous version of Lay on Hands restored a fixed amount of damage, but the amount was no slouch: your Paladin level times your Charisma modifier meant that, at 20th level and with a Charisma of 20, you could heal up to 100 hit points at once. Even at the moment where you got it, with a respectable 14 Charisma, you could heal up to 4 hit points at once. This version of Lay on Hands is neither worse nor better, for a few reasons. PF Lay on Hands isn’t bad because you no longer can heal almost like a Heal spell, particularly as you get more uses out of it and you can use it on yourself reliably. However, the way the 3.5 Lay on Hands progressed meant that you had to use it all at once in a single touch in order to be effective, and at least it allowed a very reasonable amount of healing, compared to the meager healing provided by dynamic damage.

To understand it better, let’s go with Donnie and Patrick. Donnie is a 3.5 Paladin with 14 Charisma, while Patrick is a PF Paladin with 14 Charisma. Both are on the same level. At 2nd level, Donnie will heal 4 hit points at once, while Patrick will heal around 3-4 hit points three times per day, meaning that Patrick pushes forward. At 8th level, assume both got their first Cha-boosting headband (+2) and increased their Charisma at 4th and 8th level for a total of 18 Charisma: thus, Donnie heals 32 hit points at once, while Patrick heals 10-11 hit points (avg. of 3d6) up to 8 times per day (8/2 plus Charisma modifier); Donnie heals in one Lay on Hands what Patrick requires in three, but Patrick can use this roughly twice. At 16th level, Donnie and Patrick get the best Cha-boosting headband (+6) and raise their Charisma up once again, plus they read tomes of Influence and Leadership that raise their score to +2 for a total of 26 Charisma; Donnie will heal 112 (16 levels x +7 Cha mod) hit points while Patrick will heal 24 hit points of damage up to 15 times per day (16/2 + Charisma modifier). At 20th level, let’s assume Donnie and Patrick got a +5 tome of Influence and Leadership and spent their final point on Charisma, for a whopping total of 30 Charisma; Donnie will heal 200 (20 levels x +10 Charisma modifier) versus the 35 points of Patrick, but Patrick gains 20 uses of Lay on Hands, which is great.

Now, you may say “well, Patrick has more uses, therefore Lay on Hands is better”. This is true if you have no troubles, but let’s assume Donnie and Patrick need to heal someone in battle. Donnie can heal someone at 20th level from -9 to full, and still have HP to spare; Patrick can, at best, heal about a fourth of the hit point damage, but can do the same next turn. Both wasted their turn, but while Donnie makes sure his ally lives to tell the tale (probably; you don’t know what will happen), Patrick won’t heal enough to really matter, and against the enemies both Donnie and Patrick have to fight against, 35 hit points isn’t really much.

So; is this really bashing PF’s Lay on Hands? Note, of course, that while Donnie needs to spend a standard action to heal his own wounds, Patrick can heal his own wounds as a swift action and simply keep going, like an Energizer Bunny. Here is where the PF Lay on Hands pushes through. Patrick is a more efficient self-healer than Donnie, as he can heal when necessary and still have enough heals to use on his allies. Also, later on, you can have something that blows the 3.5 Lay on Hands out of the water. However, as you can notice, dynamic healing (healing based on dice) is less efficient than static healing (healing a base amount of damage). Considering that, for ALL levels a Cleric outheals you (Cure X Wounds heals a dice of damage better than the LoH dice you can heal at that level, and by the time you reach 12th level, the Cleric gets Heal and shows why Heal is the king of all healing spells), it’s not the most efficient combat healing method. It is, though, the most efficient self-healing method in combat, and eventually it outnumbers the 3.5 version of Lay on Hands because of the multiple uses. As you may have seen, you need around 3-4 uses of Lay on Hands deployed at once to match the healing of 3.5 on a single character.
Aura of Courage: Yet another legacy ability. No change; you become immune to fear, your allies merely get resistances to fear. At 3rd level, immunity to fear is very good, but it gets better as it goes.
Divine Health: YALA; you get immunity to diseases, including magical and supernatural ones. This includes the mummy rot curse, but not the curse of lycanthropy, which is a big change.
Mercy: A new class feature, this is a rider effect (an effect that “rides”, or that tags along, an ability you use) for Lay on Hands. You get one mercy at 3rd level, and one mercy every three class levels, up to 18th level. As you may have noticed, this is pretty strong because it slowly (but not surely; note the lack of static healing) makes your Lay on Hands into the equivalent of a Heal spell. You get a total of 15 afflictions you can heal, as follows:

Fatigued (3rd): a rather bad condition, but not one that you can ignore. Lesser Restoration heals this and also ability damage, so it’s not that impressive. Best if used on barbarians that are wounded and recovering from a rage.
Shaken (3rd): the first stage of fear, but there are various ways to remove it. Furthermore, you grant everyone a bonus against fear effects, so they shouldn’t be scared. Fear immunity is also somewhat easy to get, and bonuses against fear effects are a dime a dozen, so not the best.
Sickened (3rd): a rather insidious trait, this condition imposes a nasty penalty and it appears early on (troglodytes have their stench for example). Also, it’s hard to negate, and hard to get immunities for.
Dazed (6th): pretty nasty condition, which negates your actions for at least 1 round. Also hard to get immunities against.
Diseased (6th): a condition that affects you more than the enemy, and lasts for a while, so good to use after a battle. Worthless on yourself, though.
Staggered (6th): a very situational affliction, it forces you to make one action each turn. Great on yourself, good on targets that need healing and are staggered by other means. Note that you can’t remove the staggered condition if the target is exactly at 0 hit points, but since you heal, this will rarely be the case.
Cursed (9th): you get to duplicate the effect of a remove curse spell cast by a spellcaster of your class level. Curses can be pretty bad, but you don’t ensure that you’ll always remove the curse.
Exhausted (9th): a bad condition for combat-worthy characters, so a useful one to have, but requires the mercy that removes fatigue, so you may not have constant access to it.
Frightened (9th): this is mostly a joke. By the time you get it, you’re facing the panicked condition or the shaken condition; rarely the middleman. Only useful on the odd chance to prevent fear escalation, but there’s less ways to escalate fear now. And, it’s worthless on yourself.
Poisoned (9th): simply allows you to remove the poisoned condition. Not the best, but since it works like Neutralize Poison, it can actually be used offensively, by negating a healed target’s ability to use poisonous attacks. It’s best if you can end battles in under a minute, because then you can prevent the secondary damage from the poison. Sadly, it no longer grants temporary immunity to poison, nor it instantly removes poison (you fight against the DC of the poison, so might as well do a Heal check?).
Blinded (12th): Blindness is an interestingly brutal penalty, as it not only harms combat-focused characters, but also makes them severely more vulnerable (particularly against sneak attacks). The ability to remove it as part of self-healing is very good, not to mention applying it on others, but it falls short of greatness.
Deafened (12th): not really much of a drawback, though it’ll harm initiative checks and spellcasting as long as the spell has a vocal component (most do). A scroll works better on this than spending one of your heals to remove it, though.
Paralyzed (12th): nobody wants to be paralyzed in combat, because it’s effectively a death sentence. This mercy allows you to remove it, and right in combat where it hurts the most.
Stunned (12th): stun is a pretty common condition, and worse than daze in its effect, but its gained a little bit too late. Since you can’t use it on yourself, and you can expect more immunities to stun than to daze, this isn’t really as essential.


Channel Positive Energy: another new ability, this requires spending two of your hard-earned Lay on Hands to provide an area-of-effect healing or an area-of-effect damage equal to half your levels in Paladin, as you channel positive energy as a Cleric of your level would. The healing effect does not discriminate, and the harm effect isn’t much to speak about. On the other hand, it is one of the most efficient forms of healing around, as it only falls short of Mass Heal in potency.
Spells: this has its own section, because it’s half of the Paladin’s power. Just note the changes: it uses your Charisma for everything, and the caster level is equal to your Paladin level -3. So this is more of a “friendly reminder” thing.
Divine Bond: this ability is pretty interesting, as it allows you to choose:
Weapon Bond: this bond allows you to temporarily enhance your weapon with various magical properties. At the very beginning, it counts as a Magic Weapon spell for any kind of weapon, lasting for 1 minute per Paladin level (at the moment you take it, 5 minutes). Later on, you keep stacking these bonuses until you get to a +6 bonus, though you can instead choose between a few weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful and speed. The bonus stacks with your own weapon, so this is more like never leaving you weaponless. You also get more uses per day, so by 17th level you can get around 68 minutes worth of effects (4 uses, each lasting 17 minutes).
Special Mount: this bond is essentially the 3.5 Paladin’s special mount, but refluffed. Instead of getting its own progression, the Paladin gets an animal companion like the Druid (at exactly its level), but with a few extra benefits: more intelligence, the Celestial template and far better spell resistance. This really depends on the kind of campaign: if you’re on a war campaign or an open area campaign, this is definitely the best choice, while on a dungeon its benefit goes down fast (unless you’re Small, in which case it might still work). You also get more uses, and the mount doesn’t leave your side, ever. Not only that, the animal companion can have some of its class features replaced by archetypes, so you’ll never have the same mount. Note, though, that you can’t get certain mounts, like the hippogriff or the pegasus, if you’re doing a transition.
Aura of Resolve: Think Aura of Courage, but for charm spells. This means, at most, the charm person and similar spells (counting by the d20 PF SRD, that’s 15 spells). The two spells that definitely would merit this are Symbol of Persuasion and Mass Charm Monster (add Charm Monster if a DC of at least 14 scares you). Compared to the other auras, it’s not really that great. A Protection from Evil spell can protect you from charm spells of evil creatures, while Protection from Chaos does the same for chaotic creatures, so you’re never at risk of losing your powers because of these two.
Aura of Justice: A very interesting move, this makes everyone within 10 ft. partake of your paladin’s mark, for up to 1 minute. When you have three people dealing 40 points of damage per hit on one turn, you need something that has NI hit points to really make it a challenge. Definitely a brutal buff for everyone, particularly as it uses the Paladin’s bonuses. It does require two uses of the paladin’s mark, but by that level you have at least 4 uses, so it’s not like you’re gonna miss them. Consider carefully whether you count as an ally in that regard, so that you don’t lose your own uses of the paladin’s mark.
Aura of Faith: A decent ability that helps all allies within range to break the DR of some opponents. Useful if your allies lack holy weapons, useless otherwise.
Aura of Righteousness: Now this is a good aura. You get damage reduction (any amount works) bypassed only by evil weapons, and you gain immunity to compulsion effects. There are 146 spells of the Compulsion subschool, making it a useful immunity. Something that’s not mentioned, though, is that this aura makes you immune to a few buffs, such as Bless and Good Hope, so unless your GM rules that those compulsion effects aren’t affected by your aura, you’re effectively barred from the entire buff line of Enchantment spells (including some of your OWN spells). You also grant a bonus to resist compulsions to your allies, which won’t suffer because of it.
A good thing about noticing stuff from an “antagonist” perspective is that you’re more liable to notice the flaws in a system. Now, this is something that also pertains to D&D 3.5, because neither of the two made a proper ruling about it, but if this is the successor of a well-respected rules system, why not nick those flaws that are mostly implicit, but rear their ugly head when RAW kicks in? One example is how these spells like Bless and Good Hope are denied to a character because they happen to be immune to their descriptor, sorta like how someone who gains the ability to heal with electricity gets this benefit denied when they gain immunity to spells with the [electricity] descriptor. Sure: you won’t use Good Hope if you have a Bard, but if you don’t, then that morale bonus to attack and damage rolls (and skill checks, and saving throws) becomes immense. Negating it because, by RAW, you can’t get that spell to affect you is irresponsible. In fact, most people haven’t even realized this, and unconsciously houserule this. If having Wizards of the Coast place those descriptors on buffs was a low blow, having Paizo perpetuate them is disappointing. Fortunately, they still can fix it…
Holy Champion: The Paladin capstone, one that didn’t exist before. It offers a series of interesting goodies, most notably increased DR, a banishment effect against a marked creature, and maximized healing when using Channel Positive Energy and Lay on Hands (remember the diatribe about static vs. dynamic damage? Patrick now heals a very good amount of healing and even the removal of six status effects, so our PF Paladin now has mini-Heals for everyone…so suck it, Donnie?). I would have half-expected turning the Paladin into an Outsider and getting it wings, but the capstone really has very good abilities nonetheless. Definitely a reason why to go single-class.

The Code of Conduct

Oh, you most definitely didn’t forget about this, right? For all the divine power at your disposal, you’re forced to commit to a very strict code of conduct. This is the bane of the Paladin in 3.5, and it’s STILL the bane of the Paladin in Pathfinder. Let’s examine this in detail:
Being Lawful Good: This implies that you must be of both Lawful and Good alignment, which should be easy to understand. The Catch-22 is: to what extent I must be Lawful, and to what extent I must be Good? The answer generally is “before Lawful, you are GOOD” (yeah, in capital letters!), because you’re the champion of Good, not the champion of Law. If you live a good life and don’t intentionally do something evil, you’re probably good; if you live a disciplined and respectful life, you’re probably lawful. This is the one tenet few people tend to break, but the one that’s the Achilles’ heel of every Paladin.
Respect Legitimate Authority: This implies that you respect the law of the land: the King, the nobles, the magistrates, etc. Respect involves two things: respect their authority over the land they preside, and respect the laws that rule over that land. Sometimes, you enter a city with an Evil ruler, but one that was lawfully appointed, or meet a corrupt noble that wants to use you. Respectfully mention that you’re a follower of Good and that you won’t stand for any of their excrement, and respectfully mention that if they oppose you, you will oppose them in kind. There’s a reason why Diplomacy is in your skill list: it involves you being smart, as you can do great change by respecting the law and changing it from the inside than doing the practical thing, taking your blade and introduce it to evil and corrupt noble. Exactly HOW you’ll do it involves a lot on your playstyle, but both the Powder Keg of Justice, the “I AM THE LAW!” Judge and the Noble Revolutionary can pull this off.
Act with Honor: This tenet has three examples, involving not lying, not cheating and not using poison. The first involves being honest, but doesn’t mean you can’t be deceptive; the second involves playing by the rules, but doesn’t involve you being stupid (once someone cheats, there is no reason why not to respond in kind; note, though, that you’d do better to beat the cheater without cheating or making the cheat legal); the third involves always stabbing at the front and announcing it loudly, never at the back or through hidden means. Some people may think that flanking or retreating are honorless things, but in war, they are perfectly sound tactical means. Think of honor as what you feel is fair to yourself. If you don’t want to be cheated, don’t cheat; if you don’t want to be poisoned, then don’t poison! That said, sometimes it takes creativity to work around these hurdles. Remember that truth can harm at times more than a lie, and if you purposedly use the truth as a weapon, you’re no more honorable than the one that uses a lie as a weapon (after all; isn’t that what Devils do?). If you cheat, you’re breaking trust in others. And, if you poison someone, you’re causing undue suffering.
Aid the Needy: This one is a tenet that most people seem to forget, just because it’s a natural one: if you’re Good, you must be altruist. If someone asks a Paladin to kill innocents, they are stating their evil intent and are probably suitable grounds for marking them into oblivion; on the other hand, if someone asks a Paladin to lead the rebellion against the government, a Paladin may very well consider whether the authority has lost its legitimacy (that is, it acts on its own interests rather than those of the people; deposing King John would gladly be an act worthy of a Paladin, but not deposing Charlemagne), or if the rebellion has legitimacy (for example, the leader of the Rebellion is the rightful heir). While rebellion is usually a chaotic act, it becomes a lawful act when it becomes the right thing to do; when it also helps the needy, then it’s the Paladin’s duty. A chaotic or evil character attempting to lie faces the combined power of Discern Lies and Sense Motive (though even the Paladin can be swayed by Glibness and a master deceiver), so there’s little excuse not to follow this. That said: a Paladin can be deceived, as he or she isn’t perfect.
Punish those who Harm or Threaten Innocents: This is the tenet that usually falls under fire. To what extent someone is innocent? Children are usually innocent; is it then fair to harm the child of a monstrous creature who may, because of its society, turn out to be Evil? How about the child of an undeniably Evil creature? (The correct answer, as sir Liam Patrick would say, is “raise the child to be a Paladin and let her change the world for the better”) How do you know an adult is innocent, or merely feigns being one? To what extent the Law is allowed to punish someone innocent? It is, however, pretty simple to follow it when it’s clear: if you see a warrior or a mage using an innocent being as a shield, then mark it. Mark it so hard that even its fall into Hell gets the bonus to damage.
Associates: This is a tenet that isn’t part of the code but that didn’t really need the clearance. Basically, you can ally with Evil creatures, but only as a means to defeat a “greater Evil” (ends justify the means; who would have thought of that?), and you have to constantly clean yourself for doing that. You’re also under duty to flip off whomever offends your code and to choose lawful good henchmen, followers or cohorts (so no Bards, which are the natural foil and companion of a noble knight, as a follower…)

The Code can be restrictive, but it can be subsumed in three main tenets: do what’s right; have a damn fine moral compass, and think like Kirk (“there is no impossible task”; then again, he cheated, so he might not be the best moral compass). For each “impossible” solution, there’s the right solution, the heroic solution, and the AWESOME solution. Take the Code as a gauge of whether you’re made to play a Paladin or not: if you can’t think of awesome ways to raise children of always evil races, flipping the bird off archdemons in pursuit of hot virgin babe bodysuits, and showing everybody how to be the LAW…then you might do better as a Fighter or Cleric.

T.G. Oskar
2014-05-12, 09:53 PM
Approaches to the PaladinTaking a page from Bodhi’s and Cryptic’s Guides, this section deals with the way a Paladin is generally played, from a roleplaying perspective and a mechanical perspective. The first part will deal (briefly) with the issues of Paladin roleplaying, while the second will detail (being an optimization guide, after all) the fighting styles and ways to build Paladins.

Roleplaying a PaladinOne of the most complex things to handle when playing a Paladin is its Code of Conduct, which is one of the few (alongside the Cleric, Druid and Inquisitor) that loses its powers by cause of its violation. While the Cleric loses its powers if it goes against its faith, the Druid if it goes against nature itself and the Inquisitor if it goes against the purity of its faith, the Paladin loses its powers if it goes against the nature of Good itself. However, it is because of how specific the Code is that causes most Paladins to risk falling. Since they have to behave and watch with whom they associate with, Paladins are often forced to be the police of the group, causing tension that eventually leads to the “Paladin falls” situations.

First, let’s dismiss some of the misconceptions of the Paladin, shall we?


The Paladin is a teetotaler: pretty wrong, actually. There is nothing on the Code that says a Paladin cannot drink, or enjoy being on a bar. A Paladin will be moderate, but s/he can enjoy ale just as well as the Barbarian and the Fighter. In fact, his/her huge bonuses will make him capable of out-drinking anyone else, and just because s/he knows that, s/he won’t bet on it. After all, when you have the divine grace to withstand poisons and diseases and death effects with ease, ale is nothing, no?
The Paladin has to be chaste: wrong again. There is nothing on the Code that says a Paladin must be a virgin, or…even that it has to remain chaste until marriage. Quite the contrary: with immunity to diseases, the Paladin is just asking to be promiscuous. That said, a Paladin will be moderate and savvy: a relationship (specifically an amorous relationship) can be used as a weapon. Just ask Samson about it.
The Paladin has to be a stern lecturer: you can certainly play a Paladin like that, but that’s not the case. Considering that their Wisdom scores will probably be low (if you optimize them, that is), Paladins won’t be wise men that give advice (a Cleric probably will, though). While they have a moral obligation to preserve their own purity, they don’t have to force their will upon others. The bit about association? Think that as the Paladin trying to be your friend, because the player doesn’t want to break the party. Each time the Rogue plays a prank on the party’s Paladin that leaves a bad taste in the mouth (say, like bluffing that the Paladin stole a jewel from a store), the Paladin is just one step away from simply leaving the party, and probably a player leaving the table because you’re not allowing him/her to play like s/he wants to. Remember all the speech of how the Paladin doesn’t let you play as a CN Rogue? Well, switch the tables: each time you as a CN Rogue play Chaotic Stupid, the Paladin is forced to choose between playing with a friend or respecting his Code, so you’re not letting him or her play as s/he wants to. Furthermore, that kind of tension can actually be fun, in moderation.
The Paladin can’t take a joke: badly wrong. BADLY. WRONG. A Paladin can tell lewd jokes, probably play a small prank, and generally be a cool guy (or gal). Paladins can be flirts (face it: “Rod of Lordly Might” was probably forged by a Paladin-King with a sick sense of humor). A Paladin can be the Deadpan Snarker, and his (or her) position as the Lawful Good guy makes sarcasm a deadly weapon. However, a Paladin can be fun without crossing the line: once that line is crossed, it stops being fun. Think about the Golden Rule: do unto yourselves what you wish them to do unto you. If you joke to the Paladin, expect the Paladin to joke on you, and hope that the joke escalation doesn’t end up in an Antipaladin looking for your sorry behind.
The Paladin must always say the Truth: to an extent. The concept of Honor involves Honesty, after all; the measure of a honorable person is its deeds, and Honesty is one of those measures. Does that mean that a Paladin will gladly blab to anyone their deepest secrets because they can’t lie? A Paladin will probably not yield to intimidation and torture (and can’t be demoralized as they get immunities to fear; eventually, they can’t be coerced). Remember that nothing other than outright compulsion will force a Paladin to act against his/her will; a charmed Paladin will be friendly, but will probably direct his or her stern lectures and sarcasm towards his (or her) new ally. Silence is perfectly acceptable. A Paladin is well under his or her right to refuse accepting an oath to reveal anything; s/he knows the power of an oath, and knows that said oath can eventually screw those s/he protects. When the leader of the Evil yet Legitimate Army looks to start genocide against a specific race, and the Paladin is placed between protecting the innocents or respecting the authority, a Paladin doesn’t have to lie. S/he can clearly say that they are somewhere, and that they’re escaping…and that they have to pass through the Paladin to get to them. Perhaps at first the Paladin will resort to lying because s/he knows the army will overwhelm them, and its death will represent the inability to protect the people, but eventually, the Paladin will simply pull off a Gandalf and say “YOU SHALL NOT PASS!!” And then, Legitimate Authority ceases to be and the Paladin is well under his or her right to lead a glorious army to crush the Evil one, because at the moment they defied his (or her) stand, they proved the Authority they had is gone.
The Paladin is a tactical fool: Wrong. Horribly wrong. If you think that a Paladin cannot feint because it involves Bluff, or that it cannot flank, or that it cannot take advantage of an opponent denied its Dexterity bonus to its Armor Class because its cheating clearly doesn’t know about “rules of engagement”. A Paladin is most likely to default to rules of engagement than others, but once in combat, a Paladin may be wise and smart enough to lead armies to victory through strategy and/or tactics. Terrain advantage isn’t cheating; it’s a “tactical advantage”, and unless your land’s rules of engagement forbid it, the Paladin is well advised to take the high ground. Retreating is a viable option; your honor just binds you to be the last person to leave, so that others may win. A Paladin IS bound to accept surrender, but by no means it has to accept surrender at all times: as the old saying goes, “fool me once, shame on me; fool me twice, shame on you”. In fact, there is nowhere in the rules that says a Paladin can’t deal precision damage; a Paladin during combat is capable of taking any advantage, and that involves hitting someone in the nether regions or plunging cold steel into Evil’s loins. A Paladin will refrain from using poison as a tactical advantage, though, and it may frown upon using tactics such as Cloudkill, but Incendiary Cloud and Solid Fog are viable and smart tactics.


As you can see from the first three, and to an extent the last two, a Paladin isn’t meant to be an extremist; s/he is supposed to be moderate in act and deed. That doesn’t mean a Paladin can’t be a glory-hound; however, the Paladin won’t go to extremes to achieve victory. These are things that also apply to Paladins.


Because the Paladin is Honest, s/he is Trustworthy. This is something you build with character. If you’re an honest person, people will trust you. A Paladin, by virtue of his (or her) Code, is expected to be Trustworthy. This is a reward of Honor; an honest and honorable person will always pay its dues and say the truth when necessary, and thus you can expect that person to keep its word. This provides a distinctive advantage when negotiating or dealing with people: are you gonna trust the Bard that weaves tales, the sneaky and shadowy Rogue, the power-hungry Sorcerer, or the honorable Paladin? Most likely than not, the Paladin will be the one people trusts the most, because the Code ensures that they do.
The Paladin is Just and Noble, but no Fool: This is perhaps the one thing people forget. Unless the Paladin has poor Intelligence and Wisdom scores, a Paladin will be wise and smart enough to figure out what’s wrong. Even with poor Wisdom, the Paladin has Sense Motive as one of its class skills, making them capable of sniffing deception. A Paladin may accept surrender because it’s the right thing to do, but that doesn’t mean s/he will always accept surrender. Surrender involves terms, and the Paladin can be as grim as necessary with those terms. Break one of those terms, and you just released the Limiter on a Paladin; hope you enjoy one of the strata of Hell (or the Abyss) in this time of year, because if you break the terms of the Paladin, guess who’s the fool?
The Paladin isn’t a shrewd negotiator, but neither a foolish one: This is something that people simply won’t understand. You may have heard of this: “Don’t let the Paladin negotiate; he’ll give our loot to the orphans!” Besides being selfish (but then again, the character can be selfish if s/he wants to), it’s also completely wrong. A Paladin is well under his or her right to demand payment; however, being Good means being fair to those who have less. You can’t expect the Paladin to drain a poor town’s resources just because the rest of the party is a bunch of greedy murderhobos. On a metropolis, though? Expect the Paladin to break down the negotiations and use his/her Honor as a weapon. Expect the Paladin to demand the hand of a lady and a sizable piece of land, because a Paladin is Noble, but isn’t bound to an oath of Poverty. And make that piece of land a larger one because his friends will partake of that. Again: don’t be a fool, and the Paladin will weaponize Honor in your party’s favor. In fact, while the Paladin won’t cheat the employer from its negotiation, that doesn’t mean the Paladin can be shrewd in its own way (maybe asking for a piece of land with tactical advantage, and saying “these are my final terms; take it or leave it”.)
The Paladin’s blade is not a crude axe, but a sharp surgical knife: Partly a misunderstanding and partly advice, most people play the Paladin as if they were the only ones who could solve the trouble of Evil in the world. Because of this, they think that Detecting first and Cleaving second (with no time for questions) is the only viable way to eradicate Evil. While that may be reasonable when there’s no more pressing Evil issues, that line of thought leads to a difficult situation where the Paladin will fall because s/he can’t solve all Evil. The Paladin, thus, must use his or her judgment to determine what’s the best way to root out Evil. The selfish baker may ping out as Evil, but otherwise hasn’t done anything to merit the Paladin’s attention; on the other hand, the bandit leader who has terrorized the land merits more attention, and the cultist of a demon lord or archdevil is probably #1 on the list. Meeting an archdemon and showing the rest where you should point their blades at? Top priority, even if that means saving the selfish baker. Yes: it will be disgusting to see Evil everywhere untouched, but it’s best to have others deal with that, while you deal with the more pressing issues. Likewise…
The Paladin has a toolbox, not a hammer: Sometimes, just being nice works wonders, rather than being severe or homicidal. The selfish baker? Show how being selfless works, and you may do more than just eradicating that guy from existence. The bandit leader? Take him (or her; equal opportunity employee, after all) to justice and set an example, rather than slay him on the act. The dark cultist? That one probably deserves the blade, but if it asks for mercy, perhaps a better tool may be proselytization. That way, when you need the archdevil or demon prince, you know which tool to use (Hint: look for the “anger of a thousand sun gods”)


That said, there are many things that could be said of the Paladin; it is an interesting, albeit controversial, thing to study (just like how to make a Monk worthwhile, or how a Fighter can beat a Wizard by mundane means). As a way of guideline, here are ways that a Paladin could be played that don’t end up in “Lawful Stupid”:


Powder Keg of Justice: as shown by the elegan/tg/entlemen in 4chan, a Paladin doesn’t have to fear falling. In fact, it may actually seek to fall. The trick in here is to understand the nature of sacrifice: how far are you willing to tarnish yourself, when the time comes? As sir Peter Fairgrave would say, “is this the moment I’ve been waiting for? Is this action worthy enough to make my eventual fall necessary?” A Powder Keg of Justice shows restraint, but gently and sternly mentions everyone that the fuse is really short. It’s not the Paladin who should worry about that one wrong step that makes them fall; it should be Evil who worries, because once the Paladin falls, so do the fetters. That anger and that resentment towards Evil is gone in a flash, and you only remain with the Unfettered. Intimidate, despite not being a class skill for a Paladin, is nonetheless a very effective weapon.
The Martyr: worrying about falling means that you’re worried about dying. Plain and simple: you’re not there to give the ultimate sacrifice, you’re there for the shiny bling and the attitude that comes with it. A Paladin who’s willing to give his or her life for the sake of others is a Paladin who doesn’t care about falling. After all: if you die after the fall, that means your deity is (or the forces of Good are) angry with you. You’re the first to engage, and the last to leave, and you’re sure not to die until everyone leaves safely. And then, when everyone’s gone…then the fun starts, and you fight with no regards for safety, because the ones who really should be safe ARE. If you fall, and you fight the good fight, and you still live, you know that your deity (or the power of Good) agrees with you, and that alone will probably earn your Atonement. Who knows; maybe by showing that you’re not worried about your powers, you actually earn them back? Still: you worry about the rest, so you’re pretty sure you’re not violating your code. When the choice is between the life of an innocent and the life of all mortals, you know whose innocent will gladly give its life: you, of course, and you’re gonna tell that archdevil right in his face “not on my watch”. When playing a Martyr, make sure that, even in death, you screw the enemy: the 4th level spell Blaze of Glory is right down your alley.
The Surgical Smiter: sometimes, the most effective way to deal with evil is just cutting it from the root. However, what to do when there’s so much Evil in the world? The forces of Good left you quite a bit of tools to fulfill this: a keen sense to detect Evil in people’s hearts, a mark that makes the poor fool writhe as you land every blow unopposed, a strong arm to hit like a truck, and spells that make your blow even more lethal. You spend every time of your day looking for the signs: you don’t care about the small fries, after all. You’re merciful; letting them live because they’re beneath your notice is as much mercy as they can get, because at the moment they cross you, they find out why you’re divinely empowered. However, when you get to see that person whose very presence churns your stomach and burns your eyes, that’s the moment where you mark that bastard into utter oblivion. Do so, clean your blade, set the bloodstain as an example of what happens to those that fall into depravation, and leave. Trust me; when people see that, they’ll be flooding into redemption. Just make sure to drop classics such as “that could have been you”, or “my blade is merciful, for it desires no further blood; you may want to think about that”. The Surgical Smiter overlaps a bit with the Powder Keg of Justice, but whereas the PKoJ uses the threat of force as a weapon, the Surgical Smiter uses directed force as a threat. A good Surgical Smiter builds itself for maximum effectiveness, generally choosing the Oath of Vengeance which is right up the alley.
The Knight in Sour Armor: most people expect the Paladin to have armor as shiny as the sun, and a brain just as scrubbed. Sadly, when you see Evil in the face, it sees you back, and it marks you (you know, just as you mark Evil for obliteration). Yes, you are Good, but you’re definitely not Nice. You’re not looking for Evil to slay; you’re looking for that bit of Good that makes everything worthwhile, but while at it, you’re as offensive as the smell of a troglodyte clutch. You know for a fact that the party’s friendly Rogue is just waiting for its time to steal your stuff and make a run for it, and you’re perfectly willing to fight for HIS share because he’ll eventually take it anyways. All you know is that you’re the only Good guy, that there’s probably some good out there, but if it is, it’s well hidden and precious. Sometimes, when you really find genuine Goodness, you drop the charade and maybe believe in idealism again, but for the meanwhile, you choose to fight the good fight until the world ends, because the world’s gonna end anyway. Might as well start the eventual fight against Evil by now, rather than hope it never happens, right? The Powder Keg of Justice is a more specific kind of KiSA, who trades his (or her) acrid vestments for a bomb vest.
The Exemplar: going through the path of idealism, you could prefer to set the example rather than chastise everyone about it. If people see that being Good is its own reward, and that the reward is good, then people will turn to Good in a heartbeat. You’re probably nice to people, willing to help in every bit, and eager to accept change, because change is possible. Just remember: you’re there to set the example. Sometimes, setting the example means showing why Evil doesn’t pay. The Exemplar doesn’t have to be ALWAYS nice; just pepper that niceness with some grimness, and you’re set for life. People will want to be in your nice side rather than seeing the bad side come forth. Maybe being grim hurts, but eventually, you’ll let that sit aside. You’re willing to forgive and forget, but eventually, when the CN fool believes that he finally got into your nerves, you gently set the example of why it’s not nice to play with the Dragon. Gently set the example to the haughty mage who thinks he can solve everything that there are bigger fish to fry. Just know when to smile. As usual, Diplomacy is the tool of nice people, but also knowing well how the team plays and how to use that to your advantage, rather than worrying about how that affects you.
Sergeant Rock: sometimes, it’s best to take the reins of the group rather than play with them. However, there’s nothing that people respect more than efficiency, and you’re built for it. You set the rules, you set the tactics, you leave the Rogue to rot because he didn’t follow your rules, but there’s one good reason for it. It works. Don’t nag people because what they do offends you; quite the contrary, point to them that all the bad stuff that happens to them is because of their own damn fault. In battle and out of battle, work as a well-greased unit. Oftentimes, it’ll be the offender who leaves, not you...and when his (or her) luck runs dry, then it’s the time for the lecture to end all lectures. This is more of an “expert” character, meant for expert players who are teaching newbies the rungs of the game. In that way, you can take leadership, and probably teach people how to respect a Paladin. Plan ahead with your teammates and choose teamwork feats if everyone chooses them, or in the case someone else has a better way to deal with teamwork (a Bard or Cavalier, your “Captain Smooth”), be the one that actually gives the orders while your friend focuses on using your guidance to lead.


While some examples may overlap, you can notice that there’s many ways to play a Paladin that feel unique and that don’t necessarily rely on being Lawful Stupid. Just remember that everyone’s there to have some fun, and recall that just as everyone is meant to have fun, so do you.

Now that we’re out of the (probably) most subjective part of the guide, let’s go with…

Gaming a PaladinMechanically speaking, a Paladin is a “combat-focused” character, akin to the Fighter. This is in contrast with the Rogue, who merely dabbles in combat but focuses more on skills, to the Cleric that focuses on divine magic (healing, buffing and laying divine fury) and the Wizard, who specializes in arcane magic (battlefield control, buffing and dropping the bombs). You have a very clear specialty regarding other races, and that is simple; against Evil, you’re the one. However, what happens when there are no Evil creatures, and the time of parley is over? What about Neutral creatures who are simply protecting their spot?

Before we begin, we need to see the ability scores and how they apply to the Paladin. New players will like to see how each ability score applies to the Paladin and why it’s best to leave a few scores behind, while transitioning 3.5 players should look this for re-adjustment.



Strength is used to determine your attack rolls and damage rolls with melee weapons, your carrying capacity, your Combat Maneuver bonus (and Combat Maneuver Defense, as well). If you intend to be on the frontlines wielding ANY weapon and dealing enough damage to matter, you need Strength.
Dexterity is used to determine your initiative, a portion of your Armor Class and your Reflex saves. Likewise, it determines the attack roll with ranged weapons of any kind. As you can see, while having good initiative and padding your Reflex saves is important, you won’t get as much benefit from Dexterity as you’d do with Strength unless you focus on ranged combat. Heavy armor fixes how much of your Dexterity modifier you can apply to your Armor Class, so if you’re aiming for heavy armor you don’t need very high Dexterity. Dexterity is essential to some builds, however, that depend on being in the frontlines.
Constitution is used to determine your hit points and your Fortitude saves. Being on the frontlines, you need as much hit points as possible, but you have good enough Fortitude saves to make it matter. Being that the Concentration skill is no longer available and you can choose to gain an extra hit point as a favored class bonus (the equivalent of having a Constitution 2 points higher, or increasing the class Hit Dice by one step unless you have a d12 Hit Dice), Constitution is less necessary than before.
Intelligence determines your total skill points, a good deal of skills (almost all Knowledge skills and most technical skills like Craft, Disable Device and Spellcraft), and for some, their spellcasting ability. Paladins won’t get much out of Intelligence, so it can be safely “dumped”, leaving your worst score here.
Wisdom is used to determine your Will saves, the effectiveness of some skills (such as Perception and Sense Motive) and for some, their spellcasting ability. Paladins already have a good Will save and while Sense Motive is a class skill for them, they should get enough Wisdom to matter, hence this stat is not necessary for Paladins.

3.5 players will remember that they need to have at least a 14 in Wisdom to cast spells, because the edition made prepared divine spellcasting (the kind of spellcasting that Paladins use) fixed on Wisdom. Pathfinder changed the key ability modifier for Paladin spellcasting to Charisma, so they no longer need to raise Wisdom at all.

Charisma generally is used to determine your success with social skills, such as Bluff, Diplomacy and Intimidate. To some, such as the Paladin, it also determines their spellcasting. Paladins have class features that depend on Charisma, such as Divine Grace and the uses of Lay on Hands, so to them this ability score is essential.

Grizzled 3.5 veterans may scare Pathfinder players with tales of how the Paladin is “MAD”, and not necessarily because being a champion of Good requires being mentally maladjusted. “MAD” is an acronym for “multiple ability dependency”, or the need for a character to depend on multiple ability scores to be effective. Some classes, such as the Wizard or the Sorcerer, will depend on a single ability score (Intelligence for Wizards, Charisma for Sorcerers) to be effective because that is the source of their power. Likewise, melee characters will probably focus on Strength, while ranged combat characters will focus on Dexterity. This is known as “single ability dependency”, or “SAD”, but it seems a bit misleading. A character can, if it wants to, focus on a single ability score, but a well-built character will have two or three scores that are “secondary”. Generally, a Wizard or Sorcerer will have Dexterity or Constitution as its secondary scores, because it wants the traits these offer: good hit points, better AC, better Fortitude and Reflex saves to pad out their deficiencies, going first in battle, etc. However, the priority for a Wizard or a Sorcerer is its primary ability score, which would be Intelligence or Charisma (respectively). A Fighter wielding a two-handed weapon will prefer to maximize Strength as much as possible, but welcomes Constitution because of the benefits, and maybe a bit of Dexterity for the benefits as well. Sometimes, a class may have a primary ability score, but depend on another one so badly that neglecting it will harm the character. For example: a Ranger that chooses the Two-Weapon Combat Style will favor Strength for its bonuses to attack and damage rolls, but because it MUST wield Light Armor and it intends to be on the front-lines, the Ranger must invest in Dexterity (particularly as some feats will require the Ranger to have the right amount of Dexterity). The Ranger needs Wisdom to cast its spells, but if it focuses only on Strength and Wisdom, it’ll suffer from multiple hits because of its poor AC. Furthermore, the Ranger will need a decent Constitution, or else it’ll die faster because it needs to pad the amount of AC it loses for its lower Dexterity with more hit points. When a class depends greatly on more than four ability scores, it is considered to depend on “multiple abilities” (rather than one [SAD] or two [DAD]), and thus is considered “MAD”. Multiple Ability Dependency is a danger, because it either forces you to spread out your ability scores to balance things out, or sacrifice one to empower the others. With good rolls or enough points to buy ability scores, this may not be noticeable, but when you have only one or two good scores, being “MAD” hurts. In 3.5, Paladins depended on good Strength (because they were inclined towards melee combat), Constitution (for their HP and Fortitude saves), Wisdom (for their spellcasting) and Charisma (for their class features), making them MAD. Pathfinder removed the need for Wisdom, making them less “MAD”, and the favored class options made them less reliant on Constitution or Intelligence, making them dependable on Strength (or Dexterity) and Charisma, hence being “DAD” (Dual Ability Dependent). You may notice that some fighting styles below re-introduce MADness into the Paladin, and hence are considered poor options, but nothing prevents you from choosing those. After all, the idea of optimization isn’t to condemn you to cookie-cutter builds, but to take your build and make it more efficient.

“Combat-focused” characters, like Fighters and Paladins, are more efficient when they’re using weapons and tactics to fight, rather than using skills (like the Rogue) or spells (like the Wizard). Being a spellcaster and having class features that allow for healing, the Paladin can certainly focus on its spellcasting or being a combat medic, but this isn’t as efficient as contributing to finishing the battle earlier. The following are the seven typical offensive combat styles present in the game: sword & board, fencing, two-hander, two weapons, unarmed, mounted combat, throwing weapons and archery. Pathfinder, through the Ultimate Combat supplement, added gunmanship to the fighting styles.


Sword & Board (SnB): this fighting style relies on using a weapon in one hand (not necessarily a sword) and a shield in the other (the “board”), relying on a combination of offense and defense. Offensively, this means the Paladin will use a weapon and its shield in tandem, then settling for shield defense when expecting the counter-attack. Fighting with weapon and shield offensively is inefficient, as the loss in offense from a two-handed weapon does not compensate the gain of the shield, the shield is a poor weapon compared to a light weapon when fighting with two hands, and requires dabbling in two styles to be effective (namely, the Paladin must begin as a Two-Weapons user). Offensive Sword & Board Paladins need good Strength (for their attack and damage rolls), good Dexterity (to meet the Two-Weapon Fighting requirements), decent Constitution (being front-liners) and good Charisma (for their class features), making them MAD. The build also requires a huge load of feats, combining Improved Shield Bash with Two-Weapon Fighting in order to use the shield offensively without losing its defensive qualities. All in all, the fighting style is too complicated for even the most experienced Paladin, and thus not recommended.

Ability Score Priority: Dex > Cha > Str > Con > Int = Wis
Important Feats: Two-Weapon Fighting, Improved Shield Bash, Shield Focus


Fencing (Fen): this fighting style relies on using light melee weapons or weapons such as the rapier, and relying on fancy maneuvers rather than brute force. More often than not, these builds use Combat Maneuvers such as disarming and tripping, and generally are expected to wield nothing in the off-hand (the hand you’re not using, typically your left hand if you’re dexterous). Fencing also involves wielding light armor, and works best when you have ways to stack damage in a single blow; while the Paladin’s mark is a good example, it generally works only against evil creatures, which will generally require better weapons. Fencer Paladins require decent Strength (for damage rolls), Dexterity (for attack rolls and Armor Class), decent Constitution (for hit points), at least a 13 Intelligence (to get Combat Expertise and open the fencing maneuvers feat chains), and good Charisma (for class features). The build works fine with Weapon Finesse and any feat that requires such only, but the added Intelligence allows for additional skills and Combat Expertise, which opens a whole world of feats. Sadly, the Paladin doesn’t have enough feats to encompass the full fencing style, and thus isn’t recommended.

Ability Score Priority: Dex > Cha > Str = Con > Wis; Int 13 or no Int.
Important Feats: Weapon Finesse, Combat Expertise, Improved Disarm or Improved Trip


Two-Hander (THF): this fighting style relies on wielding two-handed weapons and brute force. These warriors generally use Combat Maneuvers that rely on brute force, such as Bull Rush and Sunder. Arguably the simplest of all fighting styles, Two-Hander Paladins only need a few ability scores, making them very efficient: good Strength (for attack and damage rolls, the latter modified because of the way the weapon is wielded), decent Constitution (for HP and Fortitude saves) and good Charisma (for class features). The crowning jewel of the style is Power Attack, which gains greater returns when wielding a two-handed weapon, and needs little in the way of improvement. A starter Paladin would be advised to prepare for this combat style as early as 4th level, and is greatly recommended.

Ability Score Priority: Str > Cha > Con > Dex > Int = Wis
Important Feats: Power Attack


Two-Weapons (TWF): this fighting style relies on wielding a weapon in each hand, typically a one-handed weapon in your main hand and a light melee weapon in another. Two-Weapon Paladins rely on dealing multiple hits rather than a single one, each loading as many bonuses to attack and damage as possible for maximum efficiency; on the other hand, they are not entirely mobile. Two-Weapon Paladins require high Dexterity to meet the requirements for the Two-Weapon Fighting chain, but otherwise behave a lot like Offensive Sword & Board Paladins (good Strength, decent Constitution, good Charisma), which can be a problem. However, they depend on less feats than Offensive Sword & Board Paladins, giving them some flexibility. Two-Weapon Paladins are somewhat more complex, and better for veterans of the game, but because of the way the Paladin’s mark works, they become deadly efficient against Evil creatures.

Ability Score Priority: Dex > Cha > Str = Con > Int = Wis
Important Feats: Two-Weapon Fighting


Unarmed (US): another simple fighting style, this involves fighting without any weapon. Generally, this involves maximizing the damage from the Paladin’s unarmed strike, and also focusing on the Grapple maneuver to bind the opponent. Unarmed Paladins are better at grappling than actual fighting, but are rarely, if ever, surprised by having no weapons around; on the other hand, without enough bonuses to attack rolls, this fighting style loses its power quickly. Unarmed Paladins need good Strength (for attack and damage rolls), decent Dexterity (for Armor Class and Reflex, and to open the Improved Grapple feat chain), decent Constitution (for HP and Fortitude saves) and good Charisma (for their class features). Unarmed Paladins require the Improved Unarmed Strike feat, which opens a few different options such as Improved Grapple, Scorpion Style or even (with the odd addition to Wisdom) Stunning Fist. All in all, the Unarmed Paladin is best at disabling than harming, and recommended for veterans looking for something new.

Ability Score Priority: Str > Cha > Con > Dex > Wis > Int
Important Feats: Improved Unarmed Strike


Mounted Combat (MC): a traditional fighting style of Paladins, this involves fighting in tandem with a mount. Because one of the Paladin's class features involves summoning a supernaturally augmented mount, and because they have Ride and Handle Animal as class skills, this fighting style is natural to them. Mounted Paladins rely on using a specific weapon (the lance) to make a single charge against a target, maximizing all damage dealt in that blow. The fighting style is simple and effective, but has a large problem: it relies fighting in wide-open areas, in order to allow enough space to charge in. Mounted Paladins suffer in enclosed spaces (such as most dungeons), but thrive in open areas and specifically in battlefields, where they excel. Mounted Paladins are very similar to Two-Hander Paladins in terms of stats (good Strength and Charisma, decent Constitution), but their feat choice is different: they must gain Mounted Combat and reach up to Spirited Charge before they can excel. A Mounted Paladin is as good as its mount, and therefore the fighting style is slightly more expensive as the mount needs its own protection. Because of its simplicity, whenever the campaign relies on open areas or there is a way to allow use of mounts in dungeons, the Mounted Paladin is highly recommended; otherwise, skip.

Ability Score Priority: Str > Cha > Con > Dex > Int = Wis
Important Feats: Mounted Combat, Spirited Charge


Throwing Weapons (Thr): an unorthodox fighting style that relies on using throwing weapons to maximum efficiency. Oftentimes, this fighting style serves as a complement to some other combat style (generally Two-Weapons), as it’s weak on its own and works whenever there’s a need of range. Because throwing weapons have usually short ranges, they aren’t as efficient as Archery for mid- and long-range combat, but the ability to add Strength to their damage rolls makes them viable. Weapon-Throwing Paladins need to strike a balance between Strength and Dexterity (as Strength applies to damage rolls but Dexterity applies to attack rolls), decent Constitution (for HP and Fortitude) and good Charisma (for their class features). Weapon-Throwing Paladins usually focus on one kind of thrown weapon and require Quick Draw to use all their attacks. As a primary attack style, its otherwise very similar to Archery, though Far Shot is usually necessary; as a secondary combat style, it’s less necessary. Thrown weapons require far too much love to be useful, and thus aren’t a recommended combat style, save if the Paladin has enough feats and doesn’t like archery (and can use melee weapons with a range increment).

Ability Score Priority: Str = Dex > Cha > Con > Int = Wis
Important Feats: Quick Draw, Deadly Aim, Point-Blank Shot (if primary)


Archery (Arc): the premier ranged fighting style, this relies on using a bow (and only a bow) for combat. One of the two fighting styles that doesn’t require being on the frontlines, Archer Paladins can go easy on defense, preferring to defeat their opponent before they even reach nearby. Archer Paladins require decent Strength (to add their Strength modifier to damage rolls with composite longbows), good Dexterity (for attack rolls and Reflex saves, plus Initiative) and good Charisma (for their class features). Because the Paladin’s mark works at a range, Archer Paladins can deliver incredible amounts of damage to a single target in a single round, generally defeating any enemy in a single turn. Because of this, they’re recommended for new players or experienced players looking for a fresh outlook to the holy knight.

Ability Score Priority: Dex > Cha > Str > Con > Int = Wis
Important Feats: Point-Blank Shot, Deadly Aim, Rapid Shot


Gunmanship (Gun): introduced in Ultimate Combat, firearms are weapons that fire slow, but deal strong damage. Their unique trait is that, despite their short range increments (compared to bows), they can ignore the armor and shield bonuses of the target while within it, effectively ensuring the hit. Gunner Paladins require good Dexterity (for attack rolls and Reflex saves, plus Initiative), decent Constitution (for HP and Fortitude) and good Charisma (for their class features). Gunner Paladins will definitely require Rapid Reload with their weapon of choice (generally a musket), but even then they will be quite slow compared to others. Note that Gunner Paladins informally include crossbows, which fire faster but don’t ignore touch attacks; otherwise, they’re mostly identical in terms of build-up. A build for experts who want to honor the character from “Have Gun, Will Travel”.

Ability Score Priority: Dex > Cha > Con > Str = Int = Wis
Important Feats: Exotic Weapon Proficiency (firearms), Gunsmithing, Rapid Reload, Point-Blank Shot.
One of the reasons why I insist on calling that class feature the “Paladin’s mark” is naturally because of how it applies to any weapon, including bows, crossbows, thrown weapons and guns. The 3.5 version of the Paladin forced you to use a melee weapon when Smiting Evil, because of how it worked. The PF version of the Paladin, imposing a mark rather than a sudden blow, allows even a gun user to deal incredible amounts of damage once every one or two turns, enough for it to matter. This is one of the reasons why the Archer Paladin, despite being an unorthodox fighting style, is green rather than red.

A Paladin may choose to focus on protecting his or her allies, rather than simply fight enemies. Just as a Paladin is a “combat-focused” class, the armor and shield proficiencies of the Paladin make the class suitable for “tanking”; that is, to prevent allies from taking damage. There are two ways to achieve this, though exactly to what extent depends on how devoted you are to tanking:


Lockdown (LD): this method of tanking involves a certain degree of battlefield control, where you prevent your opponents from approaching your allies (hence, you ”lock” them down). “Locked” opponents are effectively disabled, denied their ability to move or act. Lockdown Paladins require good Strength (for attack and damage), good Dexterity (since Combat Reflexes grants additional attacks of opportunity based on the Dexterity modifier; also, additional AC, Reflexes and initiative), good Constitution (for HP and Fortitude, specifically as the intention is to lure opponents into hitting you) and good Charisma (for their class features). Lockdown Paladins at their core depend on the Combat Reflexes feat, and come in two flavors: Stand Still, which deals no damage but sets a perimeter around the Paladin, and Tripping, which uses the Trip maneuver to stop them. Since Lockdown Paladins require using Attacks of Opportunity, they benefit from having reach, making polearms their primary choice of weapon (and thus, making Two-Hander Paladin a decent complementary fighting style); a more exotic way is to use the whip (viable for Trip builds) or scorpion whip (for Stand Still builds), as they allow wielding a shield while still keeping their reach benefit (and potentially allow Lockdown builds with Fencing or the rare Sword & Board). The benefit of both Lockdown builds is that, due to its ability to force opponents within reach, it allows for full attacks, which maximize damage potential (therefore, why it becomes a fighting style on its own). Stand Still Lockdown builds are easier to make, but deal less damage overall, while Trip Lockdown builds drain too much of the Paladin’s resources to be truly effective, but end up increasing the damage potential of the Paladin overall.

Ability Score Priority: Str > Cha > Con = Dex > Int > Wis
Important Feats: Combat Reflexes, Stand Still or Improved Trip


Damage Redirection (DR): a pretty unknown way of tanking, Damage Redirection implies moving damage from one character to yourself, or from yourself to the enemy, at times regardless of the distance. While it doesn’t prevent damage altogether, it does allow you to soak up the damage for your allies, who may have the right tools to deal with the situation. Paladins are naturally inclined towards this, as a few spells allow them to redirect ally damage into themselves (Shield Other, King’s Castle, Paladin’s Sacrifice & Sacrificial Oath) while others punish those who damage the Paladin or its allies (Fire of Vengeance, Shield of the Dawnflower). Feat-wise, the Paladin relies on interposition, specifically using the Bodyguard and In Harm’s Way feats to negate a single attack. Thus, the Damage Redirection Paladin may focus on any fighting style, but excels on those that rely upon Dexterity for the additional attacks of opportunity. As a secondary trait, Damage Redirection Paladins are life-savers, but the cost of focusing on Damage Redirection rather than a proper fighting style or Lockdown is too large for the returns.

Ability Score Priority: As fighting style (preferably with good Dex)
Important Feats: Combat Reflexes, Bodyguard, In Harm’s Way
Virtually nowhere in either the Dungeons & Dragons 3.5 Edition or Pathfinder Roleplaying Guide rules, sourcebooks or even fan-made handbooks there’s any reference to “damage redirection”, and for good reason: it’s an afterthought, and not something that was truly developed. It mostly stems from the inherent problems in defensive tactics within the d20 system: as it exists, there’s only ONE way to properly tank within the game, and that is “Lockdown”; to disable the opponent before it can harm an ally. However, the existence of spells like Shield Other and psionic powers like Share Pain and Hostile Empathic Transfer provide the framework for damage redirection. To an extent, the way the 3.5 Crusader’s Steely Resolve and Furious Counterstrike abilities work involves taking damage and then returning it through damage, generally by dealing enough hits to return almost exactly the same amount of damage as the enemy dealt, or at least the amount that was delayed. Even a spell like Fire Shield works as a disincentive to strike the target, for fear of the retributive damage. At its essence, the philosophy behind “Damage Redirection” is simple: regardless of the circumstances, damage will move from the person who least needs to be harmed to the person that can be harmed the most. In this case, if the Paladin takes a hit, or a spell, from an ally, then that ally is alive and the Paladin can take advantage of its superior protective capabilities to withstand the blow. This may seem like counter-productive (it’s best to deny the blow to both instead of hitting the one that can withstand it), but it works for two reasons: one, while the idea of bolstering the defenses of people is a valid strategy that should be considered first, this is the natural fallback for when that defense fails. In other terms: when the best defense fails, might as well have the blow be taken by the guy that can withstand it the best, no? Second, it allows the party healer to focus its efforts on one character rather than many: it’s better to provide a CL 15th Heal spell that will heal a Paladin, or a Fighter, from negative hit points to full HP than to spend a CL 15th Mass Cure Critical Wounds healing everyone potentially less. Considering the Paladin is a decent self-healer, the ability to focus on self-healing and potentially aiding allies rather than serving as the combat medic for others causes the dynamic of the battle to shift towards focusing at the battle, rather than focusing at the ally’s well-being. The fact that the Paladin has both large defenses, ways to redirect damage to itself and worthwhile self-healing means that it makes the Damage Redirection strategy viable. Ideally, more spells and feats should exist to provide the Paladin, and other classes, with ways to direct the flow of damage, whenever happens, to the people that is best capable of taking it, and potentially redirecting that damage back to the enemy (which then causes the opponent to die twice as fast, because it dies by its own blow, while the party remains safe). However, because this is mostly a radical idea, the best is to introduce the term and see that more discussion is made to promote the strategy.

T.G. Oskar
2014-05-12, 10:07 PM
Optimal RacesAs a rule of thumb, when choosing a race fit for a Paladin, focus first on what you want to do with the build, then choose which race can fit this better. Generally, classes that offer penalties to Constitution or Charisma are bad choices, while races that offer bonuses to Charisma are good.
While this reminder could easily go anywhere, I figure that the Races section would be a good place to point it out. If you check out the Ranger favored enemies, you’ll notice that the Elemental type is conspicuously absent. This is because ALL Elementals are now Outsiders with their own subtype. Elementals keep some of their traits from 3.5 (most notably their annoying immunity to critical hits and precision damage such as sneak attack, compared to undead and constructs who are now vulnerable), but are otherwise affected by spells that affect undead. The special featured races below (Ifrit, Oread, Sylph, Suli and Undine) are also Outsiders, but they have the Native subtype rather than the Elemental subtype, even though they’re actually meant to be descendants of those Elementals.
Core RacesHumans: the rule of thumb for just about every game based on the d20 System is simple: when in doubt, always go for Humans. PF Humans now get to choose their own ability score increase, and they have one bonus feat and one additional skill point. Humans are incredibly flexible, and support the Paladin in the right spots.
Dwarves: while a fitting thematical choice, Dwarves suffer with the penalty to Charisma. The traits that best work for Paladins is their ability to move unopposed by armor (though they are slow at a speed of 20 ft.) and their ability to resist poisons (an immunity you lack), spells and SLAs. They can also work if you plan to use one-handed weapons, because the Dwarven Waraxe and Dwarven Double Waraxe are pretty decent weapons, and they get proficiency with the Dwarven Longaxe and Dwarven Longhammer, two nice reach weapons for a Lockdown build. Good alternate racial traits for Dwarven Paladins are Magic Resistant, and Stubborn for early levels and if taking archetypes that replace Aura of Resolve and Aura of Righteousness.
Elves: a strange choice, but a bad one nonetheless. They take a penalty to Constitution, which hurts, and the stat bonuses they get are to one dump stat and one situationally good stat. They get proficiency with Elven weapons (of which there’s only the Elven Curve Blade, essentially a Falchion with better damage rating but that’s better for Dex-based builds) and immunity to magic sleep effects (but not to mundane sleep effects; note that). Good alternate racial traits for Elven Paladins are Fleet-Footed, Lightbringer and Urbanite, but they aren’t so helpful.
Gnomes: an unusual race, the Gnome has penalties to Strength (bad for a primarily physical combat-focused class), but bonuses to both Constitution and Charisma. They’re also slow because of their size, but get bonuses to attack rolls and AC (but not CMB and CMD), low-light vision and good Perception. They get proficiency with “Gnome” weapons (of which there is the Gnome Hooked Hammer, a double weapon), and their Favored Class bonus is incredibly good for healers (you get a +10 to your healing by 20th level). They make good Archery-focused Paladins. Good alternate racial traits for Gnome Paladins are Darkvision and Master Tinker (since it lets you be proficient in a weapon you’ve created, which involves just about any weapon in existence).
Halflings: another unusual race, they’re sorta like Gnomes but replace their Constitution bonus with a Dexterity bonus. If you’re aiming for archery or high Dexterity, this is your race, but otherwise the penalty to Strength really hurts. They’re just as slow as Gnomes, and their traits are geared towards movement, which you’ll usually lack because of depending on heavy armor. They’re proficient with any weapon with “halfling” on its name (the Halfling sling-staff is a club combined with a sling, except that both require the ability score in which they have a penalty…), and they make great healers as well (just like…say, Gnomes!) They make good Archery-focused Paladins, though, particularly as they need to spend less on Dexterity. Good alternate racial traits for Halfling Paladins are Adaptable Luck, Fleet of Foot, Outrider (for Mounted Combat builds) and Underfoot.
Half-Elves: surprisingly improved since their 3.5 incarnation, Half-Elves make surprisingly good Paladins. For starters, they get a +2 to a single ability score of their choice, rather than nothing. They get low-light vision and immunity to magic sleep effects (though not mundane sleep effects). They keep their bonus to Perception checks (that’s the third class I’ve seen with a Perception bonus…), and count as Elves and Humans for purposes of race, including choice of feats and favored classes. They get to choose not one, but two, favored classes, so they’re great for multiclass builds. Their favored class benefit is an increase to the size of ALL Paladin’s auras, so you can get 30-ft. auras (which is pretty good). Good alternate racial traits for Half-Elven Paladins are Ancestral Arms and Sociable.
Half-Orcs: also surprisingly good since their first incarnation, Half-Orcs make interesting paladins. They get a +2 to a single ability score, just like humans (so they get no penalties to Charisma, while technically keeping their Strength bonus), darkvision and a mild bonus to Intimidate checks. Orc Ferocity is an interesting tactic once you get Lay on Hands, as it allows you to act while between -1 and -9 for up to 1 round; use LoH as swift action and act as normal. They get proficiency with any weapon with “orc” in its name (the Orc Double-Axe is a double weapon, akin to a battleaxe. Their Favored Class bonus is weak, though, granting a mere critical confirmation bonus that tops at +5. Good alternate racial traits for Half-Orc Paladins are Chain Fighter (for spiked chain proficiency), Sacred Tattoo, Skilled and Toothy, though most of them replace Orc Ferocity.

Featured Races (Advanced Race Guide)Aasimar: perhaps the most thematic race after humans, Aasimars’ celestial qualities somehow don’t help them that much. They get a bonus on Charisma, but also to a dump stat (Wisdom, just in case). They are treated as Native Outsiders, which means they’re immune to spells like charm person and hold person, but also immune to spells like enlarge person. They get a bonus at Perception checks (again!?) and Diplomacy checks, which is good. They also gain resistance 5 against acid, cold and electricity (great early on, pointless once you get Resist Energy), and Daylight as a spell-like ability. Their Favored Class option increases the bonus to saving throws against fear, charm and compulsion effects from your auras every 6 levels, so you get at most a +3 to those checks…which don’t apply to you. Good alternate racial traits for Aasimar paladins include Celestial Crusader, Deathless Spirit, Exalted Resistance and Scion of Humanity.

Angelkin Aasimar: while the normal Aasimar is somewhat weak, the Angelkin Aasimar (an Aasimar descended from angels) is custom-made for Paladins. They get bonuses to Strength and Charisma and, surprisingly enough, the Alter Self spell (which, as mentioned before, gets nerfed but at least lets you pass as any humanoid, and nets you a +2 to Strength while transformed). It also nets you two bonuses to skills you might not use (though the bonus to Heal is nice, though).
Lawbringer Aasimar: the other LG variant heritage Aasimar, the Lawbringer (an Aasimar raised by Archons) is somewhat disappointing. It gets the same scores than the vanilla Aasimar, a bonus to Sense Motive (good) and Intimidate(great), and a SLA that creates permanent torches (Continual Flame).
Other Aasimar: the other heritages aren’t so good, but Paladins focusing on Archery may agree that Azata-Blooded Aasimar (Musetouched) are pretty good: +2 to Dexterity and Charisma, bonus to Diplomacy and the ever-useful Glitterdust as an SLA. Agathion-Blooded Aasimar (Idyllkin) are interesting as they offer bonuses to Constitution and Charisma, a bonus to Handle Animal (good for animal-controlling builds) and Summon Nature’s Ally II as an SLA, which allows summoning small Elementals for a while.
Catfolk: a decent choice for Archery-focused (or TWF-focused) Paladins, Catfolk offer bonuses to Dexterity and Charisma while placing the penalty on a dump stat. Their racial traits are so-so, though Cat’s Luck can be a life-saver, and getting a +10 ft. increase to your speed just because you charged can be also interesting. Good alternate racial traits for Catfolk Paladins are Cat’s Claws (synergizes well with the Claw Pounce feat if you get enough damage bonuses to ignore the lousy weapon damage dice) and Scent.
Dhampirs: no matter how sexy D may look like, they aren’t good Paladins. Sure, they get a bonus to Charisma, but their other good stat is Dexterity (only good for certain builds) and their penalty is to Constitution, a score you DON’T drop down. They get the ability to ignore energy drain effects (until they get level-drained enough to be killed) and can cast Detect Undead three times per day as an SLA, but they are harmed by positive energy, which involves…you guessed, Lay on Hands. So, you’d be the only Paladin that can’t heal itself. Your other resistances are pointless by 3rd level, and you’re sensible to light. Dhampir have only so-so alternate racial traits that are good for Paladins, but if you’re aiming to exploit Handle Animal, Vampiric Empathy is decent.
Drow: here’s a simple one. Have you seen a Drow Paladin in 3.5? Well, you won’t see it on Pathfinder either. Much like dhampirs, Drow have penalties to Constitution that really don’t help, they get a useless ability in Poison Use (your Code restricts you to not use them), their Weapon Familiarity is roguish, you get Light Blindness, and of the remaining racial traits, only their spell resistance and darkvision are worthwhile. Good alternate racial traits for Drow Paladins are Ancestral Grudge and Surface Infiltrator.
Fetchlings: a new race that is essentially “humans from the Plane of Shadow”, fetchlings are surprisingly good in a way. Good stats (+ to Dex and Cha, - Wis), shadow blending grants better concealment in dim light (3.5 friends: think shadowy illumination), and they eventually get to use Shadow Walk and Plane Shift as SLAs once per day (limited to between the Plane of Shadow and the Material Plane, tho). Oh, and they’re native outsiders to boot. For Archery or TWF-focused Paladins, they’re an interestingly good class. Good racial traits for Fetchling Paladins include Gloom Shimmer.
Goblins: Gah! No! I mean, I’m a fan of Goblins: Life through their Eyes, and I believe Big Ears is a great example of how a Paladin should be, but Goblins are atrocious. They get penalties to the two main stats a Paladin should have (Strength and Charisma), and their other racial features suck. Also, they look nothing like our traditional goblin, Tarol’s Goblins, or even Mr. Morris’ Goblins (let alone M:tG Goblins). For those insane Goblin Paladins, good alternate racial traits are Cave Crawler, Hard Head Big Teeth, and Weapon Familiarity (the Horsechopper is an interesting reach weapon with the trip property).
Hobgoblins: These are less atrocious than their smaller kindred, but aren’t truly worthy. They get a bonus to Dexterity and Constitution, but no penalties. The rest is just Darkvision and a bonus to Stealth checks, so not enough to make proper judgment. Good alternate racial traits for Hobgoblin Paladins are Battle-Hardened, Magehunter, Pit Boss (if you wish to focus on combat maneuvers, otherwise skip it) and Scarred.
Ifrit: Interesting race, to say the very least. The third class on the row who has good Dex and Charisma (but lousy Wisdom), another Native Outsider, and various fire-related abiliites (fire resistance 5, Burning Hands as a class feature). They’re the only race in the game that knows Ignan as an automatic language, though. Good alternate racial traits for Ifrit Paladins are Efreeti Magic, Fire in the Blood and Wildfire Heart.
Kobolds: Much like Goblins, Kobolds are unfit for Paladinhood. They get penalties to the two stats that matter to Paladins the most (Strength and Constitution, get light sensitivity as a weakness, and not even the +1 natural armor bonus to AC remedies that. Good alternate racial traits for the oddball Kobold Paladin are Beast Bond and Gliding Wings.
Orcs: the forefathers of the Half-Orcs, normal orcs aren’t really that good. Sure, they get one of the highest bonuses to Strength out of any race, but they get poor Charisma (bad) and they get a penalty to Intelligence, which means less skill points. Otherwise, they’re indistinct to the Half-Orc, except for their light sensitivity (which makes it worse!), and their orcish Ferocity is Diehard under a different name. Decent alternate racial traits for Orc Paladins are Smeller, and the rare Feral.
Oreads: Oreads are to earth what Ifrits are to fire, but they’re strictly worse. Oreads have a good Strength score (oddly enough), but a penalty to Charisma. They’re slow (for a Medium character, and they lack the dwarven ability to ignore penalties in armor), their SLA sucks, and their energy resistance gets replaced when it gets dangerous. Their Favored Class bonus is a slightly higher bonus to the morale bonus to fear and charm granted by the Paladin’s auras. For those rare Oread Paladins, good alternate racial traits are Crystalline Form, Granite Skin, Stone in the Blood and Treacherous Earth.
Ratfolk: another bad race. They get penalties to Strength, bonuses to a stat you won’t raise that much (Intelligence), small and slow. About the only interesting racial trait is their bonus on UMD checks, for some strange reason (alongside the ever-popular boost to Perception checks). Good alternate racial traits for Ratfolk Paladins are Cornered Fury and Scent.
Sylphs: the air-elemental part of the Genieling Quarted (alongside Ifrit, Oreads and Undines), Sylphs make bad Paladins. They get a bonus to Intelligence, but penalize Constitution (they also get good Dexterity). Their SLA is bad, their energy resistance is decent early on but loses steam, and they get a pointless class feature. Good alternate racial traits for Sylph Paladins are Breeze-Kissed, Storm in the Blood and Thunderous Resilience.
Tengu: yet another bad idea for Paladins, Tengu have a penalty to Constitution and a bonus to a dump stat (Wisdom) alongside good Dexterity (notice just how many races have good Dexterity?). They also get a bonus on Perception (oh, again? Really? REALLY!?), and a huge bonus on Linguistics checks, of all things. They also get a bite attack (that deals pitiful damage), and proficiency with ALL swords, including Bastard Swords, Elven Curve Blades and Two-Bladed Swords. All alternate racial traits save for Carrion Sense are good for Tengu Paladins.
Tieflings: not only they’re a bad race for Paladins, they’re the complete opposite of what a Paladin stands in terms of heritage. They get the bonus to Dexterity and Intelligence (just line in 3.5), a penalty to Charisma (just like in 3.5), darkvision, bonuses on Bluff and Stealth, Darkness as an SLA 1/day and resistance 5 against cold, electricity and fire. They have a Favored Class bonus, which grants increased healing with Lay on Hands, provided you’re using it on yourself. Good alternate racial traits for Tiefling Paladins are Maw or Claw, Scaled Skin and Vestigial Wings.
Other Tieflings: if you choose the Fiendish Heritage as a feat at 1st level, you get variant Tiefling options. Pitborn Tieflings (a Tiefling born out of demons) gain bonuses to Strength and Charisma but have a penalty to Intelligence (no biggie, really), a bonus to Disable Device and Perception, and Shatter as an SLA. Shackleborn Tieflings (a Tiefling born out of the no-longer-devil kytons, AKA Cenobites by a different name) gain bonuses to Constitution and Charisma, a penalty to a dump stat (Wisdom), bonuses to Intimidate, and the awesome Web as an SLA. Beastbrood Tieflings (those Tieflings born of a Rakshasa) gain bonuses to Dexterity and Charisma, a nice bonus to Sense Motive, and Detect Thoughts as an SLA. The rest aren’t really worth your while.
Undines: the final member of the Elemental Quartet (with Ifrit, Oreads and Sylphs) still doesn’t make a decent Paladin. They get bonuses to Dexterity and a dump stat (Wisdom) but a penalty to Strength, resistance to cold spells (which gets wasted early on and pointless later on), a moderately-interesting SLA and darkvision. Good racial traits for Undine Paladins are Acid Breath, Hydrated Vitality and Ooze Breath.

Other Races (Advanced Race Guide)Changelings: As races go, Changelings aren’t really that bad. They get a bonus to Charisma, but a bonus to a dump stat (Wisdom) and a penalty to Constitution. They get claws and a natural armor, and one of three racial traits based from their hag parent, of which Hulking Changeling is the clear winner (+1 damage, yay!). No alternate racial trait is particularly good for Changeling Paladins.
The Changeling in 3.5 was an Eberron-exclusive class that was the offspring of a human and a doppleganger. Not very suitable for Paladins, they may cause confusion to native 3.5 players, who may expect the class to have a form of shapechanging ability.
Duergar: Gray dwarves, as they were once known in 3.5, are an interesting choice that violates wildly one of the tenets of Paladin optimization (Thou Shalt Not Assume A Race with Hideous Looks And Unruly Behavior!). They get a horrendous penalty to Charisma (-4!!!) and a bonus to a dump stat (Wisdom), but they get a bonus to Constitution. However, these stats contrast with the rest: immunity to Paralysis and Poison (just to round out immunities), Enlarge Person as a SLA once per day and Darkvision up to 120 ft. Good alternate racial traits for Duergar Paladin are Daysighted and any Dwarven Trait that replaces Stability.
Gillmen: an unusual race for Paladins, they’re better on an aquatic environment. Gillmen have bonuses in two necessary stats (Constitution and Charisma), a penalty on a dump stat (Wisdom), a swim speed and the ability to breathe water, but they have a severe penalty in their water dependency (more than 1 day without water, prepare to die within the next day). No alternate racial trait is good for Gillmen Paladins.
Gripplis: Another brand new race, Gripplis are small frogmen. They get a bonus to Dexterity and a dump stat (Wisdom) and a penalty to Strength, so their stats aren’t the best. They get a climb speed, though, and ignore difficult terrain while in a swamp. They also gain proficiency with nets, which are a pretty decent debuffing weapon. No alternate racial trait is good for Grippli Paladins, except maybe for Glide.
Kitsune: We know how most races work for Paladins thus far, but what does the Fox says!? Maybe “pew pew pew pew pe-pew pe-pew!”, because their good Dexterity and Charisma makes them good for Archery, but their bad Strength affects them. They also get the ability to transform into a human shape (only ONE, though) and Dancing Lights as an SLA, so they don’t offer anything that helps them stand out, save for the free bite attack. A good alternate racial trait for Kitsune Paladins is Gregarious, since it uses a class nearly all Paladins get and turns it into an insidious debuff (though it’ll mostly be Bluff, which you might not use, and Intimidate which you probably will).
Merfolk: Under the sea, these people probably make the ultimate Paladins. They get a bonus to Constitution and Charisma, but also to Dexterity. They’re insanely fast underwater (50 ft. swim speed) and have a solid +2 natural armor bonus. The only problem is that they’re excellent in water, because in land they’re useless. They can only move 5 ft. per round and have no legs, so they’re unable to improve their speed any further. For aquatic campaigns, they are excellent choices; for land, even if you replace their Slow Speed with the Strongtail alternate racial trait, they won’t move fast enough to matter.
Nagaji: These serpentine humanoids make interestingly good Paladins. They get bonuses to Strength and Charisma, which balance their loss in Intelligence (and for poor Int, there’s always the Favored Class option of skill points, remember?), a natural armor bonus to AC of +1, the perennial bonus to Perception checks and resistances to mind-affecting abilities (which will eventually become pointless) and poison (which will always be viable). Their only alternate racial trait, Hypnotic Gaze, is a perfect opener for a Diplomacy check, which might be pretty good, if you’re willing to sacrifice your bonus to Perception (and Handle Animal). The only shame is that you can’t use their racial feat, because it’s poison and your Code forbids it.
Samsarans: Yeah…no. There’s no way these guys make good Paladins. Their stats boost Intelligence and a dump stat (Wisdom), while penalizing Constitution (which nearly every class needs). They get a decent boost to negative energy effects, a free choice of bonus skills (Diplomacy and Sense Motive are good, BTW), and a few SLAs: Comprehend Languages, which is decent; Deathwatch, which is a good sensor that’s no longer [Evil], and Stabilize which is decent to stabilize people from afar. Their alternate racial trait, Mystic Past Life, is amazingly good though; you add spells based off your Charisma score at 1st level +1, from another spellcasting class of the same type as yours (divine, in the case of Paladins). It’s much like Unsanctioned Knowledge (a feat you’ll see later on), but without the Int requirement. Otherwise, they’re not very good.
Strix: These guys are victims of xenophobia, and are akin to Gargoyles: the xenophobic pursuit of humans against this race highly echoes that of the Gargoyles in the Ultima games (particularly Ultima VI: the False Prophet, which is what would happen if the Strix were drawn into utter desperation). They have good Dexterity, but a penalty to Charisma. They also have a +1 to attack rolls against humans (and only humans), which will comprise a good majority of the enemies you’ll face. About the only thing you’ll look for them is their flight speed, which makes them the only race thus far that has a natural flight speed (Aasimars can get a fly speed through feats and other races via alternate racial traits; Strix get them naturally). They also get resistance to illusion spells and a bonus to Perception and Stealth (just how many races get bonuses to Perception, anyways!?). Their fluff, however, makes them both good and poor Paladins, as they wish to protect their dwindling race (Aid the Needy, Protect the Innocent: those are your Prime Directives), but they harbor hatred for humanity (which is something going against them). Good alternate racial traits for the Strix Paladin are Nimble and Tough, which replace your bonus to illusion spells with a straight increase to Fortitude or Reflex (the latter being a welcome addition).
Sulis: Also known as “suli-jann”, they are true descendants of mortals and jann, the lowest form of genie. Their bonuses to stats are fit for just about any Paladin (Strength, Charisma), with Intelligence being penalized. They get bonuses to the TWO stats Paladins will favor (Diplomacy and Sense Motive), and get a cool free weapon enchantment 1/day for a few rounds, not to mention resistance to ALL energy types. Their sole alternate racial trait, Energy Strike, focuses their elemental power into a single energy type, but gives them a slightly better effect; good ones are Firehand (ranged fire attack) and Shockshield (retributive electricity damage, works with metal melee weapons despite range).
Svirfneblin: the Gnome equivalent to the Drow and the Duergar, these little fellas make bad Paladins unlike their Gnome-kin. For starters, they have a sum of scores that leaves you with a negative (bad Strength and worse Charisma, good Dexterity and dump stat/Wisdom), which really don’t compensate their great +2 dodge bonus to AC, their +2 bonus to saving throws and their powerful Spell Resistance (11 + class level). Their SLAs include Blindness (potent debuff), Blur (great buff) and constant Nondetection (one of the few things you have constantly on you). None of their alternate racial traits really works for a Svirfneblin Paladin, though.
Vanaras: hailing straight from Oriental Adventures, Vanaras are yet another class that suffers from the same stats as many races (good Dex and dump stat/Wis, poor Charisma). They also get few racial traits, such as low-light vision, a climb speed, a bonus to Acrobatics and Stealth (which aren’t even class skills for you) and Prehensile Tail, which isn’t very effective for you. None of their alternate racial traits really help Paladins, though.
Vishkanyas: Remember the Nagaji? These guys are also serpentine, but less subtle about it. They get pretty nice scores (good Dex and Cha, penalty to dump stat/Wis), low-light vision, standard Perception check bonuses, proficiency with shuriken (and blowguns, if you want to) and bonuses to Escape Artist and Stealth checks. However, their focus is on natural venoms, and they have three racial traits that improve these: a bonus against poison equal to your Hit Dice (a +20 at 20th level, which means “I’m immune to just about ANY poison, period!”), the Poison Use ability and a natural toxin that deals 1d2 Dexterity damage. As you may know, use of poison is expressively forbid by the Code of the Paladin, so this is a racial trait you simply CAN’T use, even if it’s a natural venom and not something manufactured (oh well, the price of awesome power, right?). None of their alternate racial traits help them, though.
Those 3.5 players who are transitioning into PF will know that, because of product identity, Paizo can’t use some monsters and creatures. Amongst them is the Yuan-Ti, a serpent race whose purebloods are nearly indistinguishable from humans save for a few aspects. Since the game can’t have the Yuan-Ti, the Vishkanya make for a reasonable facsimile, though they get different traits. Think of Vishkanya as playable Yuan-Ti, by making a few changes.
Wayangs: another shadowling (like the Fetchling), Wayangs are par for the course. They get bonuses to Dexterity and Intelligence, penalties to your dump stat (Wisdom), they’re Small, slow, have the requisite Perception check bonus (and also to Stealth), some SLAs (Ghost Soun, Pass without Trace and Ventriloquism), and a bonus against spells of the shadow subschool (mostly Shadow Evocation, or Shadow Conjuration when using it as a Summon Monster/Nature’s Ally spell). Their only unique ability is Light and Dark, which allows you for a minute to treat yourself as undead for purposes of positive and negative energy, which is decent in the rare occasion where you’re surrounded by death cultists spamming Harm and whatnot. Their only alternate racial trait, Dissolution’s Child, is a glorified Invisibility spell that lasts for up to 5 rounds, so it’s not like you’re going to abuse it.

Psionic Races (Psionics Unleashed)Blues: These psionic cousins to Goblins make pretty poor Paladins. They get bonuses to Intelligence and Dexterity, but a penalty to Strength. Their Small size doesn’t help, even though they can move fast. To an extent, they are very similar to Goblins, except for their natural psionic ability, which entitles them to a free feat (Wild Talent) and the ability to use Psionic feats. The Pariah trait hurts even more, as it penalizes a good skill for Paladins (Diplomacy). Blues, like Goblins and Hobgoblins, can wield weapons with “goblin” in its name as martial weapons.
Dromites: insect-like creatures with psionic potential, Dromites are nonetheless an interesting choice for Paladins that rely on Dexterity. They have a bonus to Dexterity and Charisma, penalizing Strength. Despite being Small and slow, they get good AC because of their size and their natural armor bonus. They also get energy resistance, which stacks with other forms of energy resistance which is incredibly useful (they also gain innate sonic resistance, which is doubly useful). As with all psionic races, they are naturally psionic and thus have the Wild Talent feat for free, but Dromites also happens to have psionics of their own, specifically a 1/day Energy Ray attack which deals damage based on the energy resistance they possess (thus, they can deal sonic damage, which deals less damage but ignores an object’s hardness). They also gain the typical bonus on Perception checks.
Duergar, Psionic: Essentially a variant of the Duergar, they are just as interesting as their non-psionic cousins but sacrificing some things for others. Psionic Duergar sacrifice their immunities and their Spell Resistance for a lessened penalty to Charisma and psionic potential. On the other hand, psionic Duergar can use the awe-inspiring Expansion power, which allows you to increase your size to Huge (with the subsequent increases in Strength, size and reach). While Expansion is a pretty power, and the lessened Charisma penalty doesn’t hurt, the loss of the immunity to paralysis and Spell Resistance makes them less desirable.
Elan: A strange race that isn’t born, but made, Elans have changed a lot from their 3.5 incarnation. Elans now have a bonus to a single ability score, but are no longer aberrations (!). They take a penalty to Charisma skills, though, which hurts a bit. As with all psionic races, Elans gain the Wild Talent feat for free, but they can use power points despite the lack of psionic powers: Elans can spend power points to gain a racial bonus on all saving throws or reduce damage by 2 points/1 PP as an immediate action, making them pretty hard to kill. Of all races, they take the most advantage out of the Psionic Aptitude trait that allows them to gain an extra power point as a Favored Class bonus. Few other things make them suitable for Paladins, though.
Half-Giant: This race is definitely designed for combat. While it has a bonus to a dump stat (Wisdom), it has a bonus to Strength in exchange for a penalty to Dexterity, which shouldn’t be a problem with most builds. They count as Humans, so any feat that applies to Humans affects them, and they can take any Favored Class benefit related to humans. They also gain bonuses against fire attacks and psionic aptitude (not to mention a free feat), but it is two class features that make them excellent. First is their psionic SLA, Stomp, which works as a sort of Trip attempt but on a cone-shaped spread, and dealing a decent amount of non-lethal damage to boot (and the DC is based on Charisma, which is an ability score that a Half-Giant doesn’t penalize, and one the Paladin favors). However, the crown jewel for the Half-Giant is the Powerful Build trait: this allows them to wield Large weapons and be treated as Large whenever beneficial, sans for the reach. What this means is that a Half-Giant Paladin could take a Large longsword without penalty and dish a respectable 2d6 points of damage per blow, or take a Greatsword and deal a scary 3d6 points of damage per blow. Half-Giants are natural for Vital Strike builds, and they happen to gain a bonus to CMB and CMD as well. Couple that with the ability to be treated as humanoids, and they can benefit from an Enlarge Person spell which allows them to be the ultimate damage dealers.
Maenads: A psionic race attuned to the sea, Maenads are unique for one single purpose. They get a +2 to a single ability score (much like Humans) and get Wild Talent as a bonus feat (which opens Psionic feats and isn’t so bad to have after all), so they’re pretty similar to humans in that regard. They also get Energy Ray (like the Dromite), but the damage is forced sonic damage (which is great), and they’re one of the few races with a bonus to Climb and Swim. However, they’re the best races for one class, which opens up a wealth of multiclass builds: Barbarian. Since they can take levels in Barbarian and remain Lawful, this opens up a build which allows a slight Barbarian dip before entering into Paladin territory. Considering that they ALSO happen to improve rounds of Rage based on their character level, AND they also have a pseudo-Rage racial trait that further increases their Strength in exchange for two stats that aren’t as important to Paladins as Intelligence and Wisdom (and, since it’s a temporary loss, it doesn’t harm feat accessibility). All in all, while not the best race for a Paladin, they do happen to be an interestingly good race for a Barbarian/Paladin multiclass.
Ophiduans: A reptilian race that nonetheless has a relationship with a certain race from a certain predecessor to Pathfinder, Ophiduans still manage to be pretty unique. They get a very familiar ability score set that’s not beneficial to Paladins (+Dex & dump stat/Wis, -Cha), but they get a few cool traits. Certainly, the free Wild Talent feat and +1 to natural armor bonus to AC is nice, and gaining resistance to poison is just nifty. They have proficiency with any weapon with “ophiduan” in its name (what are the chances that we meet a “serpent bow” somewhere around?), which is…fine, maybe, but not the reason why you’d choose them to be Paladins. On the other hand, Serpent’s Bite does: for 1 minute, the Ophiduan gains a bite attack that deals a respectable 1d8 points of damage, but this isn’t the kicker. By 20th level, the bite attack deals an absurd 5d8 points of damage: it deals more damage than ANY weapon a character can wield, and you can happen to use it as a secondary attack, being a natural weapon and all. Coupled with the Paladin’s mark, an Ophiduan can definitely shine in a single battle.
Xephs: The last Psionic race, Xephs are solid speedsters. Their ability score set is respectable, with a bonus to Dexterity and Charisma in exchange for a penalty to Strength. Xephs also gain a bonus against all spells, spell-like abilities AND psionic powers, making them resilient even to those rare psionics users. As with all Psionic races, they gain Wild Talent for free and the ability to exchange their favored class bonus for an additional power point, but it is their Burst ability that happens to be their specialty. 3/day a Xeph can increase its speed by up to 30 ft., which stacks with just about every other single progression ever, including Haste. This may not be that good on its own, but when you need to close the distance, it helps, and it happens to last for 3 rounds, which is respectable enough. Other than that, they don’t make great Paladins, but they work well for Archer and Two-Weapon Paladins.

T.G. Oskar
2014-05-12, 10:09 PM
Optimal FeatsOne of the ways any character can distinguish from another is their choice of feats. A Paladin is no exception, but they gain access to certain feats that other characters may not have access to, because of their class features. Being combat-focused characters, it’s best to start with all Combat Feats, specifically those that apply to each combat style, and then make a run-down with the rest of the feats.

Combat Feats – Core RulebookAgile Maneuvers (Fen, TWF, Arc, Gun, LD): If you rely on Dexterity and intend to make good use of Combat Maneuvers, then this feat is for you. Otherwise, let Strength work things out for you.
Blind-Fight: Useful if you have no other way to bypass concealment by means of Blur and similar effects, but remember that you can’t apply it to Incorporeal creatures unless you wield a magic weapon. There are better ways to bypass concealment, however.
Catch Off-Guard: Essentially a “Improvised Weapon Proficiency”, except you also treat unarmed creatures flat-footed against your attacks. You should never be without a weapon, and your good BAB means you can probably ignore the penalty. Pass.
Combat Expertise (Fen, LD): Fighting defensively on steroids, more or less. You take a -1 penalty to attack rolls to get a +1 dodge bonus to AC, with increasing gains (up to +6 at 20th level). Useful when you need the AC to protect yourself, but the Intelligence requirement hurts. On the other hand, it’s necessary for Improved Disarm and Improved Trip.
Improved Disarm (Fen): Half of 3.5’s original Improved Disarm, this is required to make Disarm attempts without provoking an Attack of Opportunity. Disarm isn’t exactly the best maneuver there is, as it relies on the opponent wielding a weapon, but it can be useful to disarm certain creatures from their wands or rods, which CAN be dangerous. Since that means mostly humanoid creatures, it depends if your campaign is humanoid-centric or monster-centric.

Greater Disarm (Fen): You gain a +2 bonus to Disarm, which stacks with Imp. Disarm for a total of +4, and you can throw the disarmed weapon or object away. Pointless unless your intention is for an ally to get the weapon, because the target will probably draw a new one or change tactics rather than eat an Attack of Opportunity getting the weapon back.

Improved Feint (Fen): Using the Bluff skill to feint requires a standard action; this makes it a move action. Paladins lack the Bluff skill, so they don’t get much out of feinting at all.

Greater Feint (Fen): If you feint a creature, it loses its Dexterity bonus to AC for one full round. This is actually a pretty cool debuff, particularly if you have a Rogue or Ninja as a party member, though chances are the Rogue or Ninja will use this instead. If you’re taking the time to feint properly, might as well go all the way.

Improved Trip (Fen, LD): Gain a +2 bonus on Trip attempts and deny opponents an Attack of Opportunity (again, half the benefit of 3.5’s Improved Trip). This is an essential part of the Trip Lockdown tanking style, while Fencers might get some use out of it, but not as much.

Greater Trip (Fen, LD): Gain another +2 bonus to Trip (for a total of +4), and the opponent provokes an attack of opportunity if it gets tripped. This is good and bad in a way: unlike 3.5, this doesn’t grant free attacks (bad idea), but on the other hand you allow anyone near the target to gain an Attack of Opportunity. If you’re intending to use Trip, this feat is essential.
Combat Reflexes (LD, DR): A more defensive feat, this nets you extra attacks of opportunity based on your Dexterity bonus (meaning, you’ll need to spend some time on your Dexterity if you really want to shine). You can also make attacks of opportunity while flat-footed, which means you can start locking down the opponent even at the beginning of the battle. Essential for the Lockdown build, and crucial if you’re planning to intercept attacks of opponents.
Stand Still (LD): Based off a 3.5 feat that did mostly the same, you deal no damage (bad) but force a Combat Maneuver check (still kinda bad) to stop an opponent dead in its tracks (very good). The cornerstone of the Stand Still Lockdown build; if you stop people from moving, they’ll be forced to act outside their range, potentially ruining their action. Furthermore, it also locks them down for further attacks on your turn, which is a win. If you lock at least one person, that means they’ll suffer the brunt of your full attack.
Critical Focus: Not the best feat in the book, since this bonus only works to help you confirm critical hits. Only get it if you plan to get any of the feats that modify your critical hit (note: you can only apply one effect to your critical hit); else, ignore like the plague.
Bleeding Critical: On a successful critical hit, you deal +2d6 bleeding damage. There’s three reasons why this feat is actually great: one, it’s added damage, which is always great, but also damage over time which means the target is pretty much screwed unless it heals; second, it stacks, so if the target takes two critical hits, it’ll take 4d6 points of damage per turn; third, it’s accessible pretty early (11th level, compared to the good feats), so it’s always reliable. It adds a lot of damage on a crit-fishing build.

Blinding Critical: If you land a successful critical hit, the target is permanently blinded. This is generally huge, but it has a lot of flaws: first, few people will escape to make this worthwhile, so it’s worse against you than used by you; second, it forces a Fortitude save (with a DC based off your attack bonus, though); third, if the target succeeds on its save, it gets merely dazzled (a pitiful penalty to attack rolls and Perception checks); fourth, you can only take it with your last three feats. Definitely a poor choice.

Deafening Critical: If you land a critical hit, the target becomes deafened. Note all that I said about blind, except replace “dazzled” for “deafened for 1 round”. Of all things, the loss of initiative is the thing that hurts the most, and the “miss chance” on spells is only mildly significant, so it’s actually worse than Blinding Critical.

Sickening Critical: This is a great feat, actually. If you land a critical hit, the target is sickened. The sickened condition is actually a pretty insidious condition that imposes penalties to saving throws, so it’s a great debuff to assist your allied spellcasters in letting their saving-throw reliant spells (aka, Save or Die/Save or Lose spells) be more successful. The effect lasts for a minute, so if landed early on, it can signal the doom of the target. It’s also gained pretty early.

Staggering Critical: A nice rider effect for your critical feat. Staggered characters can only take one action, and this effect lasts between 2 to 5 rounds, so it can be annoying at best. It forces a Fortitude save, but if successful, the target is STILL staggered for 1 round, so it’s not that bad. The best part is that additional critical hits add to the duration.

Stunning Critical: Holy guacamole, isn’t this feat great? Sure, it’s gained pretty late, but if successful you can stun the opponent for 1d4 rounds, which is enough to take it out of combat. It forces a Fortitude save, but a successful save causes staggering for up to 4 rounds, which is STILL enough to take the opponent out of the battle (no full attacks, for once). Immunity to stunning by many creatures is what makes this otherwise great feat suffer.

Tiring Critical: Land a critical hit, target becomes fatigued. Against charge-happy creatures, this is a life-saver as it prevents charging or running, but otherwise this feat is best against combat-focused characters. Spellcasters can plausibly ignore this feat (they risk encumbrance, though) and you can’t scale the fatigued effect, which is bad.

Exhausting Critical: A slight improvement to Tiring Critical doesn’t merit three feats. There’s better ways to escalate the fatigued condition into exhaustion. It would have been impressive if it escalated into unconsciousness, but it doesn’t, so tough luck there.
Deadly Aim (Thr, Arc, Gun): As Power Attack, but for ranged attacks. While you can’t use it with ranged touch attacks, it makes a VERY clear distinction for Firearms, so a Gunner can exploit the range increment with the added damage. Good scaling returns (-6 attack, +12 damage).
Defensive Combat Training: Worthless, since you have full BAB.
Dodge: slightly better than its 3.5 incarnation, it now provides a permanent +1 dodge bonus to AC. Still doesn’t merit a feat of its own, though.
Mobility: A protection when moving through threatened areas, the +4 dodge bonus to AC still doesn’t merit getting these two feats. Pass.

Spring Attack: A feat that enables its own fighting style (Skirmisher), the Spring Attack feat allows you to attack during any point of your movement, meaning you don’t need to stop to attack. Paladins get heavy armor almost all the time, so the penalty to movement won’t help you there. Bad in 3.5, and still bad here.

Whirlwind Attack (LD): The only semi-official way in a d20 system that allows an area-of-effect attack. You give up all your regular attacks (that is, your iterative attacks or extra attacks you gain from an increased BAB, plus any extra attack from feats such as Two-Weapon Fighting or spells such as Haste) to make ONE attack against each creature in range. As it happens, you can replace a melee attack with a trip, so you can attempt to trip one or all opponents at once (though, the way the feat is written, it makes you forfeit your attacks of opportunity). Even for a Trip Lockdown build, the feat requirements are just too much to make this worthwhile (about 7 feats), so pass. You ALSO happen to need Combat Expertise to get this feat.

Wind Stance (TWF, Arc, Gun): An attempt to make Dodge worthwhile, Wind Stance grants 20% concealment if you happen to move more than 5 ft. during the round (so you can’t use it as part of a 5-ft. step). While the miss chance is tempting, you need to deal VERY large damage with a single attack in order to make this feat worthwhile. You also need better Dexterity (15), so only attempt if you’re capable of moving and attacking. A Skirmisher (read Spring Attack) might make better use, and probably Archers who depend on high Dexterity and may make better use out of it.

Lightning Stance: Good grief, this feat is horrendous! You lose your ability to attack in order to raise your miss chance to 50%. Yeah, I know: it’s better to escape than to fight, but you might be expecting to use it to fight, so it’s very disappointing.
Exotic Weapon Proficiency (Gun): If you have a feat to spare, you can attempt to choose an exotic weapon, though most martial weapons are pretty good already. I’ll detail which exotic weapons are good later, and for which kind of combat style, but Gunners HAVE to choose this feat to use Firearms (unless they go with the Holy Gun archetype, but…)
Improved Critical (MC, Arc, Gun): A mixed blessing. Thing is, the keen weapon enhancement provides the same property for the cost of a weapon with a +1 enhancement (or an enhancement equivalent to its current cost +1), so it’s mostly cheap. If you specialize in one weapon, though (like most Archers, Gunners and Mounted Combatants), then you can save money by choosing this. Improved Critical is most worthwhile when you specialize in a weapon with a good critical threat range (19-20 or 18-20).
Improved Initiative: Lets you go faster in the initiative count. You can get other ways to increase your initiative, though.
Improved Shield Bash (SnB): One of the two requisite feats for a Sword & Boarder, this allows you to keep your shield bonus to AC when making a single shield bash attack. This allows you to keep your defense while adding some offense, which is the entire point of Sword & Board. If you don’t use a shield offensively, ignore it.
Improved Unarmed Strike (US, LD): Necessary if you’re going the Unarmed route, Improved Unarmed Strike is nonetheless a very good feat to have. It makes your fists deal lethal damage and you’re considered armed, which means you can make attacks of opportunity unarmed. If you have the feats to spare, you can obviate one of the penalties of the Lockdown builds (using reach weapons means you don’t threaten any adjacent square around you, so if they get near you, you’re screwed), so it makes it useful.
Deflect Arrows (US): A defensive maneuver more than anything else, it lets you ignore the effects of ONE ranged attack per round. It doesn’t work on rays (which are the stuff you REALLY want to ignore), but Archery is slightly deadlier now, so might as well choose it if you have it. On the other hand, you probably got enough AC to ignore most attacks.

Snatch Arrows (US): Too situational to work. You can choose to keep the weapon rather than deflect it, which is great if the opponent is a thrown weapon specialist and one of your allies (or yourself?) specializes in Thrown Weapons. Otherwise, throwing weapons aren’t destroyed after battle, so you can catch and sell them later. To be frank, very few, if any monsters in any d20 system use thrown weapons (let alone MAGIC thrown weapons), so this feat is a waste, considering you’ve got so few precious feat slots.

Improved Grapple (US): If you intend to be a good grappler, choose this. You gain a +2 to Grapple checks, and initiating one doesn’t provoke an Attack of Opportunity.

Greater Grapple (US): The advanced neighbor, this completes your Grapple bonus (+2 -> +4) and gives you the ability to maintain your Grapple as a move action, therefore enabling two Grapple actions (the one granted for free, and the one granted by your Standard Action) instead of one. That means you can move and attack, or do two attacks, or Pin and Tie-Up… Necessary if you intend to follow Grappling, useless otherwise, but Grapple is fairly decent anyways.

Scorpion Style (US): Good and bad. The bad part is that the move limits you to ONE attack as a standard action (why it couldn’t be made as a rider effect?), and the effect is resisted by a saving throw (applying your Wisdom modifier to the bonus, which as you may recall, is now a dump stat). The good part is that the effect is pretty good (reduces your target’s speed to a minimum) and it lasts for a good time…provided you have a good Wisdom modifier. This is one of the attempts to make Monks better, but if you have good Wisdom, might as well go for it

Gorgon’s Fist (US): A follow-up attack to Scorpion Style, it has all the good and bad things of Scorpion Style, except it replaces “reduces your target’s speed…” with “staggers your target” and everything afterwards with “and it lasts for 1 round”. Stagger is a pretty brutal debuff, as it limits you to one action, and coupled with reduced movement means that you’re either forcing the target to a single standard action or attempting to move away. Even then, it limits you to one attack, so unless it works, you’re delaying the inevitable. Better for Monks than for you.

Medusa’s Wrath (US): Finally, something worthwhile! If a target is dazed, flat-footed, paralyzed, staggered, stunned or unconscious, you get free attacks! It takes quite a bunch of feats, but the pay-off is great, particularly since there are ways to daze or stun opponents with your attacks. This is giving a Flurry of Blows to everyone else, and making the Monk a Gatling Gun of fists.

Stunning Fist (US): Too many requirements for it to work. Once per day (plus one more time per four levels), you can attempt an attack that stuns your opponent if it fails your Fortitude save (which is based off your Wisdom modifier, a dump stat that you NEED to raise to even get this feat). Fortitude saves are easily passed, so unless you or your party can stack up a lot of penalties, might as well pass. Monks get it for free and can use it more times per day, so it’s better for them than for you. Pass, unless you have feats to spare and enough Wisdom to matter.
Improvised Weapon Mastery (Thr): Actually a pretty cool feat, if you have the feats to spare. If you get it via Catch Off-Guard, you get improvised attacks that deal better damage, have a better critical threat range, AND treat their opponent as flat-footed. If you’re a Weapon Thrower and entered via Throw Anything, that means you can stack ALL the benefits from your Thrown Weapon style into a simple stone, which deals better damage and has a better critical threat range. It’s not by any means a must-have, but it’s just insanely hilarious. Trust me: if there was a feat like THIS on 3.5, I would have gone with the Holy Doritos build in a heart-beat.
Intimidating Prowess: If you’re a character whose build relies on Strength and Charisma, and you intend to spend your points in Intimidate, AND you intend to demoralize opponents just for fun, then by all means choose this feat. Otherwise, you already have enough Charisma to make Intimidate fairly good, and you might not get enough feats to fit (no pun intended) your combat style AND the feat chain to make Intimidate more useful.
Lunge (THF, LD): Arguably better than the same feat in 3.5, this imposes a very mild penalty to attack rolls (and Combat Maneuver checks, arguably) for the ability to extend your reach during your round. This allows, amongst other things, to make a full attack at an opponent that moves outside your normal reach through a 5-ft. step. Two-Handers will probably rely on greatswords and similar weapons, so the added reach is worthwhile. Lockdown builds can’t use this feat to add reach to their attacks of opportunity (which is bad), but if you have ways to keep them locked down during your turn (hint hint: Trip Lockdown), it’s a decent way to hold them in place. Also good if you choose, for some reason, to specialize in the Drag maneuver (see below), but you might not have enough feats for it.
Mounted Combat (MC): The enabling (albeit not the signature) feat of the Mounted Combatant. This requires only 1 measly rank in Ride, and adds to your mount’s survivability by negating one attack per round.
Mounted Archery (MC): This feat only reduces penalties if you wield a ranged attack while mounted. Unless you specialize in Archery, this isn’t the best feat, though it’s a bit of a life-saver against those targets you mark and fight at a distance.

Ride-By Attack (MC): A super-valuable feat, this feat enables you to joust with your mount. That is, you can move, attack at ANY point during your move, and then keep moving. Sounds like Spring Attack…and yes, it’s exactly like Spring Attack, except with less stringent requirements and enabled as you and your mount charge, therefore taking advantage of twice your mount’s speed AND the +2 bonus to attack rolls. You can only charge in a straight line, though, so make sure it counts.

Spirited Charge (MC): Now THIS is the signature feat of the Mounted Combatant. You’re staking everything in a single blow; now, this attack deals double damage, so as long as you charge. Note, though, that it doesn’t mention what exactly is doubled and what doesn’t, so you can either assume it’s like a critical hit (and thus multiplies everything a critical hit multiplies), or multiplies EVERY bit of damage, including damage from weapon properties. Double Flaming or Double Holy damage? Yes, please! Note that with a lance, the damage TRIPLES, so it’s even MORE damage than before. 3.5 veterans will remember why the Paladin was considered the Ubercharger, and this is one of the main reasons why (a Valorous Lance was the other).

Trample (MC): This is a feat that only works while mounted (of course), but also only IF certain conditions are met. The first is that you must attempt an overrun (and thus, waste your turn. Hooray!). Second, you must win the overrun (do you have Improved or Greater Overrun? More feats, yay!). The third is that it only enables ONE hoof attack (so you’re sacrificing your awesome charge attack for letting your mount hit. Excelsior!). If nobody took this in 3.5, less they’ll take it here. Pass like Passover.

Unseat (MC): If you’re a Mounted Combatant, but spent your feats in Power Attack (and why not, gentlemen? PA doubles or even triples on a Mounted Charge with Spirited Charge or a Lance, and tripled if both are combined!) and chose to have some controlling functions with Bull Rush, then this feat is decent…against other mounted combatants. This last bit is what makes a promising feat suck badly. The only way this would work is if you’re fighting an opponent in the skies, because the falling damage will be enough to compensate for the non-damage you dealt this round, AND you can let your allies take advantage of that. Far too situational, but if you’re going for Mounted Combat because you’re playing an open-world campaign…nah, still too situational.
Point-Blank Shot (Thr, Arc, Gun): The trigger feat for ALL ranged attacks, and doesn’t even need high Dexterity to pull it off. The extra damage is pretty fair, though nothing to brag about; the extra attack bonus is somewhat better. Works less for Archers, who rely on longer distances, than on Weapon Throwers and Gunners who rely on the shorter distance. Gunners especially gain more benefit out of this, because it actually increases their damage more than Archers (who probably get more damage from Composite Longbows) and Weapon Throwers (who rely on better Strength).
Far Shot (Thr, Arc, Gun): Another feat that’s different from its 3.5 incarnation. Rather than increasing range increments (50% distance for projectile weapons, 100% for thrown weapons), this feat merely halves the range penalties. Weapon Throwers will probably find this useful, but Archers already have all the distance they need and Gunners rarely will shoot beyond their first range increment anyways.

Precise Shot (Thr, Arc, Gun): You MUST have this feat if you’re focused in Archery, period. That -4 penalty in melee can be the deciding factor between ending the battle and killing your ally.

Improved Precise Shot (Thr, Arc, Gun): If you’re going for Archery or Gunmanship, you DEFINITELY have a large Dexterity bonus, so get this. Weapon Throwers will feel like they don’t have enough, but get it anyways if you have the chance to. This allows ignoring cover and concealment from anything less than total. Total cover blocks line of sight and line of effect so you can’t aim well, and total concealment is when you reach 50%. That means you can hit someone with the Blur spell or hiding behind an ally and strike with pin-point precision.

Pinpoint Targeting (Thr, Arc, Gun): Notice just how LONG this feat chain is, and it hasn’t even ended! Well, this link does, but not the links that depend on Precise Shot anyways. This feat turns a SINGLE ranged attack into a ranged touch attack (though deflectable by Deflect Arrows anyways), so as long as you don’t move (that doesn’t mean you can’t move afterwards). For Archers, this is grandiose, since it makes their hits pretty much certain (particularly if they’re caught flat-footed). Weapon Throwers will probably enjoy the fruits, but won’t have enough feats for it; if they do, though, they may prefer to throw a Two-Handed weapon and make those range increments a non-issue. Gunners have the same issue as Weapon Throwers, but if the attack is within the first range increment, then this feat is a wash.

Rapid Shot (Thr, Arc): A must-have. No ifs, buts or ands; if you’re an Archer or a Weapon Thrower, you HAVE to get this feat. As a full-attack action, you deal an extra attack at the cost of a measly -2 penalty. The Dex requirement is ridiculous. Mark someone, and the penalty to attack rolls won’t even matter.

Manyshot (Arc): Only Archers get to use this (not even crossbow users, which is another reason why I lumped them with the Gunners). This attack changed WILDLY from its original incarnation in 3.5: in the former edition, it allowed you to shoot up to 4 arrows as part of a standard action within 30 ft., making it great (you can move and deal lots of damage) and bad (PF players, think Vital Strike, but auto-scaling and only one of the arrows dealt critical and precision damage, but weapon damage applied separately). Now, it adds an extra arrow to the FIRST attack you make in a full-attack action, which is great since it further increases the power of your full attacks, but still limits your critical and precision damage. It’s neither an improvement nor a wash, but rather a re-interpretation that leaves it pretty much just as before. It MAY seem like a wash to 3.5 players, though, because delivering all that damage as a standard action was pretty worthwhile, and eventually the Greater Manyshot feat would have made that attack insanely good.

Shot on the Run (Thr, Arc, Gun): A too-intensive feat chain ends up in a forgettable feat. It’s Spring Attack, but for ranged attacks (so you might combine it with Wind Stance and earn something?), and you only get ONE attack. Granted; the way Manyshot and Shot on the Run were written in 3.5 was pretty similar (3.5 mentions “When using the attack action, […]”, PF mentions “As a full-round action, […]”), so you couldn’t combine Manyshot with Shot on the Run, making the feat there pointless. Here…it stands up to its legacy. Gunners MIGHT get some better benefit, as they can use their move to get closer to the target, fire with their weapon at touch attack range, and retreat back. Otherwise, pass.
Power Attack (THF, TWF): The lance-point of PF haters everywhere. Let’s get the facts straight: the total damage from Power Attack? Totally nerfed. The feat? Still good, nonetheless. There’s a few other factors that make it less good than before, particularly that you’re fixed into the penalty (rather than have a variable penalty). One-hand wielders now get better returns (2 points of damage for every point of attack penalty, meaning that at 1st level this feat is actually better than its 3.5 incarnation!), and Two-Handers also happen to get something…decent (3 points of damage for every point of attack penalty). However, the progression is tied to BAB (not a problem for Paladins, now is it?) and increases your damage every 4 levels, so by 4th level the 3.5 version is undoubtedly better (with a two-handed weapon, perhaps). One-handed weapon users (just about everyone) will see the benefit (and since the penalty isn’t so high, they can still hit, instead of the “all-out” strategy of 3.5), while Two-Handers will cry (as they had ways to have enough attack bonus to actually matter, therefore they LOSE a huge deal of their power). Even then, it’s STILL the most reliable way to deal damage. Two-Weapon users take a penalty for BOTH weapons in order to get the same damage ratio as Two-Handers, so it’s less viable for them. Oh yeah, and PA doesn’t work on touch attacks. That means spells, but also means that if you, for some reason, turn your melee attack into a touch attack, you lose the bonus. Really, did they have to throw even MORE drivel into the brilliant energy weapon property? …Alright, alright, I’m stopping the rant here, but I’m trying to be fair here.
Cleave (THF): Even I’m surprised by this feat. The original 3.5 incarnation enabled the feat if you killed a target. This one forces you into a standard action attack, but works otherwise at the right moment. In short: with ONE attack, you hit two people (adjacent to each other), but these two people are hit with the same attack bonus. If you move, then this feat is actually good; it allows for some mobility and still make things worthwhile. Since Two-Handers seek to deal as much damage as possible with each hit, this will be a god-send to them. You still take a measly penalty, but that’s negligible, really. Talk to your GM if you can Trip with Cleave, and this makes the feat just better!

Great Cleave (THF): Now you can attack as many people as you like, since the chain follows the target you attacked LAST, not the one you attacked first. You can only attack one target per round, though. Really, this is much better than Whirlwind Attack! Still the same penalty, but who cares!

Improved Bull Rush (THF): One of the two Combat Maneuvers that probably matters, this gives you 2/3rds of the benefits of 3.5’s Improved Bull Rush (+2 to Bull Rush maneuvers, don’t provoke AoO while Bull Rushing, but only from the target, not from anyone else). Please note that you can move with the target if you have available movement.

Greater Bull Rush (THF): Not only do you get the full benefit of 3.5’s Improved Bull Rush (+4 to Bull Rush attempts), but the movement provokes attacks of opportunity from your allies. This was already ingrained in 3.5, but you were also victim of Attacks of Opportunity from enemies, so it’s both good and bad (good because you don’t provoke attacks of opportunity from any opponent, period; bad because you need to spend 2 feats to make Bull Rush did what 3.5 did with one). This makes Bull Rushing a tactical action, since you sacrifice your attacks to make the opponent suffer the attacks of your allies, which may hit better than you do and deal more damage than you do…arguably.

Improved Overrun (THF, MC): You get 3/4ths of the 3.5 Improved Overrun feat (+2 on Overrun checks, opponent can’t avoid you, don’t provoke AoO while Overruning). Overrun is still a bad idea, since it sacrifices your standard action for it. Mounted Combatants may draw a little bit more from it, since it’s their mount that does the overrun, not you.

Greater Overrun (THF, MC): You get that last +2 bonus to Overrun checks, and your target provokes AoO if knocked prone by your overrun. Still bad, but at least a Mounted Combatant that spreads nearly ALL its feats between Mounted Combat and Power Attack gets to make 2 attacks with an overrun (one hoof attack, plus one attack from your lance as part of the AoO that the target just provoked), so it’s actually a fair maneuver. Just not an AMAZING one…

Improved Sunder (THF): Give props to Buhlman and his crew for trying. Sunder is now slightly better as you can choose to merely break the target’s item rather than outright destroy it, but you’re still sacrificing one attack to weaken the target’s equipment. Since the effectiveness of this maneuver depends on the damage you deal, obviously it’ll fall to the Two-Hander to make best use out of it. You get 2/3rds of the 3.5’s Improved Sunder feat, as usual.

Greater Sunder (THF): Again: they tried. This gives that last third of 3.5’s Improved Sunder, but the added benefit… If you choose to destroy the weapon, the damage overflow goes to your target. Note: you choose to destroy the target. Meaning: you’re willing to sacrifice your LOOT to deal piddling damage to your target. This is exactly why 3.5’s Sunder sucked, and why this feat sucks. Not even Two-Handers will like it, except MAYBE to get the remaining bonus.
Quick Draw (Thr, Gun): To an extent, the enabling feat for Weapon Throwers. Simply put, you can draw a weapon as a free action instead of a move action. Since you need to draw lots of thrown weapons to make a full attack with them, this is what enables you to use thrown weapons offensively. The feat STILL has worth to other people, though, in case they need to switch weapons. Gunners will probably benefit as well, since it’s better to have three guns firing as a full-round action than one that you need to reload to fire again.
Rapid Reload (Gun): Essential for Gunner builds. If you wield a Crossbow, you will probably need this as well: with a light crossbow, you can make full attacks, while you can deal one decent attack with a heavy crossbow.
Shield Focus (SnB): As Weapon Focus (see below), but with a shield. The advantage is that you don’t need to choose one kind of shield; the bad thing is that this bonus doesn’t apply to your Combat Maneuver Defense, so it’s strictly worse than Dodge. No shield, no benefit, so doubly worse. Even Sword & Boarders will find a hard reason to justify it.
Step Up (LD): Move 5 ft. if someone attempts to make a 5 ft. step as an immediate action. You’re limited to ONE step, though and you sacrifice 5 ft. of movement on next turn. This last requirement is ridiculous, but anyone could make good use of it. On the other hand, Lockdown builds will find better use out of it, since it allows you some maneuverability to better enable your control. This Is particularly good against spellcasters, who often use 5-ft. steps to move away from you, and also against archers, so it’s a good tactical move.
Strike Back (LD): Somewhat disappointing move, considering that this is the “successor” to Karmic Strike and the ever-useful Robilar’s Gambit. If you sacrifice ALL your attacks, anyone who hits you gets an attack. The thing is, it’s not an Attack of Opportunity; the problem is, you can retaliate against only ONE attack they do. At least you can retaliate regardless of reach, making it a strong counter against reach attacks. Make sure you mention that you’re using Power Attack and all those other feats BEFORE readying the action, so that you gain their benefits. Lockdown builds focusing on Trip may sacrifice their melee attack to make a Trip attempt instead, imposing a penalty to the attack roll and potentially forcing an attack of opportunity, so they may make better use out of it.
Throw Anything (Thr): The equivalent of Catch Off-Guard, this imposes no penalty for improvised thrown weapons. As a rule of thumb, any melee weapon can be thrown as an improvised thrown weapon, including two-handed weapons. You also gain a +1 on splash weapons, which is somewhat decent, but nothing to speak about. Weapon Throwers might want to choose this for variety, though with your BAB, you can probably ignore the penalty without problem.
Tower Shield Proficiency (SnB): You can choose to waste a feat to wield tower shields (and get cover from them) or you can dip Fighter and get one feat in addition to free tower shield proficiency. Honestly, there’s no reason why you should waste a feat on it, period. Sword & Boarders can’t use Tower Shields offensively, so that’s even less appealing to them.
Two-Weapon Fighting (SnB, TWF, Thr, Gun): The signature AND enabling feat of Two-Weapon combat, which includes offensive Sword & Boarding. Normally, if you wield a weapon in both hands, you get brutal penalties (-6 to your primary hand and -10 to your off-hand), which get lessened by 2 if you wield a light weapon in your off-hand. Two-Weapon Fighting merely reduces the penalties to a respectable -4 (the same as wielding an improvised weapon), which get further lessened if you wield a light weapon in the off-hand. If you wield a shield, you can bash with it but at the same penalties AND you lose the shield bonus to AC while at it. You can even wield a thrown weapon in each hand, but with the same penalties. Two-Weapon Fighting reduces this for all three, making it absolutely necessary for Two-Weapon combatants, and also a necessity to allow Offensive Sword & Boarding and making multiple attacks with Thrown Weapons without penalty, so Weapon Throwers may want to consider it (but, with the few feats a Paladin has, might as well ignore that unless you’re very certain of what you’re doing). You can even attempt to fight with two crossbows or two guns in each hand, so it may also help Gunners.
Improved Two-Weapon Fighting (SnB, TWF, Thr, Gun): Get another attack, but at a -5 penalty. At the time you gain it, what it means is that you gain a second “iterative” attack with your off-hand. The Dexterity requirement, though, is particularly excessive, so only pure Two-Weapon combatants and the odd Sword & Boarder will really make it.

Greater Two-Weapon Fighting (SnB, TWF, Thr, Gun): Get another attack, but at a -10 penalty. It has a way too excessive requirement (Dex 19, meaning you need to start with at least a Dexterity of 16 and spend ALL your level-based increases on Dexterity) in order to get it…by level 13, unless you’re incredibly lucky (start with Dexterity 17, or get a manual of quickness of action before level 11). Two-Weapon combatants will find it necessary, but the strain is far too excessive for Sword & Boarders, and if you’re focusing that much on making that many attacks with thrown weapons or guns, might as well think of Fighter and Gunslinger.

Double Slice (SnB, TWF, Thr): A corrective feat, this allows you to add your full Strength bonus (rather than half of it) to attacks with the off-hand. This feat is superb if you have a massive Strength bonus, as it eventually surpasses the damage you could make with full attacks compared to the damage from a Two-Hander, and it keeps increasing as more Strength is added. If you have only a bit of Strength, then it’s not really that good. If you somehow apply Dexterity to damage, then it’s worthless.

Two-Weapon Rend (SnB, TWF): Taken right from the Epic Level Handbook of 3.5, this move (set on a pretty decent level) allows you to deal an extra “attack”, done automatically AND adding quite a bit of your Strength modifier, if at least one attack of each hand hits. If you have the feats to spare, might as well take it; thus, it’s better for pure Two-Weapon combatants rather than Sword & Boarders, who have to spend some of their feats on their shield as well. I didn’t add Weapon Throwers and Gunners, but if your GM reads the feat carefully, it may allow you to add this rending damage if you make an attack with thrown weapons in each hand or land two shots with a gun in each hand, as the feat indicates.

Shield Slam (SnB): About the one thing that might redeem the Sword & Board style, this allows you to make free Bull Rush attempts with EVERY attack you make. That means you can make about 4-5 Bull Rush attempts if you land all attacks in a full-attack action. Technically, this should go below Improved Shield Bash as it’s specific to shield bashing, but I set it here because of the advantage. The wording used is pretty interesting: you can move with your target if you’re able to take a 5-ft. step or spend an action to move during the turn. The latter is obviously if you make a shield bash as an attack action, but there’s two ways to enable that action that might work. The first is as part of a full attack: if you haven’t moved 5 ft., you technically haven’t spent ANY of your movement, so you can move your entire distance (rather than a 5 ft. step) with the bull rush. Alternatively, if you make a shield bash attack as an attack of opportunity, and you didn’t move at all during your last turn (not even a 5-ft. step), you can move during that action. While it may seem a bit counter-intuitive, think of it as a bone thrown to the poor Sword & Boarders, and it ALSO makes Bull Rush a very creative maneuver to use, so it ALSO promotes Bull Rush. Finally, note that you don’t provoke an Attack of Opportunity while Bull-Rushing, regardless of whether you have Improved Bull Rush or not. All in all, a pretty cool feat for Sword & Boarders.

Shield Master (SnB): Just like Double Slice is a corrective feat for anyone who makes an attack with two weapons, Shield Master is a corrective feat for Offensive Sword & Boarders. For starters, it negates ALL the penalties made when making two attacks with weapon and shield, so you always attack at your full attack bonus. Second, you add your shield’s enhancement bonus to attack and damage rolls, so you save money as you treat the shield’s enhancement bonus when you’re attacking and defending. Great feat to have; in fact, if it simply lost the Two-Weapon Fighting requirement, it would have made Offensive Sword & Boarding actually worthwhile (on the other hand, you’d have had to wait until 11th level to pull that off). To any Pathfinder player: just look “Agile Shield Fighting” in the Internet to understand why it’s such a disappointment, but in the interest of objectivity and fairness, it’s a must-have if you’re to be a Sword & Boarder.

Two-Weapon Defense (TWF): Remember Dodge? Remember Shield Focus? Well, Two-Weapon Defense is exactly the same, except that the bonus increases by 1 if you fight defensively or use the Total Defense action (which on its own grants a dodge bonus to AC). It doesn’t apply to Combat Maneuver Defense, so it’s pretty poor. Choose it if you think you need more AC. Offensive Sword & Boarders need not apply.
Vital Strike (SnB, THF, TWF, US, MC, Thr, Arc, Gun): A new and rather interesting feat. The important thing about the wording is that it makes reference to an attack action, which is its own kind of standard action. This is important, because anything that applies as part of an attack action or a melee attack ALSO applies to Vital Strike (1.e. Power Attack, Greater Cleave). Vital Strike is best for when you need to move and stake everything in a single blow (…sorry…I can’t hold it…Final Strike…Justice Streeeeeeeam!), but if you’re allowed many full attacks, it stops being useful. A curious thing to note: this acts as 3.5’s Manyshot when used with the Archery talent.
Improved Vital Strike (SnB, THF, TWF, US, MC, Thr, Arc, Gun): Just when you get your second iterative (BAB +11), you can deal three times your weapon damage, with all benefits and penalties of Vital Strike.

Greater Vital Strike (SnB, THF, TWF, US, MC, Thr, Arc, Gun): See Improved Vital Strike, above, except it requires BAB +16 and quadruples your weapon damage.
Weapon Finesse (Fen, TWF): When wielding a light weapon, you use your Dexterity modifier instead of your Strength for attack rolls (and attack rolls only). It also works with rapiers, whips and spiked chains. Since wielding a shield imposes a penalty to attack rolls equal to its armor check penalty, it’s best if you’re wielding light weapons in one or two hands. The signature (and enabling) feat of the Fencing Style, and a natural feat for Two-Weapon combatants.
Weapon Focus (MC, Gun): Grants you a +1 bonus on attack rolls with a single weapon of any kind. As with 3.5, this means it’s a trap, except that the bonus on attack rolls ALSO counts for any Combat Maneuver check, so it effectively counts as a +1 bonus to Disarm, Sunder and Trip checks. Better, but not for that much. Mounted Combatants will obviously want to take it for the Lance, while Gunners might want to take it for a single kind of firearm.
Dazzling Display (LD): If you intend to pump up Intimidate checks, this is the equivalent of the Never Outnumbered skill trick from 3.5, except as a full-round action and executable each turn. You still sacrifice your attacks for it, though. Lockdown builds can use it to demoralize opponents, further debuffing their enemies.

Shatter Defenses (US): If you manage to shaken, frighten or panic an opponent, it gets treated as flat-footed. If you have the feats to spare, you can have an Unarmed character activate Medusa’s Wrath this way as part of a full-attack, so as long as the character is already shaken or you can shaken the target as part of your own full attack (once it’s enabled, then you have a chance to deal a second attack which enables this feat, thus enabling Medusa’s Wrath).

Snowbluff
2014-05-12, 10:12 PM
Can I just say I loathe the A-Game paladin. It amounts to a trick that someone with excess skill points and UMD can pull off.

Seerow
2014-05-12, 10:24 PM
Can I just say I loathe the A-Game paladin. It amounts to a trick that someone with excess skill points and UMD can pull off.

What? Have you actually looked at the A-Game Paladin?


Yes, part of it is being able to cast as a half-wizard, which can be duplicated with UMD, but it is much more than that. The biggest focus of the build is actually on emulating the Bard (what with the Inspire Courage/Inspire Greatness optimization), but getting that alongside the Paladin SotAO casting and the Spirit Ally ACF makes for a fairly unique combination. Hardly something you could replace with a rogue investing in UMD.



Edit: On topic, Oskar continues to write guides that are a mile long and take an hour to read. Nobody is surprised. Everyone skims at least one section.

I do like that the Damage Redirection style is apparently viable for the Paladin. That's one thing I've generally wanted to see more of.

Snowbluff
2014-05-12, 10:26 PM
{{scrubbed}}

Seerow
2014-05-12, 10:33 PM
{{scrubbed}}

Snowbluff
2014-05-12, 10:39 PM
{{scrubbed}}

Svata
2014-05-12, 10:41 PM
You're also under obligation to flip off anyoe who offends your moral code and choose lawful good follwers (so no bards, which are the natural foil and companion of a noble knight as a follower)

The bolded part is mistaken. Bards have Alignment: Any in PF, as opposed to the Alignment: Any non-Lawful of 3.5.

Angelalex242
2014-05-12, 10:49 PM
I must keep track of this thread, that I may get to smiting! Err. Marking. Yeah. ;)

StreamOfTheSky
2014-05-12, 11:11 PM
Haven't read the entire guide, but overall seems really good and you have a pretty exhaustive 3.5 to PF set of note.

I must take deep exception to your ranking the paladin's capstone so highly (the highest ranking, in fact). It's actually a nerf to the class, and any sane person would multiclass out rather than take 20th level of Paladin.


Holy Champion (Su)

At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.

First off...by RAW, the smite ends whether the banish succeeds or not. That's just horrible.
Even if you go with the supposed "intent" -- that it only ends the smite if you do banish the outsider...I don't WANT to banish the outsider! Banishing means it comes back in a week. Killing it means it has to reform years later on its home plane and most likely take a huge dive in rank, going by the 3E fiends books (has PF changed how outsiders dying on other planes works?). Also...you don't get the treasure. Banishment is an unwelcome addition to a situation it's certainly not needed (if you're smiting it, it's dead...), and there's no choice in whether you want to use it or not.

True straight classed Paladins look the other way and feign ignorance that a 20th level exists. :smallwink:

grarrrg
2014-05-12, 11:15 PM
Nitpicks...


Lay on Hands:...
At 8th level, assume both got their first Cha-boosting headband (+2) and increased their Charisma at 4th and 8th level for a total of 18 Charisma: thus, Donnie heals 32 hit points at once, while Patrick heals 10-11 hit points (avg. of 3d6) up to 8 times per day
Patrick gets 4d6 Lay on Hands, avg 14 per use (112 avg. total).


At 16th level...26 Charisma; Donnie will heal 112 (16 levels x +7 Cha mod) hit points while Patrick will heal 24 hit points of damage up to 15 times per day
Donnie gets 16*8 = 128 per day.
Patrick gets gets 8d6, avg 28 hp, 16 times per day (448 avg. total).


At 20th level...30 Charisma; Donnie will heal 200 (20 levels x +10 Charisma modifier) versus the 35 points of Patrick, but Patrick gains 20 uses of Lay on Hands, which is great.

700 avg total.

The point about "3.5 > back to full health quickly" still stands, but total daily healing pulls WAY out into the lead.


Considering that, for ALL levels a Cleric outheals you (Cure X Wounds heals a dice of damage better than the LoH dice you can heal at that level

Not really a fair comparison.
Part of it depends on just how many spells a Cleric can/will convert into Cure spells. If the Cleric does nothing but Curing, then yes, they will out heal the Paladin. But the Cleric is inclined to use his spells for more than just healing, there's buffing, battlefield control, etc...
But a Paladin can very easily save all of his Lay on Hands for healing purposes (and pretty much has to, unless you fight tons of Undead).

Yes, if the Cleric _wants to_ they can out-heal the Paladin. But trust me, they probably don't want to that badly.


Also, very angry about the lack of mention of Oradin...

BWR
2014-05-12, 11:16 PM
Generally a decent guide. A few quibbles, but hardly worth mentioning, except for:
Smite: it's still smiting if you do more than one blow. Look up the word. Yes, there are meanings that tend towards a single act, but this is not the only meaning.

T.G. Oskar
2014-05-12, 11:39 PM
Combat Feats – Other Paizo Products

3.5 players may recognize “Combat Maneuevers” as the special actions they know and…well, most of the time they hate: Bull Rush, Disarm, Grapple, Overrun, Sunder and Trip. Advanced Player’s Guide added four new maneuvers, but we’re gonna mention only three, and focus only on two (one of them is Steal, which you can’t use because your Code forbids it):


Drag (LD): As a standard action, you move an opponent (kinda like Bull Rush), but towards yourself. You actually move with your target (provided you can actually move). As you can see, the move is pretty pointless, unless you’re using it to move a dangerous opponent from one (or various) of your allies, but you spend a turn that you could have spent killing it, period. Nothing is mentioned as to whether you could use it with a reach weapon without moving (there’s no feat that enables this, ATM, but no Errata or FAQ that says you can’t), which could make it interesting to Lockdown users.
Reposition (LD): As a standard action, you move an opponent (kinda like Bull Rush), but to anywhere you want. A reason why Drag is pointless is because you can simply circle it around you. You can’t move the opponent to a dangerous area, at all. Lockdown builds with Greater Reposition can use it to enable attacks of opportunity from allies, but if you’re the only combatant, it’s kinda pointless.
Dirty Trick (Fen, LD): Probably the best Combat Maneuver you can do, ever. It’s a catch-all for any…well, dirty trick you can pull off. Blow sand off in target’s eyes? Nuclear Wedgie? Peek-a-boo? Feinting…nah, that has its own “Combat Maneuver”, but… Anyways, the trick is as follows: as a standard action, you can blind, dazzle, deafen, entangle, shaken or sicken a target for 1 round (plus 1 round for every 5 points in which you exceed your target’s CMD…being a touch attack, pretty much, it means the effect might last for several turns). The target can remove the penalty by spending a move action (whaddya think: if the target removes the penalty, it’s treated as staggered for 1 turn!). Fencers will probably have enough Intelligence to get the advanced versions, while Lockdown builds with some effort can benefit from the last three effects, and also from blindness. The only qualm is that...it’s called a “Dirty” Trick, which implies cheating, which goes against the Code. Speak with the GM, because Paladins could definitely use this to even the ground (a non-cheating use of it). Also, it’s the ONLY maneuver thus far that ignores the target’s size, which makes it superb.

Advanced Defensive Combat Training: Simple +4 bonus to CMD, but you must belong to a faction that grants it. The earlier feat is useless, so might as well take it if you multiclass into a class that lacks full BAB to make the latter feat matter.
Amateur Gunslinger (Gun): If you have enough Wisdom, you can try to get this feat, which grants you 1 grit point and a single 1st level deed from the Gunslinger class (Deadeye, Gunslinger’s Dodge or Quick Clear). Deadeye is essentially a touch attack at larger range increments (but with the same penalties), Gunslinger’s Dodge lets you either move 5-ft. and gain a +2 bonus to AC, or drop prone and gain a +4 against a single attack, both as immediate actions. Quick Clear is probably the most effective, as it allows you to remove the Broken condition (-2 to attack rolls, as a reminder) on any gun, if it’s part of a misfire (a natural 1 or somewhere within that range), and doesn’t require spending grit points. It’s gained for free with the Holy Gun archetype, though.
Amateur Swashbuckler (Fen): As Amateur Gunslinger, but for Swashbuckler's Deeds. Swashbuckler uses Charisma, which is an advantage, and the deeds are aimed towards classy fighting. Fencers should consider getting this, particularly since you recover Panache via piercing weapons, which more often than not are the best weapons for them.
Ammo Drop (Thr): If you have at least 1 rank in Sleight of Hand, you can reload a sling as a swift action. This doesn’t allow for full-attacking, though, so it doesn’t redeem using a sling as a weapon.
Juggle Drop (Thr): Really, did it took THIS long to get it? Now you can reload your sling as fast enough as you have attacks, so you can use a sling more offensively. If you use a sling, it’s a must; if you don’t, pass.
Arc Slinger (Thr): Slings are mostly lumped with thrown weapons because they behave similarly, but are really somewhere between projectile weapons and thrown weapons (similar to crossbows). If you focus on using slings, this is a great feat, as it allows you to ignore the first range increment and reduce the penalty of all others by 2 (with Far Shot, that becomes 3 range increments),and allows you to apply the Point-Blank Shot feat at a larger distance (within the first range increment of a sling). Also works if you’re a Halfling using a Sling-Staff, or a character using the same weapon by means of Exotic Weapon Proficiency. Otherwise, too specific.
Barroom Brawl: I...want to say something nice about this feat. Really. You turn one of your feats into a floating combat feat, which is beyond superb...but you gain that use once per day. Once. Meaning you sacrifice one of your feats for having the right feat once per day. It has few requirements, but still...that hurts. If you've finished your choice of feats and feel this one might work, go ahead. Otherwise...it hurts to see such a nice feat be so restricted. Ouch.
Battle Cry: A pretty nifty pseudo-Inspire Courage, in that it grants a morale bonus against fear effects and also to attack rolls. It depends on Charisma (of which you have quite a bit) and also allows an ally to reroll a fear save. It has very simple requirements, as well. Oh: it also requires a swift action to activate. Flagbearer is slightly better, but this one is definitely no slouch.
Bashing Finish (SnB): Net a critical hit, get a free shield bash attack. If you have a +1 keen scimitar or something like that, it means you get many attacks. What’s more, you can get free attacks even outside your turn! Formidable feat, and almost shameful that you have to wait so long to get it
Befuddling Strike (US): As Stunning Fist, but confusion (for longer duration) instead of stun.
Blinding Flash (Fen): As a move action, you can cause one target that fails a Fortitude save (based off your Dexterity) to be dazzled for 1 round. Dazzled helps defensively, but spending a move action for such a weak tactic when you can do something better doesn’t really cut it. You also need good Intelligence to pull it off, which practically begs for Improved Dirty Trick, which can do the same thing as a standard action but without a penalty.
Bloody Assault: Sacrifice 5 points from your attack bonus (and CMB) to deal pathetic damage. Yes, it’s bleed damage (and I like damage over time), but it’s just a small nick, you deal about 2 points of damage on average, and you can’t stack the damage. If the damage stacked, then it would have been a brutal feat to have, but as it stands, it’s just too little for the exchange. Pass. Non-stop.
Bloody Vengeance: Pretty meh feat. If someone attacks you, you can study them with 1 standard action, THEN the next melee attack deals 1 point of bleeding if you hit. So, you need to get hit (bad) to spend a standard action (bad) to deal 1 additional point of damage (worse). Not even fluff saves it; it’s a trap and it should feel ashamed of it.
Bludgeoner: You gain the ability to deal non-lethal damage with a mace without penalty. Or a club. Or a flail. That’s about it. Pass.
Body Shield (US): If you focus in grapple, you can use your opponent as cover, and the target gets to suffer the effects of the attack. That’s awesome, except it only works if YOU are the one who grapples, and only for one attack, and as an immediate action. Still, it’s pretty awesome.
Bodyguard (DR): The enabling feat of feat-based Damage Redirection. You turn chances to make Attacks of Opportunity into Aid Another checks. If you have the chance of stacking your Aid Another bonus to high levels, then it might work; otherwise, consider carefully whether it’s actually useful. Note that it says adjacent ally, so you can’t use the benefit of reach with it, which lowers its effectiveness even more.
In Harm’s Way (DR): The signature feat of feat-based Damage Redirection. You need to be providing the aid another action to an adjacent ally and boost its AC by it (most likely through Bodyguard). Once per round as an immediate action, you can take ALL the attack for the opponent. While a nice move, there are so many problems with it that it turns the feat into a disappointing one. For starters, you need to be adjacent to the target; nothing about reach works here, so you can’t extend your range to protect allies. Second, you need to already spend your Attack of Opportunity for an aid another, which offers little bonuses unless you increase it to valuable levels; no other feat applies, not even Covering Defense which would be thematically viable. Third, you only block ONE move; you can’t use your other Attacks of Opportunity to enable this feat, so if the enemy hits twice, and lands the hit twice, your ally is still in danger. It’s way too specific to work, and given that spells and powers already work better, it’s your call to actually keep this feat or not.
Break Guard (SnB, TWF): It requires disarming, but if you’re already skilled in disarming, you can use this feat to gain an extra attack as a swift action (with your off-hand weapon) after a successful disarm. The way it’s written, it also means you can disarm with your off-hand and attack with your main weapon. Nifty trick, but too feat (and ability score) intensive. Technically, you treat your shield as a weapon if you’re an Offensive Sword & Boarder, so might as well tack it there (you use the shield to disarm).
Bull Rush Strike (THF): Nifty trick. Note that you can stack this benefit with a Critical feat, so if you have something like Stunning Critical, you can have both apply. If you succeed on a Critical Hit, you initiate a free bull rush attempt but your confirmation roll acts as the CM check, so if you exceed the target’s CMD (surprise; it’s almost a touch attack!), the target gets pushed away. It’s great if you’re doing a full attack and that last attack is a critical hit, since that means you can potentially move the enemy away after it has taken the brunt of your damage. What’s more, if you haven’t moved at any moment, you may use this as an excuse to move with your opponent, finishing the full attack and potentially moving the enemy away twice. As usual, talk to your GM to see whether this option is viable, but it’d feel like a snob move to do so.
Bullseye Shot (Thr, Arc, Gun): Spend a move action to adjust, the next shot has a +4 to the attack roll. Pretty meh unless you can deal one frelling good hit. A slightly altered version of Dead Aim from d20 Modern, though.
Canny Tumble (Fen): An attempt to make tumbling past an opponent more attractive. It requires two bad feats. Pass.
Channeling Force: Ask your GM if it's legal (you can Channel Energy, after all), but if you do...turn 2 uses of Lay on Hands into a bonus to damage rolls! Works for three attacks (or until end of combat), and it activates as a swift action. You need a [force] spell to gain access, though.
Charge of the Righteous (MC): You ignore the penalty to AC when you attack undead and evil outsiders. Undead targets are pretty numerous, and Evil outsiders can be a headache, but nothing to waste a feat for, even if it screams that Paladins should get it. Mounted characters could get more from it, though not much.
Charge Through (THF, MC): Hey…this actually makes Overrun useful! It requires a charge (guess who loves charging!), and lets you Overrun as a free action. If you have Greater Overrun, that means you can deal an Attack of Opportunity to the target knocked prone, AND continue your charge (does the attack ALSO gain the bonus to attack rolls? I recall the rules stating that the bonus to charge applies only on the first attack on your turn, but this is stopping, attacking, then moving again, so while inertia isn’t conserved, it doesn’t mean the move doesn’t come with inertia of its own). Mounted Combatants will have a field day with this, since they can combine this with Ride-By Attack and deal several hits with Spirited Charge going in. Who’d think about it, Overrun being useful!?
Charging Hurler (Thr): Charge, but instead of getting close to the enemy, you stay within 30 ft. and make a single thrown attack. This attack takes the bonus from the charge, but also its penalty. For all it offers, don’t really bother. 3.5 players may recall there was a similar feat in the Miniatures’ Handbook called Hurling Charge , which replaced your bonus to attack rolls for a free thrown attack, so imagine my thoughts about this.
Improved Charging Hurler (Thr): Now, you can charge from any distance (beyond 30 ft.), but if you’re within 30 ft., you gain a +2 to damage. A Weapon Thrower will generally remain at a distance, to take as few penalties to range increments as possible. Still, bleh.
Chokehold (US): If you specialize in grapple, this is a pretty awesome maneuver. Start by grappling, then make a grapple at a -5 penalty. If you succeed, you pin your target and start to choke it. Any foolish spellcaster that lacks Silent Spell or Freedom of Movement cannot cast any spells, and ANYONE who’s held in a choke learns about the suffocating rules. Eventually, unless it doesn’t require breathing, is immune to bleeding or critical hits, it’ll die. Slowly, yes, but it’ll die. The chokehold ends if you end the grapple, so make sure you’re a formidable grappler. At 7th level, this means you get one or two good uses out of it before the DM starts to chuck books at you. Then, the size and the presence of Freedom of Movement, immunity to critical hits and the lack of need to breathe makes this feat less useful.
Cleaving Finish (THF): This is the PF version of 3.5’s Cleave. Many people thought it unnecessary, because it requires killing an opponent in a single blow or at least have someone nearby to take advantage of the feat. Rarely the two ever happened. Two-Handers *might* draw some benefit out of it.
Improved Cleaving Finish (THF): As 3.5’s Great Cleave. Pass.
Close-Quarters Thrower (Thr): Decent for Weapon Throwers, as it allows you to attack in melee range without penalty. Much better for those who have Thrown Weapons as a secondary combat style (if possible), as you can still focus on your nifty large weapon.
Clustered Shots (Thr, Arc): A very interesting feat, this allows you to fire arrows at your leisure and worry less about damage reduction, as it’ll apply only once. Thus, if you hit more than twice, you’ll get pretty large amounts of damage easily. If you can find a way to load and fire guns fast enough, Gunners can also benefit of this feat.
Cockatrice Strike (US): An added link to the Scorpion Style feat chain, but this one is actually far, far better than the rest. If you can hit with Medusa’s Wrath, you can as a full-round action (and no expenditure of Stunning Fist at all) cause the target to become permanently petrified, if it fails a Fortitude save. You can’t follow up Gorgon’s Fist with Cockatrice Strike (otherwise, this’d be a pretty brutal combination), but there’s ways to set up daze or unconsciousness that are good enough to enable petrifaction. This is as close as an instant-death effect without spending resources that anyone has. The only problem is that the DC relies on a dump stat (Wisdom) and that the feat chain is just TOO long and complicated, taking up two of your last feats. Meant for Monks rather than for Paladins, but if you’re going Unarmed, might as well consider it.
Combat Patrol (LD): Sacrifice your attacks to increase your threat range, provided you don’t have movement issues. This works phenomenally well with Haste, but otherwise, you need to make formidable Attacks of Opportunity to make the sacrificed attacks worthwhile. Lockdown builds, because of their naturally large range, can easily threaten an area of 30 ft. radius, and since their effect is to lock the opponent in place, they can make better use out of it.
Combat Style Master (US): No, it doesn’t refer to the Combat Styles I mentioned above. It refers to other combat styles, all of which start with the [Name] Style feat (the one exception is Scorpion Style). For reference, these are: Boar Style, Crane Style, Djinni Style, Dragon Style, Earth Child Style, Efreeti Style, Janni Style, Kirin Style, Mantis Style, Marid Style, Monkey Style, Panther Style, Shaitan Style, Snake Style, Snapping Turtle Style and Tiger Style. You might not have enough feats to complete one style, let alone start one, so ignore completely.
Cornugon Shield (Fen): If you happen to be proficient on a spiked chain and have the Weapon Focus on it, this is like Two-Weapon Defense for them. Not really that great. Fencers can use spiked chains with their Dexterity modifier, so they could probably choose the feat, but nothing to brag about. Also: just because the feat has “Cornugon” in its name doesn’t mean it’s evil.
Cornugon Smash (THF, LD): Use Power Attack, hit, and make an Intimidate check to demoralize an opponent as a free action. A must have for Two-Handers to provide some debuffs alongside their attacks, while Lockdown builds can use it to further the power of their Trips and some other moves, like Dazing Assault. Just make sure to justify how to get it, though.
Cornugon Stun (US): A corrective feat…for Monks. Ignore. You’re focusing on unarmed strikes, not special Monk weapons.
Cornugon Trip (Fen, Thr): Treat a spiked chain as a thrown weapon which allows ranged trip attempts. Fencers will be capable of dabbling in Weapon Throwing, while Weapon Throwers will have a shiny new weapon to use AND a cool tactic to boot. The problem is that the feat is pretty intensive, requiring high Int and Combat Expertise alongside the prerequisites (unless you can get Improved Trip by other means…*coughcoughMonkcoughcough*), so you might not be capable of managing it.
Covering Defense (SnB): If you choose to go total defense, you spread your defense to your allies. Obviously more worthwhile with a Tower Shield, which you lack. It also doesn’t apply the shield’s enhancement bonus to AC, and you can’t attack. This is more for Sword & Boarders who fight in tight quarters with their allies and don’t mind attacking at all, ever. Otherwise, skip it.
Crippling Critical (Arc, Gun, LD): Score a critical hit, halve the speed of an opponent for anywhere between 1 round and 1 minute. With a weapon that has a high critical range, you can slow opponents quite badly. This works with ANY weapon, and affects ANY speed; in fact, against flying creatures, you force a rather simple Fly check to force them to remain aloft, and since their maneuverability is reduced, that means at the very least a penalty to the check…and it still has its speed halved. Good one all around, but far better for Archers and Gunners (as their range makes the dangerous opponents remain out of the range of your allies). Lockdown players will also gain benefits, as it reduces the speed of their opponent (and specifically flying opponents), but conflicts a bit with Stand Still, which just plain stops them.
Crossbow Mastery (Gun): Important note: this doesn’t work for actual Gunners (it doesn’t work on firearms), but since crossbow users often overlap with guns, it gets lumped as this. This is Rapid Reload on steroids for ALL crossbows, letting them use crossbows as if they were bows (look at that, the Gunner just became an archer!). This doesn’t make the Rapid Reload feat redundant, since its effect now changes to “negate the attack of opportunity with the chosen crossbow”. Almost a feat tax.
Crusader’s Fist (US): If you hit with an Unarmed Strike, you can spend 1 use of Lay on Hands to deal its normal damage. This is only useful against Undead creatures, who are often resilient to bludgeoning damage. But, again: you can simply make a touch attack and work it out. Really, no need for it at all.
Crushing Blow (US): Not only do you need to have Stunning Fist, but also to succeed on the Stunning Fist attempt, and you replace the stun for a penalty to AC. The penalty is based on your Wisdom (again: a dump stat for you now) and lasts for 1 minute. Simply ignore.
Darting Viper (LD): Requires proficiency with a very specific weapon (the Dwarven Dorn-Dergar or Dwarven Chain-Flail, a decent bludgeoning reach weapon), but it allows you to switch between normal or reach versions as a swift action. While normally this wouldn’t mean much, the fact that you can change between a weapon with a 5-ft. reach and one with a 10-ft. reach is decent, since it handles one of the big problems of reach weapons (can’t attack adjacent squares). That way, you can make a full-round attack against an adjacent target, make a 5-ft. step and then switch to reach, making it great for Lockdown builds.
Dazing Assault (TWF, LD): In my opinion, the true signature move of a Lockdown build. This feat imposes a rather hefty penalty to attack rolls (and Combat Maneuver checks), but ANY attack done forces a chance to daze the target. ANY. Daze is a pretty insidious condition, but its main appeal is that it’s just so darn hard to resist, it affects just about ANYBODY. Sure, maybe mindless creatures like oozes are immune, but those have their own ways to beat. On the other hand, dragons, Evil outsiders and even undead aren’t immune to daze. In fact, guess what’s the ONLY creature that’s immune to daze by design? Magical beasts, but ONLY if they have the Behemoth subtype. Sure, the penalty to attacks and the forced Fortitude save (albeit using YOUR base attack bonus as the guideline; you’re a Paladin, so go figure) make it less savory, but here’s the deal: remember Sickened and Shaken? These two reduce saving throws, and so does your Prayer spell. That’s almost a -5 to the saves, and you do it in EVERY single attack, even Attacks of Opportunity. It doesn’t work with ranged weapons, which is the only shame. You still do your full damage, which is the cherry on top of this awesome sundae. This is a spell that I’d gladly kill for to get in a 3.5 campaign, and it actually makes having full BAB a very important thing. It’s just THAT good. Get it. No, really, GET IT. NOW. It’s an order. NOW. …Well, when you get to level 11th, but that’s the latest I’ll allow you to get it.
Dazing Fist (US): As Stunning Fist, but imposes daze instead of stun. Look above, and notice that no one is innately immune to daze. Now, consider that you can get it early on, and make the math. You get limited uses and has a Will save to negate, but otherwise it's superb when pulled off.
Deadly Finish: Pretty pointless. See, either the damage you deal kills the target, or you leave it unconscious. You don’t get anything, save for denying the target the ability to use Diehard. Pass.
Death from Above (MC): If you charge from higher ground or while flying, the bonus to attack rolls increases to an awesome +5. Being mounted counts as being in higher ground if the target is smaller than your mount is on foot (that is, the typical mount is Large, so it applies to any creature of Medium size or smaller). It’s less useful with Small characters on a Medium mount. If your character flies and depends on charging, it’s also useful.
Death or Glory (THF): As a full-round action, you gain a +4 bonus to attack rolls, damage rolls and critical confirmation rolls against a target that’s Large or larger, but if you don’t kill it, the target can make one attack against you as an immediate action. The damage increases, and the effect specifically mentions Vital Strike and its chain by name. However, being a full-round action kills everything, since it’s an all-or-nothing attack, and if you fail, the target can kill you in one blow. That’s really, really bad, unless you happen to have immense amounts of AC or enough miss chances to make the counter-attack pointless. A Two-Hander may have enough damage bonuses to make the damage matter, though, so it’s slightly more useful to them.
Defensive Weapon Training: +2 dodge bonus to AC against a weapon from a specific group. For example, if your opponent uses any Heavy Blade (that is, a longsword or a greatsword or a bastard sword), you gain a +2 to AC against those attacks. Note that this also applies to your Combat Maneuver Defense when the opponent uses a maneuver that relies on those. Only good if your campaign focuses on that, but otherwise a waste of a feat slot.
Demon Hunter: In a campaign on the Abyss, this is golden, since it grants a decent Knowledge check bonus against its natural inhabitants, plus a +2 bonus to attack rolls (and, therefore, CMB), not to mention caster level checks against SR (which high-level demons have). In other campaigns, it consumes one of your precious feat slots.
Dervish Dance (Fen): This feat allows you to treat scimitars as rapiers (one-handed piercing weapons that work with Weapon Finesse), but also allows you to add your Dexterity modifier to damage rolls, provided you don’t wield anything else in the off-hand. Naturally, this makes Fencers ignore Strength entirely, and all you need is the starter feat for Fencing, Weapon Finesse. A must-have for Fencers, particularly since a one-handed slashing weapon that uses the Fencer’s key offensive score are rare (barring using Slashing Grace, and even then).
Desperate Battler: You’ll most likely seek to fight alone, and you don’t have many things that grant morale bonuses, so this might be useful to an extent. The bonus is a tad low, however.
Destructive Persuasion (THF): While you’ll most likely be capable of sundering objects to and fro, you’ll have to spend points on Intimidate for this feat to really matter. At most, you can get +10 by breaking an Adamantine object, or +20 if you completely destroy it; a huge bonus, but nothing really worthwhile when you can just use Diplomacy for a longer effect. If you focus on demoralizing, then it might be more useful.
Devastating Strike (THF): Gain extra damage when using Vital Strike. It starts at a +2, but if you get Greater Vital Strike, it grows to a respectable +6. Think of it as a feat tax to make Vital Strike viable. It also gets multiplied on a critical hit, so if you’re a crit-fisher, the bonus to damage is larger. A Two-Hander with Devastating Strike will probably deal enough damage to kill a target with one blow, particularly more if wielding a Falchion or an item with a high critical threat range.
Disarming Strike (Fen): Sorta meh, but you get a free disarm with your critical hit. Fencers often get high critical threat range weapons, so they’re the best for it, and they don’t have to worry about getting their precious actions denied to make the attempt to disarm. They also probably have enough Intelligence for Combat Expertise, so it’s a bone for these odd builds.
Disengaging Feint (Fen): In the simplest possible terms, you replace your feint with the Withdraw action. No, really. Disappointed? So am I.
Disengaging Flourish (Fen): Same as above, but this time, it applies to as many opponents as possible. Still pointless…

Disengaging Shot (Fen): Alright…now it’s a bit respectable. You feint, make a single attack that denies the target its Dexterity modifier to AC, and THEN you move. Three feats for this? Really? REALLY? Oh, and it needs a bunch of feats, just one short of Spring Attack. The joke is not lost, friends.
Disheartening Display: Adding another link to the Dazzling Display feat chain, this allows you to temporarily worsen fear effects by one step. That is, as long as you do Dazzling Display. It works if you can frighten a lot of enemies at once without Dazzling Display, so that they become panicked...or if panicked, so that they may cower for 1 round.
Distance Thrower (Thr): As Arc Slinger, but with ALL thrown weapons, AND without the Point Blank Shot penalty. So, to be specific: if you wield ANYTHING but a Sling (or Sling-Staff), choose this feat. Otherwise, get one of these and choose Arc Slinger instead.
Domain Strike (US): A VERY, VERY specific feat, but you can use it if you follow the Unarmed combat style AND happen to be a Sacred Servant. This allows you to use the power of your domains via your unarmed strikes. Most likely, you won’t choose a domain whose granted power affects ANY opponent, so this is for the one-in-a-million chance effect. Most probably you’ll never get access to. I mean, not even a Cleric, of all people, would choose this feat, UNLESS it multiclassed with Monk.
Dorn-Dergar (Chain-Flail) Master (SnB, LD): If you manage to get proficiency with the dorn-dergar (aka, the Dwarven Chain-Flail), you can use the weapon in one hand, making it the third one-handed weapon with reach (alongside the whip and the scorpion whip). This is excellent for Sword & Boarders, since they already have the requirement feat and can do Lockdown while using a Shield. Lockdown builds, on the other hand, can equip a shield (so as long as they get Two-Weapon Fighting) and get additional defense. Since it requires Two-Weapon Fighting, it may be harder for most Lockdown builds, but it definitely allows for a Stand Still Lockdown/Sword & Board build. Dwarves get proficiency for free, so it’s even better for them.
Drag Down (Fen, LD): Fun counter, but not much. If you get tripped, you can attempt a counter-trip. Normally, if the target fails, it allows a chance of tripping (unless it dropped its weapon); in this case, regardless of the action, you trip the opponent. Too specific, but still fun.
Draining Fist (US): As Stunning Fist, but instead imposes fatigue (and eventually exhaustion) for a decent duration. Still imposes a saving throw, though, and has pretty restrictive prerequisites.
Drunken Brawler: Defensive feat, but if you have Endurance, it’s quite hilarious. For 1 hour, you take a penalty to Reflex saves (which are already your worst), but you gain temporary hit points equal to your character level (20 temporary HP at 20th level) and a +2 alchemical bonus to Fortitude and Will saves while the temporary HP lasts. Take a penalty on what you have the worse, get bonuses on what you’re already good. You also need to be the worshipper of a good deity, which is just goading you to get it. If you can spend the feats, it makes for a pretty awesome character trait.
Dueling Mastery (Fen): You gain a +2 bonus on Initiative checks when you start with a weapon, and a +2 shield bonus if you wield the weapon in a single hand (or half this benefit if you wield the weapon in two hands). If it applied to the rapier and a few other weapons, it would have been formidable, but it only applies to ONE weapon: the (Aldori) dueling sword. Since it’s a region-specific feat (from the Inner Sea World Guide; note that it’s not a regional feat per se, but a feat specific to a region), there’s no way to expand it, which hurts. The (Aldori) dueling sword is a mix between a longsword and a rapier, having the longsword stats but usable as a rapier if you have the Exotic Weapon Proficiency feat for it (you can use it as a longsword if you don’t, though). Fencers may draw some use out of it.
Elemental Fist (US): A Stunning Fist variant, but instead of stunning, it adds damage on a SINGLE hit. Good in a way, bad in a way. It’s slightly better than its counterpart in 3.5, the Fiery Fist feat, but the limited uses makes it a wash.
Elephant Stomp (THF): This feat stinks. You need to make an Overrun attempt and beat the target’s CMD; if you’re doing an Overrun, you want to move through the enemy. If you succeed, you can choose to stay where you are and deal a single attack with an unarmed strike or natural weapon as an immediate action. You know, you could have just moved and attacked, or maybe do a charge and use your own frickin’ weapon. Besides, knocking prone IS better in that regard; it could have been both, rather than replacing one thing for the other. This feat is bad and it should feel ashamed.
Enforcer: This is a feat that feels wrong at first, but actually rocks! See, you only deal non-lethal damage to activate it (which is normally bad), but if you succeed on the hit, you get a free Intimidate check to demoralize. This would normally suck, except for this: if you succeed ON the check, your damage becomes the number of rounds the target is shaken, so you’re doing one hit to deliver a pretty long-lasting debuff. On a critical hit, the shaken effect becomes frightened, which is formidable. If frightened, you could find another way to shaken it and turn it into panicked (save for a demoralization). If you fish for critical hits, this is an awesome feat to have, particularly if you’re aiming not to kill your targets.
Equipment Trick: This isn’t one feat, but a series of feats that give “tactical maneuvers” if you have the subsequent requirements. Each of the feats has its own set of benefits.


Equipment Trick – Anvil (THF): You need 5 ranks in Climb and Craft (armor) plus Improved Bull Rush to get all tricks. When you have an anvil weighting 50 lbs. or more, you can use it to reduce your Climb check DC by 5 when climbing ropes or chains, increase the target’s nonmagical armor’s bonus by 1 for a single attack, temporarily fix a broken item and break doors as a move action. Two-Handers will have enough Strength to use any of these, and Smash Through is an excellent way to contribute to the party.
Equipment Trick - Heavy Blade Scabbard (Fen, THF, LD): You need 5 ranks in Climb, Quick Draw, Blind-Fight, Improved Bull Rush, Improved Disarm, Improved Trip and Throw Anything to get all tricks. Capture Weapon is so-so for Fencers with Improved Disarm, as it allows you only to store the disarmed item. Hurl Scabbard is awesome for Two-Handers, since it provides an impromptu thrown weapon and you end up armed, but only if you have a Combat Scabbard (which deals 1d6 points of bludgeoning damage) or its Sharpened version. Steer Opponent is risky, but it gives Two-Handers a bonus on a single attack that starts at +2 and increases as you beat the target’s CMD on a Bull Rush attempt, but you’re left flat-footed if you fail. Tangle Leg is formidable for Trip Lockdown builds as it allows you to make a ranged trip attempt (though not against creatures larger than your size, which in the case of most races is Large) as a swift action (you need to draw a heavy blade, though). Find the Hidden lets you spend your move action to sweep the area, netting you a melee attack that ignores the invisibility miss chance, which is pretty cool. Grab Purchase requires the Climb ranks, and lets you survive a fall when you fail a Climb check. A mixed bag, though Find the Hidden is incredibly good (perhaps not enough to merit Blind-Fight, but formidable if you have it).
Equipment Trick – Rope (Fen, LD): This feat lets you improvise with ropes. The two coolest ones are those that let you treat a rope as a spiked chain or a whip, giving you two weapons at once (so as long as you’re proficient in each weapon). With Throw Anything, you can entangle an opponent with a rope (as per a lasso). With 5 ranks in Climb, you can catch people in mid-fall, which is pretty useful. 5 ranks in Escape Artist or Sleight of Hand offer so-so benefits (+10 on Escape Artist checks to escape from ropes, which is cool but not constant; coiling a rope in 1 round is a waste of space and ink). With Improved Grapple, you get a reduction to the penalty when tying up a creature, which is decent but nothing spectacular. Finally, you ALWAYS get the ability to secure ropes in a way you can loosen them faster, so the feat is slightly better than others because of its default benefit. Fencers might like the few adventuring tricks, while Lockdown builds will probably like the weapon improvisation and ranged trip.
Equipment Trick – Shield (SnB): You need quite a bit of feats (Deadly Aim, Improved Grapple, Improved Trip, Throw Anything) to get most of all tricks, but this choice has a lot of tricks. Break Ground allows ranged trips with your shield (requires Imp. Trip); Hurl Shield makes your shield a thrown weapon, Little Wall nets you cover (requires 5 ranks in Escape Artist); Keen Eye lets you negate your entire AC bonus from your shield to fight better against creatures with gaze attacks (requires Perception 5 ranks); Release Shield lets you switch shields faster (no prereqs); Ricochet Shield lets you ignore cover when throwing your shield (requires Deadly Aim) and Shield Gag works to negate bite attacks and other mouth-based abilities (swallow whole, and breath weapons are merely impeded; requires Improved Grapple). While you need way too many feats to get full use out of it, just one (Throw Anything) gets you access to most of them, and a feat-conscious build could probably get one or two of the other feats. All in all, provides quite a bunch of decent options for shield wearers, but the better ones (Break Ground, Shield Gag) require too many feats to make it worthwhile. If you can afford the skills and the feats (maybe through a Fighter dip), this feat becomes pretty awesome (as in Captain America awesome). Also get if you have the chance to get Quick Draw and dabble in Weapon Throwing (and have lots of shields).
Equipment Trick – Sunrod (Thr): One of the oddest, this allows you to use the noble Sunrod offensively. You need 5 ranks in Craft (alchemy) and Handle Animal, Quick Draw and Throw Anything feats to get all tricks. Flare imposes a slight penalty as an area effect or as a full-round action thrown attack (the Fortitude save is fixed, though); Fast Sunrod allows you to quick-draw Sunrods (the latter count as alchemical items, so they can’t be quick drawn; on the other hand, why no Free Action?); Like the Sun requires you to cast spells with the Light descriptor and counts as an effective Heighten Spell for them (recall that Paladins can cast Daylight as a spell); Lodge Sunrod lets you tag targets; Lure lets you make Handle Animal checks to control the movement of an animal, and Twice as Brightly consumes the Sunrod faster to make it work brighter. Has (alongside Anvil) the least amount of requirements (and for a Thrower, this effectively means all tricks save for two), and the tricks are somewhat decent.

False Opening (Thr, Arc, Gun): Odd feat. You get feats that allow you to fire within range, and you deliberately choose to take the attacks of opportunity. If they fail (you get a +4 dodge bonus to AC against those attack), you deny them their Dexterity modifier to AC. Unless you’re a Rogue, or you have a friendly Rogue (or Ninja) with you, this feat sucks.
Fearsome Barricade (LD): Another disappointing feat, and you require to be in a faction to get it. You can attempt to demoralize an opponent that attacks your ally as an immediate action; that alone would have made this a superb feat, except it only applies to an adjacent ally (you apparently can move, though), and it consumes one of your attacks of opportunity. Lockdown builds will probably have enough Attacks of Opportunity to make this useful, but with demoralize as nerfed as it is, and with so many other efficient ways to pull this off, this feat doesn’t really cut it out.
Felling Escape (US): A quirky combat maneuver, this allows you to trip an opponent from which you escape your grapple from. Considering just all the steps you need to do, you could simply CHOOSE to trip the opponent rather than wait for it to grapple you. Too conditional to work.
Felling Smash (THF, LD): Very interesting maneuver. If you hit while making a SINGLE melee attack, you can spend a swift action to make a trip. Due to the wording, this involves making a Vital Strike attack, so it’s better when used as part of a Vital Strike. You need good Int and Improved Trip to make it worth, so you may not have the chance to get it. Just in case: Two-Handers have it easier, because Power Attack and Vital Strike synergize well with this feat. If for some reason you have loads of feats and Cleave works with Vital Strike, it becomes a potent way to establish Lockdown.
Feral Combat Training (US): Only useful for races that have natural attacks, this allows you to apply the benefits of feats that have Improved Unarmed Strike as a prerequisite with them. This means Stunning Fist, most if not ALL of the combat styles, Scorpion Style and whatnot. Too specific to work, though it’s just hilariously good on an Ophiduan.
Flagbearer (SnB, LD): Also a local feat, but a pretty awesome one, if the right conditions are met. You grant a +1 morale bonus to attack rolls, damage rolls and saving throws against fear to all allies within 30 ft. of the same allegiance as long as you hold the flag in one hand. 30 ft. is pretty wide (wider than your Auras, actually), and you could easily have everyone belong to the same allegiance to get the bonus. You can’t let them steal your flag, though, or it becomes a penalty. You have the right amount of Charisma to make it worthwhile. The only problem with it is that you must have one hand “free” (or rather, holding the flag) for it to work. Lockdown builds with a one-handed reach weapon can provide some bonuses, and Light Shields allow you to wield an item in the hand, which could easily be the flag (so Sword & Boarders can become pseudo-buffers).
Flanking Foil (LD): Rogue, start crying on a corner. This denies a Rogue its most reliable way to deal sneak attack, and it has absolutely NO penalties whatsoever! It works with full attacks, AoO and even Cleave, so Lockdown builds will have a field trip with this feat, though not if you depend on Reach.
Focused Discipline: Interesting feat, all the better because you’re actually immune to fear. Each time you’re subject to a fear effect that doesn’t affect you (Aura of Courage makes sure you never do), you gain a +2 morale bonus against the creature that does it for 1 round. This bonus applies to attack rolls, weapon damage rolls and CMB checks. The only problem is when the GM metagames, since it’s to be expected that Paladins will be immune to fear and thus never affected by one, which makes this feat pointless. On the other hand, on a campaign where fear is a constant, this feat is golden. Ask your GM if the bonus to CMB stacks with the bonus to attack rolls.
Focused Step (Arc, Gun): If you have good Intelligence, you can choose to make ONE attack and add your Intelligence to the damage you make. If it were for ALL attacks and let you do so in a full attack action, I’d consider it. Being that Intelligence is more often than not a dump stat, run away from it like the plague (that will never catch you because you have Divine Health, but assume you don’t have the skill).
Following Step (LD): A patch to Step Up, this lets you get closer to your opponent (5 additional feet), and you don’t get penalized on your movement next turn. A recommended feat, but only if you chose Step Up and have enough feats for it to matter. Lockdown builds get some good movement with it.
Step Up and Strike (LD): Probably the only reason why you’d choose Step Up at all, this allows you to have the opponent provoke an attack of opportunity from your target, in addition to the movement. Formidable against pesky spellcasters, who see their spell ruined because the attack of opportunity just happens to appear RIGHT as they potentially choose to cast their spell. Lockdown builds will have a field day with this, because the extra attack can serve for a Trip (though not for an attack AFTER the trip, sadly…is it?), using Stand Still on a non-spellcaster, or using Dazing Assault on anybody and ruin their day.
Fortified Armor Training (SnB): A lifesaver, but with its caveat. If a target succeeds on a critical hit, you can sacrifice the protection from your armor or shield to turn it into a normal hit, but the sacrificed equipment becomes broken. A Sword & Boarder can thus be saved from two critical hits, but it suffers the loss of its secondary weapon and secondary defensive measure.

Sayt
2014-05-12, 11:41 PM
You have the fly thing backwards: You need the DC10 check to fly less than half your speed, not more.

For Gun-Paladins, a three level dip in the Trench Fighter archetype (For fighters, who'da guessed?) nets you dex to damage with one kind of fire-arm, which is earlier than the Gunslinger's 5th level, and also feats to jump-start proficiency/ranged feats.

Edit: Can't believe I forgot to mention, but Great guide! I especially liked the RP aspects, with which I basically agree wholeheartedly.
Edit2: Whoops, sorry, didn't see the don't post yet!

T.G. Oskar
2014-05-13, 12:27 AM
Most optimization guides take the approach of choosing the best combat style for the reader, and then choosing feats based off that combat style (or combat styles, to be precise). Taking a cue from Bodhi’s Guide to the Paladin, I’ll deal with feats in terms of Combat Styles, but instead of making five different recollections of feats, I’ll mention them once and then use abbreviations to determine their utility. Only the Combat Styles to which this feat applies will be used, but otherwise they’ll use the same format as before. As usual, Red is bad, Orange is not so bad, Yellow is average, Green is decent, Blue is good, Light Blue is awesome and Purple is conditional. The abbreviations are: SnB (Sword & Board), Fen (Fencing), THF (Two-Hander), TWF (Two-Weapons), US (Unarmed), MC (Mounted Combat), Thr (Throwing), Arc (Archery), Gun (Gunmanship), LD (Lockdown) and DR (Damage Redirection).

Furious Focus (THF): A worthwhile investment for any user of Power Attack, this allows you to ignore the penalty to Power Attack on the first actual attack you make in the round. For Vital Strike users, this means probably the ONLY attack they do in the round, while to others it means having a pretty secure hit. Note that it says first “attack”, so if you’re using one of the “Quick” options, or your first attack is a trip, you can still reserve this for when it really matters. Naturally, because Power Attack is the signature feat of Two-Handers, you can expect them to gravitate towards it.
Dreadful Carnage (THF, LD): If you spend some time with Intimidate, you get yet another way to demoralize people within 30 ft., but this time as you kill a creature (or take it to negative hit points). Two-Handers can pull this off faster, so they get more mileage out of it. Lockdown builds often rely on Attacks of Opportunity, and hence they can do this out of turn (being a free action and all).
Fury’s Fall (LD): You add your Strength and Dexterity modifiers (rather than only your Strength modifiers) on all trip checks. Trip Lockdown builds will make their trip checks far more reliably, and will promote a greater increase of their Dexterity, which means more Attacks of Opportunity, which means more chances to trip; a win-win situation for them.
Fury’s Snare (LD): If you willingly disarm yourself (you can draw another whip, though), you can stack the entangle condition to the prone status, and any magical quality that deals damage becomes a damage over time effect. The only problem is that the Strength check to break the weapon is pretty easy to make (DC 10), and escaping the whip by it means the whip is broken (not destroyed, just broken). Trip Lockdown builds may want to have a few masterwork whips around just for this. Sadly, you can’t stack Holy Sword alongside this, because the effect is canceled once you drop the weapon, but if you manage to have a spare magical whip, stack a Greater Magic Weapon to it and use it to have one enemy bound for quite a while.
Gang Up (Fen, LD): You need to be pretty smart to pull off this incredibly obvious move. If you have two allies flanking, you’re treated as flanking, no matter where. Probably you’ll have only one other person flanking in the group, so unless you have two dedicated flankers, this feat won’t be as good as you. Fencers who use Combat Maneuvers and Lockdown builds gain better benefits, particularly the latter who can gain the flanking bonus from unusual locations.
Team Up: Aid action as a move action when you have at least two other allies adjacent to an opponent. That’ll rarely happen, but at least it allows you to protect an ally or grant it a bonus to attack rolls AND act at the same time. Still, the positioning is too risky for it to be meaningful.
Gory Finish (THF): Interesting move. If you make an attack action with a weapon with which you have the Weapon Focus feat, AND happen to take the target to negative hit points, you can demoralize everyone within 30 ft. As you could expect, this is perfect for Two-Handers who make Vital Strike attacks, because they definitely have the chance for it. Others…not so much.
Hamatula Strike (US): Despite the evil-sounding feat, this is nonetheless a…well, a so-so feat. You effectively grant any piercing weapon you wield the improved grab maneuver, and you can deal damage with it as part of an attack action, which you can’t do unless you have Greater Grapple (someone hasn’t read the rules, right…?) Since you need Improved Unarmed Strike to pull this off, this means you’ll probably prefer to be unarmed, and with the penalties…obviously this means the feat is best used with armor spikes, which leave your hands free AND also grant you a piercing attack (though armor spikes count as light weapons, so the point is moot). Most reach weapons happen to be piercing weapons, so they could allow you to grapple from a distance, but you’ll rarely have enough feats to make it work. This is a feat that grants a solid boost, but where it shows that the developers need to read a bit more what they’re doing (something that 3.5 did quite a bit, to be fair to Pathfinder fans).
Hamatula Grasp (US): If you use Hamatula Strike successfully, you deal more damage (1d6) and the penalty is lessened. A pretty decent boost.
Hamatulatsu (US): A very solid feat that allows you to deal two kinds of damage with unarmed strikes (adds piercing), but the real effect is when you land a critical hit with a piercing unarmed strike, as you can sicken the target for 1 round (sickened targets get staggered instead). Sicken is a pretty nifty condition. The only problem is that unarmed strikes have poor critical stats, so unless you increase that chance (Improved Critical for unarmed strikes), the feat isn’t that useful. The 1-round duration makes it less palatable.
Hammer the Gap (TWF, Thr): Cool maneuver. Basically, this is a rhythmic feat: if you can land many hits in a blow, you can increase your damage manifold. For example: you make one attack at X damage; if you succeed on the next attack, then it’s X +1 damage, and then X + 2 damage, and so on. As you may have noticed, the more attacks you make, the better. Full TWF builds can net somewhere from 3 (for three attacks) to 21 (for all 7 attacks) points of damage, while Weapon Throwers who happen to have the myriad of feats required for Rapid Shot and Greater Two-Weapon Fighting can exploit this to get up to 28 points of damage. However, the rhythm is interrupted if you miss one attack, and you can rarely recover well enough to increase the damage once again. This is a low-hanging fruit for very specific builds that happen to have insanely high attack bonuses and multiple attacks in a row.
Hold the Blade (Fen): A defensive feat that allows you to immediately disarm someone as an immediate action (no pun intended). This only applies against flanking attacks or sneak attacks, though, and you need to have one hand free. A Fencer might make good use of this feat. This feat lowers your AC, so it makes you even more liable to hits.
Impact Critical Shot (Thr, Arc, Gun): Ranged weapons have the lousiest critical threat ranges, but this feat makes it pretty worthwhile. This allows a ranged bull rush or a ranged trip, and requires nothing more than making a high confirmation roll, so it’s more of a freebie than anything else. Your opponent’s CMD might be higher than its AC, though, but for the most part you’re effectively hitting against touch AC, so the chances of pulling this out are pretty high. This feat is best on crossbows, since they do have a better threat range than most other ranged weapons.
Improved Awesome Blow (THF): You're Large-sized or have the Awesome Blow feat? Well...this makes it better...for a given definition of it. Use it, aim where your fellow melee combatants land, and grant them free attacks of opportunity. Will hardly see use, though.
Improved Blind-Fight: You need to spend quite a bit of skill points in Perception to get it, but if you do, AND you have Blind-Fight, might as well get it. The ability to ignore nearly ALL kinds of concealment (save for that of the Blink spell) is really good, because it denies most people a chance to deny ALL damage. Furthermore, you gain half of the benefits of Uncanny Dodge. Pretty good feat.
Greater Bull Rush: Now, even total concealment is no match for you, and you retain your Dexterity bonus to AC against creatures at any range. You need to wait until level 15th to get it, but it’s worthwhile…if you have the feats to spare. Note, though, that total concealment is STILL treated as total concealment for purposes of the Improved Bull Rush feat; what happens is that you have better chances of hitting.
Improved Dirty Trick (Fen, LD): +2 to Dirty Trick checks, and you don’t provoke an AoO from it. You need good Intelligence for it, which means Fencers and Trip Lockdown builds might get the better benefit out of it.

Greater Dirty Trick (Fen, LD): +2 additional bonus to Dirty Trick checks, but the winner here is that the base duration of Dirty Trick is based on 1d4 rounds, so that means an average of 2-3 rounds per use, and it still stacks up. This makes for a pretty huge bonus. Not only that, it consumes the target’s Standard action (not Move action) to remove the effect, which further restricts the target. Even Stand Still builds may benefit from this, as you can keep them completely debuffed with a combination of keeping them in check and imposing penalties galore. Note that Entangle + Stand Still is a pretty devastating combination.

Dirty Trick Master (Fen, LD): Oh, by all that’s good and sacred, this is NASTY!! If you affected someone with an earlier Dirty Trick, you can escalate the condition by one step. Dazzled creatures become dazed (!!), entangled creatures become pinned (can’t move, awesome!), shaken creatures become frightened (just one step before going panicked!), and sickened creatures become nauseated (can’t make standard actions, only move). Not only that, the effect duration is increased. This makes using Dirty Tricks formidable, since you have several dangerous statuses at your disposal. As usual, Fencing and Lockdown builds will have a holiday.
Improved Drag: Same as nearly all Improved [Combat Maneuver] feats, but for a Combat Maneuver that’s not worth it. Pass.
Greater Drag (THF, LD): An additional +2 to Drag checks, and NOW you can have the target provoke attacks of opportunity. You need to reach this feat to understand that probably the reason why you want to drag someone is to bring the desired target to where it can get smacked down. All this…well, I think the feat itself sums up what I feel: what a “Great” piece of drag.
Improved Reposition (Fen, LD): Same as nearly all Improved [Combat Maneuver] feats. You also need Intelligence to gain access to this feat, so probably Fencers or Trip Lockdown builds may make good use out of it. Of those, Lockdown builds probably will make the better use of the maneuver, for added control over their opponents.
Greater Reposition (Fen, LD): An additional +2 to Reposition checks, and the movement causes AoO from everyone except you. Lockdown builds will probably exploit this better than others.

Tactical Reposition (Fen, LD): Gasp! NOW you can use this Combat Maneuver for what it was frickin’ intended to! Trigger traps, set the opponent to fall into a pit, drop it into lava, make it eat your friendly Cleric’s Blade Barrier…what’s worse, the target takes a penalty on its AC and saves to avoid it. I mean, WHY it couldn’t be the effect of Greater Reposition, rather than let you spend THREE feats for it? Lockdown builds will love this, particularly as they can keep a target trapped through Stand Still and/or Trip indefinitely.
Improved Two-Weapon Feint (TWF): If you happen to have enough Intelligence and the Combat Expertise feat, you get a better version of the Greater Feint feat, which actually applies to all attacks you make during the round. This is obviously better for Rogues, but it can help if you have a Rogue or Ninja ally. However, it does incite too much MAD.
Indomitable Mount (MC): Another essential feat for your mount, this is like Mounted Combat but for saving throws. It takes your immediate action, though.
Jaguar Pounce: Weird feat, particularly since it eventually becomes worthless. If you make a charge against a flat-footed or helpless target, the first melee attack is a critical hit. It also works with Spring Attack. As you can see, since it involves using this feat in the first round of combat and later on you get ways to increase your critical threat range (such as Improved Critical proper, or the keen weapon enhancement), it loses steam pretty quick. It has the advantage of applying to ANY weapon, but you’ll most likely have the weapons you want with keen already. For example: if you’re a Mounted Combatant, you most likely have Improved Critical for the lance.
Jawbreaker (US): Certainly meant as a mage-slayer feat, this feat foregoes your Stunning Fist benefit to break its jaw, dealing slight bleed damage (1d4 damage per round) and negate the target’s ability to speak. Now, this would be a bad idea, except that the target needs to be grappled, stunned or otherwise helpless, so stacking a Stunning Fist would be redundant; this makes it LESS redundant. That said, it’s too much of a hassle and best left to a Monk.
Bonebreaker (US): Instead of breaking the jaw of an opponent, you deal Strength or Dexterity damage. Note that this works against targets immune to critical hits (or at least, it doesn’t say that you can’t use it on them, other than “Stunning Fist doesn’t work on creatures immune to critical hits”), so it’s moderately useful.

Neckbreaker (US): Spend a Stunning Fist attempt against a pinned character to deal 2d6 Strength or Dexterity damage, and any damage overflow goes to Constitution. The amount of feats required makes it nearly impossible for you to see in play, and you ALSO happen to need a whopping 12 ranks in Heal, and by that time Grapple starts to fail as a maneuver.
Ki Throw (US, LD): If you make an unarmed trip attempt against the enemy, you can pretty much Reposition it for free. Unarmed builds might get some use out of it, while Trip Lockdown builds might use it to effectively Reposition opponents that approach their square rather than that of their reach weapon.
Binding Throw (US): Same as Ki Throw, except with a swift-action Grapple check. Think of it as a German Suplex to understand. While Lockdown builds could make good use of it, focusing on a single opponent rather than controlling the battlefield is not their line of work; on the other hand, Unarmed builds will enjoy the combined maneuvers they can pull off with this little trick.

Improved Ki Throw (US, LD): Same as Ki Throw, but with added Bull Rush effect. This may seem decent enough, but the Bull Rush is done towards an opponent, which then gets pushed back one square and knocked prone. 3.5 players may recognize this trick as the Ballista Throw maneuver from Tome of Battle, except the latter also dealt damage, so it’s pretty hard to compare. Unarmed builds can use this as a limited form of Lockdown, while proper Lockdown builds can use this to play within the battlefield.
Landing Roll: This is an ukemi! No, seriously! It’s not just because Bang says so; it tells you that you move 5-ft. after the successful trip, but then you fall prone. That’s the very definition of an ukemi, pretty much. Unless the target has Greater Trip and lacks a reach weapon, pass. And even then, it’s TOO situational.
Large Target (Thr): The feat that lets you be king David. You get a +1 increase to your damage per size category, which is pretty much what you lose by means of size. However, it doesn’t get improved on a critical hit, which is quite obviously what David did to kill Goliath in one blow (well, that and divine intervention, which in this case would be your Paladin’s mark). Moderately useful; better the smaller you are.
Let Them Come: This feat has the double-whammy of being both race-specific (Dwarf) AND faction-specific. The benefit…lets you deal double damage with nearly ANY weapon if you ready against a charge. For the very specific entry requirements, might as well let you spend an AoO to automatically brace and deal double damage against a charge. Pass.
Low Profile: Even if you’re a small Paladin playing an Archer or a Gunner, this isn’t really worth your while. Sure, you make other people hit better as you don’t provide cover for their attacks, but most likely they’ll have Improved Precise Shot to prevent this, so unless one of your allies wishes to focus on Archery and you’re right there, in the middle of the enemy, then it’s not really worthwhile. Even then, there are better ways to ignore the penalty, so skip this hard.
Massed Charge (MC): This feat is decent to protect yourself against combat maneuvers, and lets you fight with another mounted character. There are better feats out there.
Measured Response (THF): You may notice that some forums measure average damage, where 1d6 = 3 or 4 points of damage per blow. If you have a weapon with even dice (2d4, 2d6, and so on), then this feat is excellent because you never risk dealing low damage, but you never risk doing high damage either. For weapons with odd dice (1d6, 1d8, and so on), you lose damage on average. The big winner here is the Greatsword-wielding Two-Hander, because you deal consistent damage always. This feat works best when the target has some DR you can’t beat, since you know exactly how much damage to deal.
Missile Shield (SnB): As Deflect Arrows, but with shields. Still doesn’t work against spell effects, nor against ranged natural attacks (such as the spikes of a Manticore, for example). Archery is deadly here, so might as well keep it in mind, though recall that there are shield enhancements that provide this benefit (doesn’t mean they can’t stack, though).
Monastic Legacy (US): If you happen to multiclass into Monk, you add ½ your Paladin levels to your Monk levels to determine their better Unarmed Strike damage. There’s a Prestige Class that combines Monk and Paladin levels, so this is a necessary feat for them.
Monkey Lunge: Again…do you even read, devs? You need to spend a standard action to gain the benefit of Lunge until the end of THIS turn, without the penalty. Meaning, you can’t attack. At all. This feat is not just bad, nor bad AND an affront to good design; this is excrement passed as a feat. This is not reading the feat and intentionally making a feat that doesn’t work AT ALL.
Moonlight Stalker (Fen): A minor bonus to attack and damage rolls when you have concealment from an opponent. Anything, from Blur to Wind Stance, enables this, forming a pretty cheap (so to speak) way to gain bonuses to your strikes. Somewhat feat-intensive, as you require two feats, good Intelligence and spending ranks in a skill you’ll rarely, if ever, use, but the chain is somewhat decent.
Moonlight Stalker Feint (Fen): Feint as a swift action when you have concealment against an opponent. You already have the skill and the feat to go feinting, so might as well go all the way with Greater Feint and disable them for 1 round, then getting ALL your attacks with them (or move and attack).

Moonlight Stalker Master (Fen): Increase your miss chance by 10%. This may not seem like much, but if you reach total concealment (it still counts as concealment, after all), you can exceed the 50% mark and get 60% concealment. That’s the ability to miss three out of five attacks, making you nearly untouchable (the other two face your potentially high AC). Not only that, if the enemy misses only ONCE, you can move away. Incredibly defensive move, but also very powerful.
Mounted Onslaught (MC): If you specialize in overrunning and your mount has a decent bonus to speed, you can use this as a sort of area attack, since it requires the Trample feat. You risk being stopped, though, since the cumulative penalty stacks up real quick.
Mounted Shield (MC): This feat is great, since it increases to an extent the survivability of your mount. You don’t add your shield’s enhancement bonus, though, which is a big “why the hell not!?” that reeks of people unable to understand just how important a mount is to a character. At least it adds the Shield Focus bonus, so that’s a +3 with a heavy shield, which isn’t so bad.
Net Adept (LD): Nets are pretty rare, as they don’t deal damage, but instead serve to entangle your opponent. Entangle is an interesting condition that limits your movement and imposes penalties to attack rolls and Dexterity. Not only that, if you win an opposed Strength check (not a Combat Maneuver check, strangely enough), you can keep the creature within range. This sounds awfully like Lockdown, isn’t it? Well, this feat…lets you use a net as a melee reach weapon, meaning you don’t provoke attacks of opportunity when using it. Not only that, you don’t take the -4 penalty for using an unfolded net, and if you choose to fold it, it takes less time. You need Exotic Weapon Proficiency with nets, but if you do, you have another way to lock-down a target to a certain extent.
Net Maneuvering (LD): Use nets to disarm (eh…) or trip (!!) an opponent, or drag/reposition an entangled creature. Drag pulls the target closer to you, while reposition moves the target to one side or the other. Of all four, tripping with nets is the best option, since it adds yet another way to trip with a reach weapon while keeping one of your hands free (and ready to use any weapon…if you have TWF, that is). Net Adept lets you treat the net as a melee reach weapon, so you can provoke AoO’s with it, thus also enabling Trips with reach.

Net Trickery (LD): More maneuvering! Now, you can use the dirty trick (one of the new combat maneuvers from the Advanced Player’s Guide) with a net to blind the target, gain a bonus on drag and reposition checks with a net, and the clear winner: trap entangled creatures so as long as they’re within the reach of the net. This last one definitely screams Lockdown.

Net and Trident (LD): You need the Two-Weapon Fighting feat for it, but it’s worthwhile. Take a trident, a shortspear or a similar weapon (really, the one you like), and start skewering the target you entangle. With Net Trickery, you can keep the enemy in check and then skewer it with your other attacks, using your net for the trip attempt. Not only that, if you entangle the target, you get extra damage with your attack. Surprisingly good for Trip Lockdown builds if they can muster enough Dexterity, which they should if they’re going for a proper Trip Lockdown build.
Nightmare Fist (US): Completely unorthodox fighting style, available mostly to Drow and Tieflings. If you fight someone in an area of magical darkness (like that of their Darkness SLA), you get bonuses to damage (further if under a fear effect), and some bonuses to skill checks, particularly Intimidate. You need to have Improved Unarmed Strike, so you NEED to follow the Unarmed combat style. Somewhat disappointing, since you get a +2 to damage but you have a miss chance because Darkvision doesn’t ignore magical darkness.
Nightmare Weaver (US): Cast Darkness, get to Intimidate everyone inside. Remember how you get bonuses if a target is under a fear effect? Well…considering how you need to make a full-round action to activate this effect, you get NO benefit from the earlier feat at all. No way to extend the ability to demoralize a target so that you take full benefit from the precursor feat?

Nightmare Striker (US): As you can see, Drow will be the ones to take full benefit of this feat chain. Cast Faerie Fire, and you can make Stunning Fist harder to resist, not mentioning that you can render the target stunned AND shaken. Pretty strong debuff, but you need Stunning Fist for it, and you need way too many feats to get it.
Opening Volley (Thr, Arc, Gun): A fun, not feat-intensive way to make your latter attacks succeed. You gain a +4 bonus, which is 1 less than the penalty of your second iterative (-5), and if you can hit that one, you can save the bonus for the third and get better chances to hit three attacks. Weapon Throwers gain a better benefit from this one, as they can switch from ranged to melee pretty easily; the rest need a way to ALSO deal melee damage, so this feat will be less useful.
Osyluth Guile (Fen): Requires a good deal of Bluff ranks and a horrible feat, but it lets you use your Charisma as a dodge bonus against one opponent. That means you could potentially stack Charisma twice (as a dodge bonus by means of this feat and as a deflection bonus through your mark), making you nearly unhittable. Note that, as a dodge bonus, this also applies to your CMD. Fencers will love using this, since it’s far, far better than Combat Expertise.
Paralyzing Strike (US): As Stunning Fist, but it paralyzes the target instead. Daze is great, but outright paralysis means free coup de grace, which can mean certain doom. If you can boost your Wisdom to stratospheric levels, get this.
Parting Shot (Thr, Arc, Gun): It requires the horrible Shot on the Run feat, but useful when you get cornered. You can escape and deliver a single attack at any point during your move when making a withdraw action, but only once per encounter. This is mostly a “get out of a bust” card for you. If you can manage to add stuff like Deadly Aim to this, then it might be worth the feat slot; otherwise, leave it if you have a surplus of feats (read: never).
Passing Trick (Fen): Less of an actual maneuver and more of a “skill trick”, this feat allows you to make a feint after making a successful Acrobatics check to move through an opponent’s space (read: Tumble, the one that has a DC of 25) as a swift action. You need both a high Bluff and a high Acrobatics to pull off. Pass.
Perfect Strike (US): You need Improved Unarmed Strike, but it only works with one simple weapon and four exotic weapons. What gives? Obviously a Monk feat in disguise. Pass.
Performance Weapon Mastery: All of your weapons are treated as if they had the “performance” quality, which grants a +2 bonus on any combat performance check. Good if you’re in a gladiator campaign, worthless otherwise (and even in gladiator campaigns, this feat isn’t that great compared to the actual performance-specific weapons)
Performing Combatant: This feat enables you to use Performance feats in any battle and gain its benefits. If you intend to use lots of Performance feats, then by all means go for it; otherwise, ignore. A list of Performance feats goes as follows:
Dramatic Display: spend a swift action to make a performance check (with a +2 bonus) and gain a +2 bonus to attack rolls and CMB until your next turn. There’s better ways to get a bonus to attack, but at least this one is mostly “free” and gives a good bonus.

Hero’s Display: spend a swift action to make a performance check (with a +2 bonus), so as long as it’s done with the weapon with which you have Weapon Focus. Then, you can make an Intimidate check to demoralize foes within 30 ft. Ladies and gentlemen, Never Outnumbered! In fact, the prerequisite feat does the same thing, but as a full-round action, so you might consider this a direct improvement.

Master Combat Performer: a feat that actually requires Performing Combatant (or three Performance feats; most likely Masterful Performer and other two). You can make performance checks as free actions, and gain proficiency with a bunch of weapons (including interesting exotic weapons such as the scorpion whip). Pretty decent feat, actually, considering that you’re leaving your swift action quiet.

Masterful Performer: choose between the two feats above and the two feats below. With a single performance check (with a +2 on the bonus), you can get the benefit of any two. Thus, you can get a bonus to attack and damage, or move and intimidate, or attack and intimidate…you get the idea. Actually a pretty good way to provide yourself with a self-buff, a good debuff and even some movement at once!

Mocking Dance: an odd feat, to say the very least. Before making the swift action to make a performance check, you can move and gain a bonus on the check. However, it doesn’t really specify whether you move using your own actions, or as part of that swift action. Errata doesn’t say anything (and neither does FAQ), so assume that you can move as part of that action. You can’t move and make an attack (you can’t enter an area that would make you threaten any enemy), so its most obvious benefit is denied (move as swift action = full attacks ahoy!).

Murderer’s Circle: spend a swift action after making a critical hit OR a combat maneuver (disarm, trip, etc.) to an adjacent target, you can move up to 5 ft. into another spot. Not really a tactical feature, though it helps a lot to set up flanking positions.

Savage Display: spend a swift action to make a performance check (with a +2 bonus), gain a 1d6 bonus to damage rolls until the end of your next turn. Strangely enough, since it doesn’t count as precision damage, you can use it against anybody. Debatable whether you can multiply the damage on a critical hit, though. 3-4 points of damage for 1 round is definitely a good use of a swift action.
Pinning Knockout (US): deal double your non-lethal damage against a pinned target, so as long as it’s not immune to critical hits. Even if you’re great at grappling, this isn’t a very good tactic, particularly as you don’t deal enough unarmed strike damage. However, it’s quite thematic, since it allows you to take prisoners (Tie Up is better for that, though).
Pinning Rend (US): deal bleeding damage equal to your unarmed strike damage (OR a light melee weapon, actually), so as long as it’s not immune to critical hits. Bleeding damage stacks, so with Greater Grapple that means you can deal quite a bit of damage in one hit. Pretty good feat, but you need to pin the target for it, though.
Prone Shooter (Gun): after 1 turn prone, you halve your penalties against melee attacks (aka, you take a -2 penalty) and become even HARDER to beat using ranged attacks. Nothing to brag about, actually, but it makes being prone much more palatable.
Prone Slinger (Thr): another feat for sling-users, this one allows you to treat a sling as a projectile weapon in the same way as a crossbow or firearm for purposes of fighting while prone. It also explicitly works with Prone Shooter. If you have a Sling-Staff, it should also work, so this is best when you specialize on a Sling-Staff since you can attempt to use the sling function while prone and the staff function when not-prone. Otherwise, ignore.
Punishing Kick (US): Sorta like Stunning Fist (and it also requires Wisdom), but you get two options here: either push the target (like Bull Rush or Reposition), or knock prone (as Trip, except you replace the CM check for a Fortitude saving throw, based off your Wisdom). You only get to use it a few times per day, though, and it has to be declared BEFORE you make the attack roll (just as Stunning Fist). Between knocking prone and stunning, I’d take stunning any day, particularly if you can’t simply treat it as a free trip attempt.
Pushing Assault (THF, LD): Eh…how can I say this. It’s…bland…actually, mind-blanding. Or something. Thing is, you can sacrifice your Power Attack damage to push an opponent away 5 ft. (free repositioning!), but you need a two-handed weapon for it. As you can see, this means that you sacrifice the most reliable way to deal extra damage for…pushing the enemy away. This smells like a trap, feels like a trap, looks like a trap…then it must be a trap! Yes! Two-Handers won’t accept sacrificing their best chance of dealing damage for the chance of moving an enemy away (and losing their other full attacks, maybe), but Lockdown builds can use this to play with “repositioning” if they want to. Works somewhat better combined with Lunge, but not very much.
Quarterstaff Master: Odd little feat that lets you use the quarterstaff one-handed, but the real kicker is that it lets you take the Weapon Specialization feat (and thus, add some extra feat choices) with this weapon.
Tripping Staff (LD): You treat any quarterstaff as if it had the trip special feature, meaning that you can drop it if you fail the check. That’s it. You can trip with ANY other weapon, but you prevent being tripped if you fail. That last word sums this feat up. A Trip specialist will rarely, if EVER, fail.

Tripping Twirl (LD): Sorta like Whirlwind Attack, but with less stupid requirements and enabling a forced trip. Great if you find ways to become surrounded (like flanking, for example), as it makes your Lockdown job far, far easier. Would have been better if it applied to any target within reach, so that Lunge did its job better. Also: look at just how many requirements!
Quick Bull Rush (THF): A pretty fun and excellent maneuver overall. You replace one of the melee attacks with the highest base attack bonus (that means: if you have Haste, one of your first TWO attacks; otherwise, the highest) and turn it into a free bull rush attempt. The fun part comes with this: if you’re making a full attack, so as long as you haven’t moved a 5-ft. step, your movement isn’t used. You can use this feat to move with your opponent up to your base land speed (as what happens when you’re normally bull-rushing) if you succeed, thus enabling a sort of pounce-like ability. Run first with your GM to see if it works, but this is most likely the function of the feat, so it’d be a snob move to deny you this (after spending so many feats!). If you specialize in Bull Rush, this is a must-have maneuver, as it allows you to do a bit of battlefield control (also, it helps any ally that uses a Lockdown build, being an offensively-inclined Paladin).
Quick Dirty Trick (Fen, LD): As Quick Bull Rush, but with the almost infinitely superior Dirty Trick maneuver. Despite the penalty, you can use this to sicken or shaken the target before making attacks, thus making it perfect for Dazing Assault (or Stunning Assault). Both Fencers and Lockdown Builds will love it, particularly Stand Still Lockdown builds who have another way to deny movement via entangling.
Quick Drag: Not even this feat saves Drag. It’s just that bad.
Quick Repositioning (Fen, LD): A pretty interesting move, since it allows repositioning of the opponent before you make your attacks. This makes it excellent to set up flanking opportunities. Anyone can benefit from it, but most likely Fencers will take the most advantage out of it. Lockdown builds can use it to toy with their opponent.
Rapid Grappler (US): Think of it as a “Superior Grapple” feat. With it, each time you maintain your grapple, you can make three Grapple attempts as a full-round action. You can do it faster than in 3.5 (you had your third grapple attempt at 11th level, at a -10 bonus), but the amount of feats you require for it is just too much.
Rebuffing Reduction (THF): You won’t have damage reduction early on, but if you keep Aura of Righteousness, you can get this feat later on. It’s a hilarious defensive maneuver for Two-Handers, because it allows you to do a free bull rush whenever the target fails to bypass your damage reduction (which, being alignment-based, is harder to bypass). Take note, though, that unless you have another way of damage reduction (Adamantine full plate, anyone?), Evil Outsiders will blatantly ignore the benefit of this feat, and unless you have a large bonus to your CMB, the attacker may still be in range to deal the rest of its full attack. Great against pouncers and when a target does a full attack, pointless otherwise (unless you have Greater Bull Rush and can guide it towards a friendly ally’s AoO, where it becomes excellent)
Reckless Aim (Thr, Arc, Gun): Erm…you take a penalty to your AC to effectively halve the penalty to attack opponents engaged in melee. Really; is it any beneficial? What’s worse, if you fail, you fail miserably; a natural 1 hits the other guy, which most likely is YOUR ally. Not even chaotic people might want to get this one.
Repositioning Strike (Fen, LD): As Bull Rush Strike, but with Repositioning. Fencers will have lots of fun with this move (they can land more crits), but won’t draw all of its power. Lockdown builds, on the other hand, might get some more juice out of it.
Rhino Charge (THF): Pathfinder’s answer to 3.5’s Cometary Collision, but you don’t get the meager benefits of the latter feat. You can ready a charge, but your speed is limited to that of one move (not two), so it’s best set for…well, whatever you’d like to charge for. Enemy gets close, charge! Enemy approaches your ally; charge! The more creative you are with readied charges, the better this feat is. Two-Handers love charges, particularly if the target is also marked by you.
Riptide Attack (Fen, LD): A way to make the worst Combat Maneuver ever work; you Trip a target, you can attempt to drag it as a swift action, but it provokes attacks of opportunity. Trip Lockdown builds will prefer this, as they can use it with Lunge to bring people closer to you, so they can’t escape. However, the amount of feats it requires, when compared to other feats, makes this just a good choice rather than the greatest choice.

T.G. Oskar
2014-05-13, 02:38 AM
Saving Shield (SnB): Like Bodyguard, except it doesn’t work if the target has a shield, and only once per round, and wastes your swift action afterwards. Oh, and it doesn’t improve, unlike Aid Another (and therefore, Bodyguard). Pass.
Second Chance (Fen): If you have the Intelligence and Combat Expertise, this feat allows you to reroll your first attack (arguably the one with the highest attack bonus) by sacrificing all others. Chances are that you can land your second hit, so it’s possible that this feat isn’t worth it, but if everything is staked on just one blow, this may be useful. Fencers have the set-up for it, but their attack bonuses make this feat less palatable for them.
Improved Second Chance (Fen): You can take the rest of your attacks when using Second Chance, but at a -5 penalty. Fencers might actually use this if their attack bonus is so high they can reliably land every other hit, and they just happened to suffer a natural 1 on their first roll.
Serpent Lash (Fen, LD): You can choose to disarm or trip two adjacent creatures with one swift action (Cleave-tripping does this best, but it may cost a few feats), but only with a whip. Also, you can reposition with a whip. You could do better, but being that you can make a respectable Tripper, it’s certainly a feat to consider (when you get free feats galore).
Shield of Swings (THF): A +4 shield bonus to AC is respectable early on, but later, sacrificing half of ALL your damage for a non-increasing shield bonus makes it pointless. Most useful on early campaigns, and if you can retrain feats (which is debatable for a Paladin compared with a Fighter).
Shrapnel Strike (THF): Turn door-breaking into an AoE attack! Not only do you get a massive bonus against hard items (nothing soft, of course, but stuff like stone, metal or adamantine) equal to your BAB on the Strength check (so that’s a +20 at 20th level?), but everyone within 10 ft. of you takes a hefty amount of damage. Not so big, of course, but still hefty. You take damage from it, though, but nothing you can’t handle with a Lay on Hands, no? Also, the damage can be halved by a Reflex save, but it’s based on your Strength modifier, which should be high (you need a 15 in Strength to get the feat in the first place). As a combat feat, it’s sorta meh; as a way to make the Rogue cry in a corner, it’s awesome!
Shrewd Tactician: Half the benefit of Improved Uncanny Dodge, but you can still get ganked by Sneak Attack. You also resist feint attempts a bit better. Not necessarily situational, but the benefits are too poor for the requirements.
Sidestep: Worthless ability. Yes, worthless. You can move 5 ft. but you can’t move away from your opponent’s threatened area, and it has to be after a miss. Not only that, it consumes your swift action AND your 5-ft. step. Just…why?
Improved Sidestep: Just a trap as before, as it doesn’t correct the main problem with the earlier feat; it just lets you move normally next turn. WatisdisIdontevenblargh…
Siege Commander: If you’re capable of having a team of people shoot a siege engine of your choice, you can help your crew assemble or move any siege weapon faster and better. If you don’t use siege weaponry, then by all means forget it.
Siege Engineer: You need Exotic Weapon Proficiency with any siege weapon to get it, and what it does is provide proficiency with the rest. Two feats to gain proficiency with weapons you’ll only see in mass-scale combat is just too costly. If your campaign is based on mass-scale combat and you aren’t a vanguard or part of the cavalry, you *might* get this. Otherwise, leave it to the follower or cohort you have by means of the Leadership feat.
Master Siege Engineer: As Rapid Reload, but for a crew. You still need Siege Engineer for it. Again, let your crew leader (your appointed siege engineer) do this.

Siege Gunner: If you use siege engines directly, then this helps you to aim better. Otherwise, forget about it.
Slashing Grace (Fen): Turn any one-handed slashing melee weapon into a finessable weapon! Sort of. You can replace your damage modifier to Dexterity with it, so it's mostly a feat tax. Scimitars and longswords are nice choices, BTW. Also works with Amateur Swashbuckler, if you have it.
Slayer's Feint (Fen): Surely you don't want to Bluff your enemy to do a feint, right? I mean, you lack the proficiency, so the bonus will be only slightly lower. Why not replace it with Acrobatics? Well...considering you don't have proficiency with Acrobatics...
Sleeper Hold (US): A less cringe-worthy version of Chokehold, that uses a better stat (Strength!), that only sets the target unconscious (good for capturing!), and that has a worsening penalty as the time passes. On the other hand, you could probably kill or drive a target unconscious in less than half a minute, which is most likely what you’ll take when using this feat. Nice idea, but poor execution.
Sliding Axe Throw (Thr): Another of those “you can trip with this weapon”, but it applies to throwing axes, so it’s a ranged trip. It doesn’t actually require Improved Trip, and throwing axes aren’t half as bad. The feat may not work if the GM chooses to, though.
Sling Flail (Thr): Congratulations; now you can use a sling as a melee weapon. Who in Paizo loves slings that much to devote about 7-8 feats to make it useful? Quirky, but I like it; that doesn’t mean it’s a must have.
Snap Shot (Arc, Gun): Simple and effective: threaten all 5-ft. squares around you with a ranged weapon. That means you can make Attacks of Opportunity with it, which can be pretty fun. However, it requires Weapon Focus (so you’re limited to one weapon; Gunners can probably afford it) and most effective Lockdown builds still require melee weapons, so don’t think you can combine Archery with Stand Still Lockdown, for example (or Trip, for that matter).
Improved Snap Shot (Arc, Gun): Note how it’s written: you threaten an additional 10 ft. Read well, that means you threaten a 15-ft. range, easily the same range as a whip. Unless the target has some serious Acrobatics bonuses, it won’t escape your Attacks of Opportunity.

Greater Snap Shot (Arc, Gun): Extra damage with Attacks of Opportunity? Cool! It also applies to critical confirmation rolls, which is a nice fringe benefit.
Solo Maneuvers (LD): A mild boost to CMB and CMD when you’re the ONLY one threatening an opponent. If you’re a Lockdown build, this will happen a LOT of times. If the bonus increased, then it would have been a must-have. As it stands, it’s…good.
Betraying Blow: Weird feat, it lets you make a Bluff check to deal additional non-lethal damage, countered by your opponent’s Sense Motive. Chances are your Bluff check is higher, so it might work. The “weird” part is that it works better if your target is friendly or helpful, which goes against your Code, and the only thing it adds is…more non-lethal damage. Hey, at least you can knock it faster! Which is what makes it weird: the fluff makes it the worst feat a Paladin could take, but it’s actually not that bad mechanically, since it lets you knock a target rather than kill it, which is good if you’re sent to capture the target. It’s a kind of feat that makes you think just how warped you have to be to make such a feat like this.
Spiked Destroyer (THF, MC): If you have enough feats to make it to Quick Bull Rush, get this. It’s an awesome feat, even if it eats your swift action, but you deal damage while making a Bull Rush (which generally deals none). It…also works on Overrun, and nothing says you can’t use it while mounted, so another way to have Overrun become a viable tactic?
Spinning Throw (Fen, THF, US, LD): Ow, my head… Lemme see if I get this straight: first, make an unarmed Trip combat maneuver (Lockdown builds prefer reach). THEN, if you succeed, you can spend a swift action to get a Bull Rush maneuver (which is done easier if you have a Two-Hander, but you can’t use a two-handed weapon for it; furthermore, it needs an Intelligence of 13 and Combat Expertise to get Improved Trip, for THREE feats). If you succeed, then you reposition (no, really, that’s the gist of it), THEN you Bull Rush, THEN the target falls prone. It needs the frightening amount of 6 feats (the requisites, plus Power Attack as a requisite for Improved Bull Rush), spread through three combat styles (Fencing, Two-Hander, Unarmed), and the ONE build that may take advantage of it (Trip Lockdown) can’t use its main advantage (reach). It’s obvious the feat is meant for Monks, but why leave it as a low-hanging fruit for everyone else? Besides, this is gotten in 3.5 with one or two feats (Martial Study, then get a Setting Sun maneuver from the Throw line) without that much of a hassle, save for using it only once per encounter (and only once). Unless you can use this more than once per encounter, this feat is just too expensive to get.
Stage Combatant: Bleh. Right, so you get the benefit of the Bludgeoner feat (a feat in the same book, mind you), but for ALL weapons. That’s it. If I want to knock a target with non-lethal damage, I happily eat the penalty or just get a Merciful weapon for the trouble. Not worth your time. Not even for fluff reasons.
Staggering Fist (US): As Stunning Fist, but you stagger the target instead. You can get it as early as 3rd level, which is pretty nice.
Steady Engagement (LD): Let me quote Daniel Bryan for a moment: YES! YES! YES! YES! This makes a Stand Still Lockdown build take advantage of the Trip maneuver. If you happen to have Improved Trip AND Greater Trip, that’s further good, since you can stop, trip, AND daze the opponent (of course, with Dazing Assault) all at once! It ALSO happens to be meant for good characters, so it’s almost like it calls to Paladins.
Stunning Assault (THF, LD): Like Dazing Assault, but this stuns your opponent rather than daze it. As I said before, daze is barely resisted; stun, on the other hand, is resisted quite well. Dazing Assault is acquired early on, so this feat is pointless compared to that one. It even has the same attack and CMB penalty. However, if you can stun pretty reliably, then this feat is almost as good as Dazing Assault, particularly since it relies on your BAB. Lovely for Rogues and Ninjas, though, because it denies Dexterity bonus to AC (which daze doesn’t). Also, it’s even BETTER than Stunning Fist (really, Paizo, really!?).
Stunning Fist Adept (US): You know just how HARD it is to get Stunning Fist, to get a measly +1 bonus to the save DC? You can get that by raising your Wisdom score, and even more! You’ll never have enough feats to make this feat worthwhile.
Stunning Irruption (THF): Certainly, you aren’t the kind of person who does “kick in the door” action, but if you do, this feat is just downright exhilarating. It allows a saving throw (a Fortitude save, which scales fast, but the save DC is based on your BAB, which scales just as fast), but it has a nice effect even if the target succeeds on the save. That said, stunning opponents in a surprisingly wide area (20 ft.!) as your opening action is a formidable way to start every combat. In dungeons, this is a must-have; in the open road…not at all, but if you can improvise breaking a door to enter a room, then you’re making this feat even better.
Stunning Pin (US): Pin an opponent, get a free attack with Stunning Fist on top. Pretty decent, but being pinned offers no benefits, like the feat chain that depended on Stunning Fist that gave the opponent a penalty on the save. It’s not bad, per se, but nothing that says must-have, not even “consider it!”
Sundering Strike (THF): As Bull Rush Strike, except you execute the Sunder maneuver. This one is actually pretty useful, since it allows you to deal damage to the weapon AND the target separately, so you can deal damage AND impose the broken condition to the weapon. It only works for weapons, though.
Swift Aid (DR): You can make Aid Another actions as a swift action, but you offer half the bonuses. You need good Intelligence and Combat Expertise for it, though. If you have In Harm’s Way, you can use it to enable the feat, though, so it’s of moderate utility to Damage Reduction builds.
Sword And Pistol (Gun): Corrective feat, but a pretty darn good one. This allows you to wield a melee weapon in one hand and a ranged one in another. 3.5 had a similar feat (Versatile Combatant), but this one applies to any combination of light or one-handed weapons (not just Rapier and Hand Crossbow). It requires Snap Shot, meaning you can also deal Attacks of Opportunity within a 5-ft. range, so you’re pretty covered. A shame Weapon Throwers can’t use this feat.
(Taldan) Duelist: I would have half-expected this to be a feat for a Fencer, but it isn’t because the Falcata is a one-handed weapon and has no special rules (it can’t be finessed). You simply get a better buckler bonus when wielding both weapons. You know, you can simply wield a heavy shield (which grants the SAME bonus but without a feat) and get the bonus with another feat. Honestly, the feat sucks bollocks, at least for a Paladin. The falcata, on the other hand, is AWESOME.
Thunder and Fang (SnB, TWF): Would you believe me that BOTH weapons are martial? In short: the Earth Breaker is a 2-handed weapon that hits like a Greatsword. A Klar is a light spiked shield by another name, except it deals 1d6 points of damage and is considered a one-handed weapon. This feat, if you spend two Weapon Focus feats on it, lets you fight with both weapons at once. It works like Improved Shield Bash for the klar, lets you use the Earth Breaker in one hand, and treats the Klar as a light weapon for purposes of penalties. It requires quite a bit of Strength (Str 15), so you may be hard-pressed to get it. The problem with this feat is that the Earth Breaker is an awesome weapon, but the Klar isn’t an impressive shield as you could get a proper light steel shield and do the same thing with this (and you need Improved Shield Bash to get nearly all Sword & Board-related feats), so all you’re getting is the increased Earth Breaker damage. Disappointing because it shows promise.
Touch of Serenity (US): Just like Stunning Fist, but this effect is somewhat better. You sacrifice all your damage for the ability to negate spellcasting (or attacks) to the target. It can only be resisted with a Will save. However, it lasts for only 1 round, and it has the same limit of uses as Stunning Fist. Aasimar get this feat for free through their racial archetype Tranquil Guardian, in case you’re interested.
Trick Riding (MC): On one hand, you get some cool tricks with mounts, including the ability to negate the damage to your mount twice per round, which is superb. You also automatically execute Ride checks of DC 15 or lower (guide with knees, stay in saddle, fight with combat-trained mount, cover, soft fall, leap or spur mount). On the other hand, you need to wear light armor (or be unarmored). Since it’s not certain whether the requirement applies to one or all three of the tricks, this feat could easily be pretty good or pointless, though if you have 9 ranks in Ride, you pretty much succeed on most checks without even trying.
Mounted Skirmisher (MC): Get this. Now. Why? Well, you halve your mount’s movement, but you can do a full attack at the end of that action. You can still charge with it (the multiplied bonus only applies to the first attack, though), so as long as you move less than your mount’s speed. Most mounts move at around 40 ft., so that’s pretty reasonable enough. The ability to do a full attack, with that first attack dealing insane amounts of damage, is completely worthwhile, though. As a Mounted Combatant, you might have enough feats to pull it off.
Tripping Strike (Fen, THF, LD): Perhaps the best of the “critical maneuver” feats, this one works like Bull Rush Strike, but it enables a trip instead. You still need to exceed the CMD of the target with your critical confirmation roll, but if you do, it gets a free trip. Fencers will love this because they have enough attack bonus and use high critical threat range weapons, while Two-Handers will have enough Strength and power to make it matter. A must-have for Trip Lockdown builds, particularly since you can THEN stack up an extra attack, making this combination lethal. Note that you can combine a “critical maneuver” with a Critical feat, so pair it up with Staggering Critical or Stunning Critical whenever possible.
Twinned Feint (Fen): Make your feints count by feinting twice.
Two-Handed Thrower (THF, Thr): A bridging feat between these two combat styles. Mostly, it adds some damage to Weapon Throwers, and allows using the Two-Hander’s favorite weapons with Throw Anything. As you can see, since Weapon Throwing is at best a secondary combat style, a Two-Hander can take it and work wonders with two styles. A shame it doesn’t increase the power of Deadly Aim, which would have made it a must-have for Weapon Throwers.
Two-Weapon Feint (Fen, TWF): Worthless. Just…worthless. Really. Think about it: several feats ago, you have the Improved version of this feat, which doesn’t require this feat AT ALL. This feat does exactly the same as the Improved version, except you do a bona-fide Feint rather than duplicating the effect of Greater Feint without having it. At best, this is more for the Fencers that just happen to dabble in TWF and have Greater Feint than to the Two-Weapon combatants that have no feint skills at all (but enough Bluff to pull it off). This is a blunder and it feels like an insult, after seeing just how TIGHT the feat chains are, to see two feats that approach the same situation from different grounds. Begs the question of why other feat chains couldn’t do the same (*coughcoughSword&Boardcoughcough*).
Under and Over (Fen): You must be of Small size and depend on Dexterity to use this ability, but it’s a nice defense. If a target fails a grapple check, you can attempt a counter-trip as an immediate action. Note that there is no specific point that states you can Trip an opponent larger than twice your size, so it’ll only work against Medium creatures, which reduces its effectiveness. If the GM allows you to apply it to larger creatures, it is a fascinating way to bypass one of the problems of Trip AND a counter to Improved Grab. Fencers may have enough Trip bonuses to actually make it worthwhile, even though you get a +2 bonus for this attempt alone.
Underfoot (Fen): You need to be Small size or smaller, and get two bad feats (Dodge and Mobility). You only get a slight increase to Mobility and Acrobatics checks, which you can’t use if you have heavy armor. Pass.
Undersized Mount (MC): Think about it: you can ride a Medium-sized mount. Do I need to explain more? If interpreted correctly, this means you can potentially remain mounted in dungeons, which is the one weakness of the Mounted Combat style! Now you understand why you MUST get this feat?
Vicious Stomp (US, LD): A feat with promise, but falls flat real quick (unless you’re a Monk). If the opponent goes prone (say, by Tripping or through Spinning Throw…for some reason), you get to make an Attack of Opportunity against it, which must be an unarmed attack. The thing is as follows: being an unarmed attack, and you not being a Monk, that means you deal only slight damage unless you focus on being a good Unarmed combatant. Lockdown builds may get some use out of it (particularly since Improved Unarmed Strike is a great way to cover for the problem of reach attacks, provided you don’t think about damage and think about certain disabling moves), but since most of the time you’ll prefer to have them within reach distance (not adjacent to yourself), that means you can’t make that attack. If you somehow make a pretty strong unarmed strike or you have good disabling tactics, AND you haven’t spent your attack of opportunity against the target already, then it’s a decent feat for Lockdown builds. Unarmed builds might just save the need for Greater Trip, but the bonuses to the roll always matter.
Wave Strike (Fen): This feat requires Quick Draw, so it’s best for Fencers who happen to dabble in Weapon Throwing. You can, as a swift action, make a Bluff check to feint against a single opponent when you draw a weapon. Don’t mind about the repercussions to your code (feinting is a viable strategy in combat; so as long as you don’t force the opponent to fight, you can certainly mind the panache), but the mechanics; unless you ALSO have Sneak Attack and the enemy is close for a full attack, this feat really doesn’t work that well. Most likely, unless you delay your turn so that you get someone to attack YOU (hey, letting an opponent fight first has its advantages!), you can’t really exploit this feat. Since it only applies on your FIRST turn of combat, let it sleep with the fishies.
Weapon of the Chosen: Disappointing for you. By the time you can cast spells, you probably ALREADY have a magic weapon, or the ability to enchant one temporarily. Ugh. That said, the ability to reroll a miss chance *can* be good, but it only works for one attack. Again, ugh.

Improved Weapon of the Chosen: Three feats to get the ability to last for one whole turn. You also get your weapon to count as if it had one alignment component. After getting Aura of Faith, you could add Lawful to the weapon property and call it a day. Much better, but not by much honestly.

Greater Weapon of the Chosen: Got feats to burn? You can pretty much ensure you hit with this feat, since you can roll twice instead of once. Kinda disappointing when you see that the competition has this trait as a core mechanic for its newest edition (aka, "advantage").
Wheeled Charge (MC): A Local feat, so talk to your DM. This is a must-have if you’re a Mounted Combatant, as it allows you to make Charges from unlikely locations, and thus grant a great measure of flexibility. It also requires two feats you WILL get, so it’s effectively a no-brainer.
Whip Mastery (Fen, LD): Makes you a better whip user, since it actually allows you to treat the whip as a lethal weapon, rather than a quirk. Still can’t threaten with it, though, which leads to…
Improved Whip Mastery (Fen, LD): Now you can Lockdown with style! Granted, it’s your natural reach +5 ft., so that means a reach of 10 ft. (exactly as per most reach weapons, but with the advantage of being one-handed, so Lockdown builds can actually wield a shield with it). Also, you can pull off an Indy and grab things with your whip.

Greater Whip Mastery (Fen, LD): You can now grapple with your whip, and you don’t drop your weapon on a failed disarm or trip (!!) maneuver. You can deal whip damage rather than unarmed strike damage when grappling, can use it as a net or lasso to restrain movement, can grapple without having two hands free, and take a slighter penalty on Tie Up checks. Since you can also Grapple from a distance, this is far, far better for Lockdown builds who want to add a new trick to their sleeves.
Whip Slinger (Thr): You can make attacks of opportunity with slings and double slings. It’s redundant with sling-staffs, as those are already melee weapons. You can ignore the damage from the sling as stated on this feat and instead make Combat Maneuvers such as disarm and trip with it, though, which makes it useful. Sort of a “haha, gotcha” *SMACK* kind of move, but nothing spectacular.

T.G. Oskar
2014-05-13, 10:15 AM
General Feats – Core Rulebook*Skill-Related Feats: This includes Acrobatic, Alertness, Animal Affinity (MC), Athletic, Deceitful, Deft Hands, Magical Aptitude, Persuasive, Self-Sufficient and Stealthy. All feats increase the bonus by an additional 2 if you have 10 or more ranks, so they’re strictly better than their 3.5 incarnations (and the collapsed skills means that the bonus applies to more people), but they’re still not as desirable.
Alignment Channel: Expands your Channel Positive Energy to heal or harm outsiders. Works best if used to harm evil outsiders, since that makes your Channel Positive Energy a deadly weapon against them. However, it may not work as intended.
Combat Casting: You gain a +4 on the bonus to cast spells while casting defensively. In 3.5, this feat would have sucked, but given how defensive casting works here, it’s now more useful than before (given that it’s the ONLY way thus far to increase this). You’ll have to be in the middle of battle, so this feat will be of most use to you, but if you must, attempt to cast spells outside of threatened range (and usually BEFORE the battle begins, or else you won’t contribute as much).
Elemental Channel: Same as Alignment Channel, but to outsiders of an elemental subtype. that Elementals are now Outsiders as well, so this allows you to control Elementals (in effect, being the elemental counterpart of Alignment Channel).
Endurance: Gain a bunch of bonuses against exhaustion, forced march, holding your breath, starvation and thirst, hot or cold environments, and suffocation. Eventually, your spells will cover for most of these, so the feat doesn’t really help you that much. Identical to its 3.5 counterpart, in all ways.
Diehard: Slightly better now, since the negative hit point range has been extended to your Constitution score, but unless you have a massive Constitution score, it won’t help you that much. You’re staggered and you still take the point of damage for any action. Paladins get better use of this as it effectively gives them an increased pool of hit points, and their use of Lay on Hands can set them once again into combat. Choose if you have feats to spare.
Eschew Materials: A spell component pouch solves this, and if you’re grappled or otherwise bound, you either don’t care or have enough CM to break that. Ignore. You really need your divine focus anyways.
Extra Channel: You can get this at 5th level or later, most specifically after your 4th level of Paladin. Normally, since you don’t actually get uses of Channel Energy, you couldn’t choose it, but the feat very specifically says that you get 2 uses of Channel Positive Energy, since you effectively get 4 uses of Lay on Hands that apply specifically to their Channel Positive energy ability. You may not have enough feats to make this worthwhile, but if you do, tie it with Selective Channeling for greater effectiveness.
Extra Lay on Hands: Get two more uses of your safety measure, or one extra use of Channel Positive Energy. Slightly better than Extra Channel since you can use it for whatever matters the most, but you should have enough uses per day of LoH to make it work.
Extra Mercy: You can recover one additional condition with your Lay on Hands. At 18th level , you’ll probably have all the mercies that really matter, so you can skip it. For everything else, there’s scrolls.
Fleet (Fen): If you’re willing to wear light armor, might as well go for it, though the increase in speed is rather bland for a feat.
Great Fortitude: You have formidable saves, and that includes Fortitude. Pass.
Improved Great Fortitude: Lets you reroll one Fortitude save per day. Maybe if it were per encounter it would have been useful, but no. Fortitude is the most dangerous of all three, because most physical conditions and death effects hit Fortitude, so if you have quite a lot of feats to spare, you *might* want to consider it.
Improved Counterspell: Not the best feat, since you don’t have the necessary spells or spell slots to make this worthwhile, but can work wonders if you choose to counterspell Rangers or Antipaladins. That, though, is so rare that it essentially becomes a pointless task.
Iron Will: You have good Will saves, even if Wisdom is a dump stat. Pass.
Improved Iron Will: Same as Improved Great Fortitude. Will saves are the second most dangerous save, because it also has a few deadly conditions.
Leadership: Trust me; chances are that you’ll never see this feat in action, so don’t think of having it. However, if it’s available…GO FOR IT! It’s the best feat in both PF and 3.5, bar none; the cohort is another character, but it progresses in a different way than the party. It can cover up ANY hole in your party’s progression. The ultimate feat…which is why you’ll rarely see GMs approving it.
Lightning Reflexes: You have great saves, but Reflex is your poorest. If you lack Dexterity but have lots of feats available, think about it.
Improved Lightning Reflexes: Same as Improved Great Fortitude. Reflex saves are the least dangerous save, since it only affects area attacks.
Master Craftsman: If you dedicate to craft magic items (and get the Item Creation feats), this is a very good feat since it allows you to craft any item, regardless of whether you have the spell or not. Useless if you craft scrolls or wands, because you want to use your own spells for that. Great if you craft wondrous items, on the other hand.
Nimble Moves: You can move into difficult terrain with ease, but only 5 ft. Not the best feat to have.
Acrobatic Steps: As Nimble Moves, but at a respectable 20 ft., which is usually what you move in heavy armor. That’s enough to pursue a target, and actually seek to create ways to make difficult terrain just to trap enemies, but you require too many feats for it to work.
Run: Makes you run faster, and gives a slight boost to Acrobatics checks to jump. Pass, since you should let others pursue the target while you get a mount or some other sort of movement and cut them in some other place.
Selective Channeling: This makes Channel Positive Energy discern between friend and foe, but only up to your Charisma modifier. You’ll have a pretty huge Charisma modifier, so that means you could easily devoid all enemy targets from Burst healing, and by 20th level, that means you can heal very reliably.
Skill Focus: Little has changed with this feat from 3.5, except that if you have 10 ranks the bonus increases to +6. The scaling trait is nice, but nothing really spectacular. If you choose to focus on skills like Use Magic Device, though, it becomes spectacular, since it effectively works as if you made it a class skill.
Spell Focus: Few spells of the Paladin class have saving throws, so this feat isn’t as great as you’d think. The most cost-effective school to grant the feat bonus is Enchantment (lots of compulsion spells, boosts about 7 spells), followed by Evocation (which has a few disabling spells; affects up to 5 spells). Never use on divination or illusion, as the Paladin lacks those.
Greater Spell Focus: You get a +2 to the save DC of the spells of the same school as Spell Focus. Too much feats for such a meager boost.
Spell Penetration: Few spells of the Paladin are affected by spell resistance, and your own penalty to caster level won’t really make this feat worthwhile.
Greater Spell Penetration: This is more manageable, but it requires two feats to beat SR only barely. Pass.
Toughness: Not a bad feat at all, compared to its 3.5 incarnation. The hit point bonus scales, so it’s almost as if you had a +2 to your Constitution, and with your saves, you could replace one feat for a few points and make Constitution less necessary than before. However, if you’re tight for feats, Constitution is a better reward.
Turn Undead: Hey look, you get the same thing a 3.5 Paladin does! Well, not exactly: Undead get a Will save based on your Charisma modifier (which is good), and intelligent undead can save each round to negate the effect. You can’t destroy undead by these means, so it’s less effective in the end. Remain with your damaging Channel Positive Energy instead.

Kurald Galain
2014-05-13, 10:23 AM
May I suggest that the legibility of this guide could be improved by picking a different color scheme? I think that having one gradient would be very clear, e.g. red to purple to blue, or red to yellow to green; but red to brown to purple to green to blue is just confusing.

T.G. Oskar
2014-05-13, 10:52 AM
General Feats – Other PaizoAdditional Traits: If traits are allowed, you generally have access to one or two. This nets you two more traits, which can be interesting, but at the cost of one feat. Most of the time two traits often equal to one feat, so if you choose extraordinarily good traits, then they may subsume the cost of one feat.
Adept Champion (LD): When you use your Paladin’s mark, you can replace your mark damage for an increase to CMB and CMD against the marked target equal to half the bonus. This means ½ your Paladin level on most evil creatures and your Paladin level against evil outsiders, undead and evil dragons. More often than not, the damage is better than the CMB or CMD, but if you’re a Lockdown build of any kind, the added moves make spending 1 turn dealing less damage somewhat worthwhile.
Altitude Affinity: You’re not affected if you’re in any high altitude, such as being at the equivalent of Mt. Everest; that most likely means you can resist the lack of air and the low temperatures, but the feat doesn’t specify. You also can survive better at such altitudes, through a competence bonus to Survival checks. Unless you spend your time in altitudes over 5,000 ft. high, this feat isn’t really worth your time. You also need Endurance.
Amateur Investigator: Be a Factotum! ...Sort of. Mostly, you get a pool of points that renews daily (rather than after each encounter) and you can only apply a d6 bonus to three skills, although one of those skills is really a collection of skills (Knowledge; BTW, the others are Linguistics and Spellcraft). You need good Intelligence, almost the same as Combat Expertise.

Studied Combatant: A very mild bonus, and its duration is based on your Intelligence bonus. You need a lot of Intelligence to make this pay off.Not very good, when there's better ways to get bonuses to damage.

Improved Studied Combatant: Double the bonus, for the cost of three feats! (Or do it with one in 3.5, via Knowledge Devotion. *sigh*)
Antagonize: Oh look; hate tanking. This is sorta like 3.5’s Goad feat, but requires a check. It requires a standard action (which means you can’t contribute), both are mind-affecting abilities, and the DC can range from roughly achievable to unachievable (it’s not based on CR, but on Hit Dice). The Diplomacy version is a debuff that affects the target for a minute and imposes some minor penalties unless you’re a target, though casters get spell failure which is quite painful; Intimidate is more like the Goad feat, but only for 1 turn and THEN it doesn’t work. You have Diplomacy as a class skill, but not Intimidate. Coincidence, or intended? The lack of requirements makes it a decent choice, but the fact that you can only affect one character hurts, so it’s best when there’s only one creature.
Arcane Talent: If you’re an elf, half-elf or gnome, you can cast cantrips; only one cantrip, though, and only three times per day. Good to nab Prestidigitation, but not much.
Arcane Vendetta: If you succeed on a Spellcraft check to know someone cast an arcane spell at you, you gain…a +2 bonus to damage rolls. Now, every point of damage counts, but this isn’t really the best way to get it, though it only requires 1 point on Spellcraft. No, it won’t help you against Wizards, which are the most likely arcane spellcasters around, but remember that Magi, Bards and Sorcerers (and Witches, IIRC) are also arcane spellcasters, so you’re not entirely deprived. Dragons also cast arcane spells, just in case.
Believer's Boon: If you have enough Wisdom, this could be a fun trick. The benefit: you can use the 1st level power of a single domain as a 1st level Cleric. The problem? Well, it's only as a 1st level Cleric, and it won't get better than that. Most domains have powers based on cleric level, so you won't get much in terms of duration or power, but you might get enough uses of them to matter. Choose carefully.

Believer's Hands: Everyone can get Lay on Hands, just like you! You...get one more use. Extra Lay on Hands is much, much better. SMH.
Betrayer: Uh…why would you choose this feat? It’s evil. Ugh. No, really: you turn your successful Diplomacy check to make a target friendly towards you into a…chance for backstab? A friendly ally is better than a shanked one, IMO.
Big Game Hunter: Mild bonuses against creatures or Large or larger size. Remember that a bonus to attack rolls is a bonus to Combat Maneuver checks, so you get a +1 to attack rolls and CMB, and a +2 to damage. Again, piddling bonuses, though they apply to a pretty large set of monsters.
Blessed Striker: You can, with the benefit of ONE feat, get what Improved Weapon of the Chosen gives you in two. Aura of Faith still makes this irrelevant.
Blighted Critical: Requires 8th level or higher (CL 5th), but you can impose a minor spellblight when casting a touch spell (ranged or otherwise) of any kind. Spellblights are like curses, including their duration. Good minor spellblights are Caster Blank (can’t target the same opponent with a spell unless suppressed), Disassociation (caster can’t use personal spells or targeting itself, unless it’s an area spell) and Ritualistic Obsession (all spells need a somatic component). Paladins don’t have much touch spells or ranged touch spells, and you need to roll a natural 20 to succeed on them, so while the effects are kinda cool, they’re not constant; furthermore, you can’t control the spellblight you use.
Greater Blighted Critical: As Blighted Critical, but you can now impose major spellblights. Good ones include Nameless Dread (concentration check or become shaken; the effect worsens to panicked if already frightened, and there’s a chance of the caster going insane), Obsessive Fixation (best for spontaneous spellcasters, since it forces it to cast two spells of the same kind back-to-back and causes them to be dazed), Spell Sap (Fortitude save or become dazed; the save DC is based on the caster’s own CL, which means a potential DC 34 if attempting to cast full-power spells) and Transference Block (can’t cast spells on allies unless it passes a concentration check).

Blighted Critical Mastery: Now you can choose which spellblight to impose. Allows for more control, but the chances of landing one are still pretty slim.
Bolstered Resilience: A feat you may take only around the last 6 levels, this allows you to take your DR 5/evil and turn it into DR 10/evil against one attack, at the cost of becoming fatigued. Once fatigued, you can’t use it again. Might be useful if you have the Fatigued mercy…oh wait, you can’t use your swift action to self-heal, because it’s an immediate action to pull this off. Oh well…
Boon Companion (MC): Ask your GM if this applies to your special mount divine bond. If it does, your special mount will be stronger than before, which is a pretty nice boon (pun intended).
Butterfly’s Sting (Fen): Excellent move, particularly if you’re a crit-fisher. You forego your own critical hit to have an ally make its own. You can only “store” one critical hit by these means, but what it means is that you can let your buddy Fighter or Barbarian with its x4 weapon and critical modifiers to take advantage of your 15-20 critical threat range, and you still do damage normally while at it. By the way, it’s an automatic critical hit if the target hits. Excellent way to play as a team.
Celestial Obedience: A strange little feat, it requires you to follow an “Empyreal Lord” (for 3.5 players: your choice of Celestial Hebdomad, Talisid and his Companions, or the Court of Stars from Book of Exalted Deeds) as your source of worship. If you do, you have the equivalent of an additional tenet to the Code, but if you break it, you merely lose the benefits until you follow that tenet again (no need to atone or anything). You start up with a mild boon, but as you get to higher levels, you get three additional boons, which are constant unless indicated otherwise. The only problem with this feat is that the boons are unknown unless you have a specific book (Chronicles of the Righteous), so you’re taking a feat of which you know nothing. The boons seem to be good, though, so if you have access to the feat, you can get a whole bunch of good boons.
Channeled Revival: Now this is a pretty unusual feat. As a full-round action, you spend 6 uses of Lay on Hands to heal an ally 5d8+1/CL hit points of damage (average: 22.5 hit points plus your Caster Level), which by all means seems poor. On the other hand, it can be applied to creatures that died no less than 1 round before, and because of the increased negative hit point threshold, it means you have a very good chance of saving someone’s life by doing nothing else. The fun thing is that you use your Channel Positive Energy range for the effect, so that means you can reliably save someone’s life without difficulties. Your choice if you want to spend 6 uses of Lay on Hands for a heal/revive effect or 10 uses of Lay on Hands for a bona-fide Raise Dead spell outside of battle (with the Ultimate Mercy feat); this is what makes it unusual, because you have two feats that overlap, and each has its merits so one doesn’t have an advantage over the other.
Channeled Shield Wall (SnB): This feat wants to make me cry, because it’s similar to 3.5’s Divine Shield, but the latter increased the shield’s bonus to AC equal to your Charisma modifier for a few rounds, while this one forces you to spend 2 uses of Lay on Hands to gain a +2 deflection bonus to AC when wielding a shield; in essence, by the way it behaves, it’s a poor man’s Shield of Faith, but already pre-scaled to +2 bonus. Allies adjacent and wielding shields also gain the bonus, but you don’t always want your allies to be so close to you (invites enemies to use AoE spells on you, which is bad). It has promise, but it’s like someone looked at Divine Shield and thought it was so broken, it needed to be beaten with the nerfbat until it bled, then stabilized. The problem is that it’s a pretty decent feat for a Sword & Boarder, but the benefits far outweigh the losses
Conceal Scent: You need ranks in Stealth and Survival for it, but this reduces the effectiveness of the scent ability. The most important thing is that creatures still know you’re there (just that they need to be closer), but they can’t pinpoint you. If you rely on stealth tactics, then this may be a good feat, but you’re a frontliner, so you expect people to get near you, so consider if it’s useful for you. Scent can be a nasty way to detect people (though nowhere near as bad as blindsight), though.
Conviction: Fluffy feat, but no crunch. Against vampires, your holy symbol is better, but it’s only effective against ONE race in the entire Bestiary. Vampires are even more vulnerable to your Paladin’s mark, so ignore plausibly.
Corsair (Fen): On a campaign that relies fighting constantly on ships, this feat may be useful, particularly because of the initiative bonus. The bonus to damage is, quite frankly, small. Both only work if you’re on a ship (do airships work, if they are allowed in your campaign? Ask your GM), so otherwise this feat is too specific for it to work.
Cosmopolitan: Neither a drink nor a fashion magazine, this feat lets you…learn more languages. Linguistics does the same and adds more bonuses, if you’re interested. Pass.
Deceptive Exchange (Fen): Strange little feat that replaces denying your target’s Dexterity bonus to AC for…giving it an object. The intention is to have the target take an item that harms it, so this feat is best used to give out cursed items. That’s a low blow, and definitely not Code-worthy.
Deepsight: If your race happens to have darkvision, this extends the range, but doesn’t let you see in magical darkness. 60 ft. is enough to matter, so pass.
Desert Dweller: Not exactly Endurance (it grants one of the feat’s bonuses, which stacks with said feat’s bonuses), but specific to the desert. The main benefit of the feat is that you reduce the non-lethal damage dealt by heat conditions by one step (extreme -> severe -> very hot). Again: very specific, though a boon on desert campaigns where heavy armor is a liability. 3.5 players may recognize similar feats in the Sandstorm supplement.
Destructive Dispel: Fun little feat that adds a rider effect to any Dispel Magic or Greater Dispel Magic effect you use. A Paladin can access it as it has access to Dispel Magic, but there’s a more efficient way to use it: targeted Greater Dispel Magic from the Paladin’s Holy Avenger. The end result is being stunned for 1 turn if it fails a Fortitude save (DC based on the spell, so a pretty easy one to get), but being sickened for 1 turn if it saves. Not only do you deny the target its buffs, you also debuff it as well? Fantastic!
Detect Expertise: If you have a decent enough Intelligence, you can use the spell to detect its spellcasting abilities if it fails a Will save (based on your Int). Reworked a bit, it could be an awesome way to boost your own Detect Evil class feature, particularly since you can use it at-will (so it becomes a double-whammy sensor), but the dependence on Intelligence hurts it, since most spellcasters have good Will saves.
Dilettante: Unusual feat, since one of the benefits doesn’t apply to the other. For each Knowledge check, you have one of two benefits: you either get a +2 (non-stacking) bonus to Knowledge checks if you have ranks, or you increase the range of untrained Knowledge checks to any information you can gather from a DC 15 check if you have no ranks. Since this applies to ALL Knowledge checks, it’s better if you’re an erudite or you spend no ranks on Knowledge checks and you desperately need someone who does.
Disorienting Maneuver (Fen): Use Acrobatics to move through an opponent’s space (but not merely its threatened area; its actual square), gain a mild bonus against the opponent until the start of your next turn, which means it works against Attacks of Opportunity. Fun enough, you get a higher bonus on trip checks, which makes this feat somewhat worthwhile. You need a horrible feat and Acrobatics, so Fencers make the best use out of it.
Dispel Synergy: Another maneuver that requires dispelling an ongoing magical effect, and it imposes a penalty to saving throws. This can be big if you have allies that depend on Save-or-Die spells, but also works if you have, say, Dazing Assault and ways to deal attacks of opportunity reliably. Again, best used with the Paladin’s Holy Avenger.
Disposable Weapon: As a Paladin, you won’t risk wielding a fragile weapon that can break from a good hit gone bad just to confirm a critical hit. That’s why you have Bless Weapon as a spell. Pass.
Divine Deception: If you have a high Use Magic Device bonus, you can use this feat to help you use scrolls of Heal or Raise Dead, which is always formidable. Other classes…will use it to emulate one of your class features to activate an item, most likely your entire class to gain the benefits of the Holy Avenger. Useful only if you spend your time boosting the best skill in the game.
Divine Interference: Interesting, but you don’t have the power to pull it off reliably. Thing is, you force a target attacking an ally within 30 ft. to reroll its attack roll, and imposes a penalty based on the spell sacrificed. At most, that means you could sacrifice your 1st level spells (or perhaps your 2nd level spells), but the penalty would be pretty low; it can serve to deny a target its critical hit. If you’re not a tank and your purpose is less to protect your allies and more to defeat your enemies (and you almost always forget you have spells), then this feat is pretty good; if you’re a tank and you need to use this feat, you didn’t do your job right. You need to wait until level 13th to get this feat, though.
Dragonbane Aura: A very specific feat meant for Paladins, this improves your Aura of Courage by increasing its range by 20 ft. and granting a +4 bonus against breath weapons (or higher if your Aura of Courage bonus is higher). However, it only works against dragons. That said, dragons are the toughest enemies in the game, so the benefit is right in the middle of “useful” and “too specific to work”.
Draconic Defender (LD, DR): This feat allows you to increase the AC of any ally within reach, making it better than most “adjacent ally” feats. You grant a natural armor bonus, though, which doesn’t apply to touch attacks or CMD. Most effective if you have Combat Expertise, which is why it’s a feat to consider for Trip Lockdown builds, who have the reach and the tricks to make this tactic worthwhile. Again, it doesn’t make you redirect damage to any place, but it’s a feat to consider for Damage Redirection builds to further protect your allies.
Drugged (Pesh, Misty) Euphoria: You gain a mere +2 bonus on Will saves…if you’re high. You must be addict to a drug to get this feat, and you only gain the benefit if you’re high. Gives a whole new meaning to “hippie Paladin”. Doesn’t mean that it doesn’t suck, though.
Drugged (Pesh, Misty) Healing: You heal when consuming drugs. No, really. If the drug is refined, you heal more. The healing is only 1 hit point, or 5 hit points if refined, so you could get your heal fix by going to a Cleric and let it poke you as many times as you need healing. Bad, but hilarious; as in “Cheech & Chong” hilarious.
Drugged (Pesh, Misty) Rejuvenation: MORE drug-friendly feats? For reals? This one lets you get temporary hit point as a swift action if you get downed to negative hit points, so you can stave off death for 1 round, but you get sickened for an entire day (unless you get your fix). If you’re already sickened, then you’re exhausted instead. That said, you can’t survive instant kill effects by these means, but it can save you from certain death. It also only requires you to be a junkie. Of the “hippie Paladin” feats, this is the one that works the best, particularly if you don’t have Diehard. Note, though, that it’s a swift action, so it interferes with your uses of Lay on Hands, and Lay on Hands is actually better. So much for “hippie Paladin” then…
Dual Enhancement (TWF): For the cost of one use per day, you can enchant both your weapons. The application of enhancement bonuses must be separate, but the application of special qualities applies to both. Remember that this stacks with any existing enhancement, making this a pretty decent boost to damage.
Eldritch Claws: If you have natural weapons, they can (combined with your Aura of Faith) make them potent against devils and lycanthropes, but not against anything else. Only worthwhile if you can exploit multiple natural weapon attacks.
Elemental Focus: Same as Spell Focus, but based off energy type. The Paladin lacks proper elemental damage, and what little has it focuses on Fire, which oftentimes has no saving throw. Pass.
Greater Elemental Focus: Same as Greater Spell Focus, but with the properties of Elemental Focus. Figure it out.
Endure Pain: Again, another fluffy feat. After surviving ten rounds of torture or more, you gain the ability to dull pain with a Fortitude save, reducing nonlethal damage to half. Few targets will use non-lethal damage against you, and quite frankly, this feat wouldn’t have been better even if it added resilience to pain. It has an odd synergy with Endurance, of all things, which cements its fluffiness.
Esoteric Linguistics: You don't have Linguistics as a class skill, but it allows you to collapse two of its checks for purposes of scrolls. However, you still have to sacrifice a feat slot to get this benefit, which means you MUST have Linguistics for this to be worthwhile. If you do, however, you can get scrolls of Heal active when your party cleric (or equivalent healer, such as an Oracle or Warpriest) goes down.
Experienced Vagabond: Fluffy feat. You gain a piddling bonus to a few social skills and Knowledge (local), plus an added feat of +2 to Perception to avoid ambushes if someone else happens to have this feat. The first effect only applies to people of a city’s underclass, which involve all criminals and vagrants; unless you’re on a mission of proselytizing, your treatment with these people will be “abandon your ways or be arrested/executed” (your flavor of Diplomacy or Intimidate). Pass.
Eyes of Judgment: If you spend 3 rounds studying a creature, you learn its exact alignment, but you can’t do anything else. Lemme save you the time: if you’re a Paladin, and your senses go *BEEP BEEP BEEP*, you know half of its alignment: it’s Evil, time to mark. Otherwise, it’s non-Evil, time to use Diplomacy. Semi-pointless feat…your call if it’s pointless.
Fast Crawl (Thr, Arc, Gun): You can move up to half your speed while prone, or make a 5-ft. step with all its properties. While it may seem like poor, remember that most Gunners and some Archers (and sling Throwers) have greater benefits when fighting prone, so they may consider adding some movement to their preferred fighting “stance”.
Fast Healer: If you happen to have Diehard by some means, this feat is somewhat great. If you can do it through Lay on Hands, it gets slightly better, since it boosts your overall healing. On the other hand, it only heals up to half your Constitution modifier, which is pathetic since that means at most a +1 to healing (why would this require such a large feat chain…?)
Favored Enemy Spellcasting: Slightly better than its 3.5 incarnation, since it applies to everyone. However, it only works if you fight one enemy exclusively and if you cast a lot of spells with save DCs. This makes it incredibly limited; almost hilariously so.
Fearless Aura: How about making everyone in range immune to fear? You may be starved for feats, but granting an immunity to everyone is golden.
Fey Foundling: A fluffy feat, but this one has some decent crunch as well. Let’s dispatch with the fluff things: you get a +2 on saving throws against death effects (you have a decent Fortitude save), and you take 1 point of extra damage from cold iron weapons (but you can still wield your Holy Avenger without problems). So far, so meh. Except for this benefit: you heal 2 points of damage per die of healing when you receive any kind of magical healing. This includes any of the Cure X Wounds line, Breath of Life, and most importantly, any time you use Lay on Hands or gain the benefit of a Channel (Positive) Energy effect, which can take your healing from little to sizeable. At 20th level, that’s 20 hit points in addition to maximized damage, the rough equivalent of a Heal spell at CL 9th cast on yourself. Note, though, that it doesn’t work on Heal because it’s static healing, not dynamic healing. The fringe benefit alone more than compensates.
Field Repair: You would think that this feat allows you to jury-rig repairs, but it actually lets you repair the weapon without the required tools, though also without their raw material cost. The former benefit is subpar, but the latter one is pretty good, particularly if your weapons break a lot. Recall that you need to use spells to repair magic items, so this only works with mundane objects, meaning its benefit only applies for the first few feats, and you get it at 4th level. Hard to consider just how good it can be.
Friendly Switch: Adds some utility to your 5-ft. step or movement by doing the “castling” or “knighting” move of Chess. In other words, you can move into an ally’s space and switch spaces, which is good if you have someone flanked or within reach of a dangerous enemy. It requires virtually nothing, and neither of you provoke attacks of opportunity due to movement. A very sensible feat.
Galley Slave: Another fluffy feat. You gain a bonus on Profession (sailor) checks with very specific ships (galleys, actually), and your FIRST hit each battle gets a +2 to damage rolls. Again: doesn’t deserve a feat, and could have easily been a trait.
Glorious Heat: A feat that was so good, it was nerfed; even then, it’s still decent. When you cast a spell with the [Fire] descriptor, you heal an amount of HP to the ally equal to the level of the spell, and grant it a +1 morale bonus to attack rolls for 1 round (the bonus, not the healing). Paladins get at least one [Fire] descriptor spell each level, and they’re not so bad at all, so any Paladin could benefit. However, the original wording of the feat was that you healed half your level, which was very powerful indeed. Sadly, the developers were scared of a combination of spells (Fire Music + Glorious Heat + any orison spell that dealt any damage other than Fire, so that it was turned into a Fire spell) for unlimited healing that was better than Cure Minor Wounds, so it got nerfed to what it’s now. Even then, it’s a pretty decent feat, despite healing only 4 hit points at best. On the other hand, 2 hit points/spell level would be fair (that’s what the Magic of the Land feat healed in 3.5, just in case, and it wasn’t as specific as this feat).
Greater Channel Smite: Instead of spending two uses of Lay on Hands to deal a bunch of damage against undead once, you can use it to spread damage as a bonus against multiple opponents, which ALSO are undead. You may notice why this isn’t an improvement to the original feat; you can do far more damage against undead with your mark, or by using the smite to deal spread damage, and you consume resources that are more important to you. Again, pass.
Greater Mercy: If you use Lay on Hands on someone who doesn’t need any mercy, you heal an additional 1d6 points of damage. This may happen more than once, but the added healing is a bit subpar. Even if it’s on yourself, it’s kinda subpar.
Ultimate Mercy: I…am speechless. You spend nearly ALL your Lay on Hands (10, really, but if you spread them, you can afford it), to…duplicate the effect of a Raise Dead spell! So, it’s two feats and a massive amount of Charisma for the ability to pull a Lazarus on your fallen ally. A Cleric could do this before, but the fact that you can accept a negative level (hurts a bit, yeah) to negate the material component (the always expensive 5,000 gp diamond) makes it superb. Oh, and Raise Dead works a bit differently here; you don’t lose a level, but instead gain two permanent negative levels which…aren’t really that permanent, since they can be removed with the Restoration spell, which…you just happen to have as a 4th level spell! So really, aside from the low hit points, the inability to heal magical diseases and curses and the inability to raise dissected characters, you can raise people from the dead. I’m not sure if it’s good or bad; I’ll chalk it up to “frellin’ awesome” and call it a day. In other words: you get the “Raise Dead” mercy, to an extent.
Guided Hand: Sorta like Weapon Finesse, but with the favored weapon of your chosen deity. It still doesn’t improve your damage rolls, and it uses your dump stat (Wisdom) instead. Unless you have a VERY good reason why to pump Wisdom instead of Strength or Dexterity, might as well pass.
Gunslinger (Gun): Yeah, we have a feat that’s named after a class. Can you imagine what the feat “Paladin” would grant? (Certainly a stick you can place in the mud, if you know what I mean.) The benefit it grants is the ability to shoot firearms without provoking attacks of opportunity by shooting into melee, which is a feat any Gunner would love to.
Gunsmithing (Gun): An important feat for Gunners, this feat allows you to craft any firearm (but not enchant them, unless you have the right feat) and its ammunition (save for alchemical cartridges, which require the Craft [alchemy] feat). It’s also necessary to repair broken firearms.
Harrowed: A fluffy feat, but one that gives a large amount of benefits…once per day. See, the +1 bonus on saving throws vs. enchantments isn’t really worth it, but the 1/day effect…well, let’s just say the bad things and then the good ones. The bad: it’s a 1/day bonus, and the bonus is +2. That’s it. The good? Based on the card you draw (yes, you draw a Tarot-like card for it), you gain a +2 bonus on a single attack roll, damage roll, Combat Maneuver check, initiative roll, any one saving throw, any one skill or ability check. It’s only once, and it depends on the ability score tied to the card you draw, but the benefit can range from bleh (Intelligence skill checks) to nice (Initiative checks). Not enough to rescue it from the fluffy heap, but the sheer share of bonuses it grants can be quite staggering.
Heroic Defiance: Another feat based off Diehard, this allows you to stave off the effect of a single condition for 1 round, but only once per day. Normally, this feat would allow a Paladin to heal itself by using Lay on Hands, and then having a Mercy heal the status effect, but…surprise surprise, activating this feat is an immediate action, so you either find a way to use Lay on Hands as a standard action, or cast a spell/use a wand or scroll to heal the condition as a standard action, but not self-heal since immediate actions consume your next turn’s swift action (if used after your turn). This wasn’t entirely well-thought, and with the amount of feats you need to spend on it, it makes it less useful.
Heroic Recovery: Once per day, get a new saving throw against effects that require Fortitude saves; if it’s a poison or a disease, then it counts towards curing the affliction. Pretty straightforward, but the limitation per day (why not 1/day per X character levels?) weakens its potential.
Hermean/Island Blood: A feat you can only take at 1st level, it treats two skills as class skills for you. If it were 3.5, then this would be golden (Intimidate and Use Magic Device, here we come!). Sadly, in PF, this would make a better trait. Also, you get a completely fluffy benefit, as the benefit is roleplay-based (yes, I know; this is a roleplaying game, but it’s also a roleplaying game).
Imperial (Taldan) Conscript: You’re a Paladin, so you most likely aren’t a conscript. The benefits are a +1 on damage rolls when using farm implements (this includes hand axes, picks and scythes), and a +1 to initiative checks when fighting with other conscripts. This is something you give to your followers, not something you choose for yourself.
Imperial (Taldan) Knight: You have two feats that do this better. You get a cohort (yay!), but the race and the class of the cohort is restricted to a human or halfling of a non-aristocratic NPC class (oh, and no Adepts either!). You also get a slight bonus to Initiative checks and your dodge bonus to AC when you’re within 10 ft. of your “squire”. Pass, like a horse overrunning with all those feats that make Overrun a bit more worthwhile.
Imperial (Taldan) Squire: Probably the most useful of the three, but you require someone else with the Mounted Combat feat. In short: you get what the squire from the Imperial Knight feat grants you, except the bonus to initiative is enabled if you are within 50 ft. of the character. Note that the squire gained by means of the Imperial Knight feat automatically gets this feat, so…it’s better for them?
(Iomedaean) Sword Oath: Good grief, why the love for these many fluffy feats!? This feat lets you choose feats as if you were a 4th level Fighter (namely, Weapon Specialization), but ONLY for the Longsword. However, you’re bound to your longsword; wield anything else, and you lose the benefit fo the feat (that means you lose the benefit of getting Weapon Specialization, or the +2 bonus to damage it brings…), unless you cast a spell like Flame Blade or Spiritual Weapon. It’s almost lovely that the Holy Avenger is a longsword, or else the fail would be legendary. By the way: you gain no access to any other feat save for Weapon Specialization. No, really. Well, unless you’re a human and mix Martial Versatility with Impaling Critical…
Learn Ranger Trap: This feat allows anyone to set up a single trap from a Ranger archetype. In short: as a full-round action a number of times per day equal to your Wisdom bonus (remember: Wisdom is probably a dump stat for you, so you use it only once per day), you can set an extraordinary trap, with a DC based on your character level plus your dump stat, and lasting from 1 day to 10 days (based off your character level). Good traps are Blightburn Trap (2d6 fire damage, 1d3 Con and Cha damage), Firework Trap (blinded for 1d4+1 rounds), Limning Trap (creatures within area are visibly outlined and take a -20 penalty on Stealth checks), Smoke Trap (-4 penalty to Str and Dex for 1d4+1 round plus the time spent in smoke, obscured sight), Snare Trap (target gets held in place), Swarm Trap (releases a swarm of bats, rats or spiders), Tar Trap (entangled; can be lit to cause 2d6 fire damage), Tripwire Trap (target goes prone).
Life Lure: Spend 2 uses of Lay on Hands, undead within 30 ft. are fascinated for a good bunch of rounds…but take no damage, and a successful Will save negates the effect. You could just spend those Lay on Hands uses to heal yourself, do area-of-effect healing, or blast all undead into semi-oblivion.
Master Alchemist: A series of bonus related to alchemical items, such as a +2 bonus on the checks proper, and the ability to create more doses, or accelerate the production of these. A rather decent feat, considering that alchemical items early on are pretty good, and some still remain great as levels pass.
Master of the Ledger: Fluffy feat. You gain a +2 to Appraise checks and a single Profession skill, plus a +4 on Sense Motive checks to gain a hunch when dealing with someone of the chosen Profession skill. The redeeming factor, if any, is that you can invest and gain money; the problem is that the hard limit is 100 gp, and the return of the investment is 1/4th of the investment (25 gp). You earn more money on adventuring than this. You also get a +1 bonus on Diplomacy and Intimidate checks with associates of the same market where you invested. This is better if you have access to several markets, where you can invest in lots of them, and gain investments from each. You need somewhere around…say, 100 marketplaces (that means investing in the whole world and several other worlds) to earn a profit that merits retiring from adventuring at all. Again, this is more a fluffy feat than anything else. Note, though, that the chance of success is defined by none other than a coin toss, and that you don’t lose your investment, ever, unless you retire your funds, so you can try each month (provided you can travel the entire world in one month).
Minor Spell Expertise: Turn one of your 1st level spells into a spell-like ability. You can gain access to it as it requires the ability to cast 4th level spells, which you get by 13th level. If a spell is worthwhile to have as part of a spell slot, it’s likely to be worthwhile here as well.
Mounted Blade (MC): Strange to find this as a general feat, rather than a Combat feat. Anyways, you get to hit an adjacent target if you succeed on a charge with the Ride-by Attack feat (meaning, always), though at a -5 penalty. This also works if you use non-traditional travel methods such as brooms of flying. It says “blade”, but there’s no weapon requirement, so go ahead with a Lance and deal triple damage to one target, then double damage to the other. It’s a region-specific feat, though, so you may not have free access to it.
Nature Magic: Get access to a mild amount of Druid orisons, one usable at-will and the other from your choice but 1/day. Not really the best, but if you happen to have Vital Strike, it opens a pretty cool feat chain.

Faerie's Strike: Yes, it's a Combat feat so it should have gone above, but this is the only way you'll have access to it and it makes looking at the chain easier. Anyways: if you have high Wisdom, you can add a Faerie Fire effect to your Vital Strike...as long as the target fails its Will save. It's character level-based, so chances are it might.
Grasping Strike: (LD) Same as Faerie's Strike, but you can entangle your enemy instead. Uses are limited by your Wisdom modifier (just like Faerie's Strike) and has the same DC, but it's an excellent way to keep someone in check. Almost makes Vital Strike worth it.
Winter's Strike: Same as Faerie's Strike, except you can make your enemy fatigued. If you can take it to exhausted, it can be quite painful.
Necromantic Affinity: A fluffy…hold on a second… Hey, it’s Tomb-Tainted Soul from Libris Mortis! It works even better, as it doesn’t require a non-good alignment and it also offers a bonus to saving throws against a bunch of effects. You’re still damaged by Cure spells, though. Odd to see a feat that’s a strict improvement to its precursor…kudos, Paizo? Still bad for Paladins, who heal with positive energy.
Noble Scion: Fluffy fea…erm, well, yeah, it’s still a fluffy feat, but one of the scion boons is actually quite good. Let’s go bit by bit: you get a +2 bonus on all Knowledge (nobility) checks (a class skill for you), and Knowledge (nobility) as a class skill (though the wording suggests another Knowledge skill). You then choose one boon from five; Arts gives you a bonus on Perform checks and Perform as a class skill; Lore gives you a +1 bonus on all Knowledge checks in which you have 1 rank; Magic gives you a free language and a +2 bonus on a single Spellcraft check per day; Peace lets you “take 13” on any Wisdom check (Perception, Sense Motive, Survival). The boon we speak about is War, which allows you to use your superb Charisma modifier instead of your Dexterity on your Initiative checks, which is great if you choose to dump Dexterity. Both Peace and War offer nice boons, which works for a feat, but the Scion of War benefit definitely stands above and beyond the rest.
Orator: Turn Linguistics into a one-stop skill for all your social needs. You can't use it to feint, gather information or demoralize, though.
Painful Anchor (LD): This feat is exclusive to a specific archetype of Paladins, notably those who take an oath against Fiends. Normally, the Anchoring aura is a 20-ft. aura that hinders dimensional travel (including teleportation effects) if they fail a Will save, but only if an evil outsider attempts to use it. With this feat, if the evil outsider uses a calling or summoning effect, attempts to teleport (failure or not), or attempts to cast a spell such as Blink, it takes damage of the same impact as an Inflict Critical Wounds spell, except you add your Charisma modifier instead of your class level (4d8+Cha modifier, that is). The damage isn’t resisted at all. The damage is pretty hefty (average of 18 points), and makes fighting against the Paladin harder, as the evil outsider will have to do it solo. Lockdown builds gain a specialty trait against Evil outsiders. If this worked against more creatures, then it’d be a blast; as it stands, it’s just a cool trick, at best.
Parry Spell: If you choose to counterspell, you can turn the reflected spell back into the caster. You can only reflect up to 4th level spells, and it takes two feats, which makes it a bad idea.
Potent Holy Symbol: This feat works in tandem with Channel Positive Energy, so it’s automatically better than Conviction. It still sucks.
Practiced Leadership: If you have the Leadership feat and happen to belong to the same organization as your cohort (or rather; your cohort belongs to the same organization as YOU), your cohort gains a few benefits. Well, mostly the +4 morale bonus on Will saves vs. enchantments. You, on the other hand, can use Teamwork feats without your cohort having them, though your cohort doesn’t gain the benefit unless it actually has the feats (might as well go Inquisitor?). Finally, your cohort gains a special ability based on the organization joined. So, in essence, you spend one of your valuable feats to improve your cohort, which may be already more powerful than you do. Erm…
Prodigy: The missing “skill boosting” feat, but a bit more open since it applies to Craft, Perform and Profession checks). You also get the increase to the skills based on your total ranks. You’ll probably focus on Craft…if you intend to Craft.
Protector’s Strike: One of the better Paladin-specific feats. Instead of gaining the deflection bonus to AC from your mark, you give it to an ally, but only against attacks made by the marked target. It has line of sight range (as far as you can see), so you can protect the weakest link. Since it makes that target have more AC, which makes you a tastier target, which is exactly what you want. Hey, a feat that actually works in your benefit!
Pure Faith: You already have a pretty good bonus on Fortitude saves to get a measly +4 against poisons. If it was downright immunity, or spreading the bonus to poisons and diseases, or immunity to sicken and nausea, then maybe it would have worked. And how exactly does being immune to poisons involves purity of faith? False advertisement!
Quick Channel: Spend FOUR uses of Lay on Hands to use Channel Positive Energy as a move action. Unless you can do wonders with Channel Positive Energy, this isn’t worth your time.
Radiant Charge (MC): Erm…why does this feat looks so awesome, yet sucks so much? If you charge, you expend ALL your uses of Lay on Hands (so useful when you know you’re not going to fight anymore and you can rest afterwards), to deal 1d6 points of damage per LoH use expended. Yes. No “spend one, deal damage equal to your LoH healing”; it’s “spend everything, get lousy damage”. You manage to add your Charisma modifier, but that’s not enough. A Mounted Combatant may get better use out of it, but this feat is an all-or-nothing attempt; you don’t end the battle in that moment, your survival chances grow slimmer.
Reactive Healing: You know how you can use Lay on Hands to heal yourself as a swift action? Make it immediate. This should make any Paladin nearly unkillable. The only reason why it's not any better is because you need another feat to qualify.
Resilient Armor: If you have the Divine Bond class feature for your Armor (i.e. Divine Defender), this provides at most DR 5/adamantine against one blow. The benefit of the feat depends greatly on your defensive setup; if you can get miss chances and high AC, the feat becomes great because it can soften the one blow that manages to land. Note that it says adamantine weapons don't count for purposes of "duration", meaning that if an opponent makes 5 strikes with an adamantine weapon and one bite, the bite will have its damage reduced even if it's the last one.
Reward of Grace (LD): Erm…well, it could work, but… Here’s the thing: you can only use Lay on Hands twice (one on yourself, one on an ally). The sacred bonus to attack rolls lasts for 1 round. The sacred bonus also applies to CMB, so it’s decent…but unless you use it on yourself (or follow a Lockdown build), you won’t get to exploit it as indicated. Somewhat conditional for it to work.
Reward of Life: You heal a slight amount of hit points every time you use Lay on Hands on someone else. The amount is based off your Charisma modifier, so it can reach to be somewhat decent, but rarely enough to make ends meet. You can’t use it on yourself, much less get the bonus when attacking undead. If you have so much Charisma, and your uses of Lay on Hands on others are actually worthwhile, then this feat is a nice bonus. Otherwise, just too contrived to be worthwhile.
Rhetorical Flourish: A great feat for users of Diplomacy, but it requires Bluff and it specifically mentions verbal misdirection; it may not be lying, but it involves being sneaky, so this is within the gray area of the Code. You can use it for a mild bonus to the Diplomacy check (which can be the difference between an indifferent person, a friend, or a helpful ally), or to retry a failed Diplomacy check. This is the kind of feat that requires GM discretion, but if you can roleplay it well, it can help, and the second benefit is certainly essential to any party face.
Ricochet Splash Weapon (Thr): Odd not to see this as a Combat feat, but splash weapons aren’t considered weapons proper anymore. The effect is a bit complex: it requires you to miss the attack roll when using a splash weapon, and that the d8 roll to determine where the flask (or weapon) fell just happens to land on a square occupied by a creature; then, you make another roll to see if the splash weapon deals full damage as if the original target was that creature. As you can see, too contrived for it to work.
Rugged Northerner: Same as Desert Dweller, but for cold conditions.

Cocytus
2014-05-13, 10:53 AM
I agree with Kurald, it is kind of disorientating seeing so many different colours, especially when I have to look back up to see what colour means what. Simplifiying it would probably help people more and if you need to give more of an opinion on how good/bad/situational it is you can append the comments for it.

T.G. Oskar
2014-05-13, 12:20 PM
Scholar: As any other “skill-boosting” feat, but for two Knowledge skills of your choice. Pretty meh, though you could use them to boost Knowledge (nobility) and Knowledge (religion).
Sea Legs: A +2 bonus to a bunch of physical skills, mostly Strength and Dexterity skills (Acrobatic, Climb and Swim). However, it requires a specific kind of Profession skill, AND it doesn’t stack up like the other skill-boosting feats. Pass.
Secret Signs: 3.5 players, think Disguise Spell, but without the bardic requirement, and only IF you cast spells without verbal or material components. You also gain a bonus on Bluff checks to send secret messages. Pass.
Sin Seer: This feat is exclusive to a specific archetype of Paladins, being those who take an oath against the Undead. The benefit…is that you reclaim the ability to Detect Evil. This is, so far, the only feat that applies as such to the Paladin, but there’s quite a bit of feats that exist to grant archetypes the class features of their original counterparts. To say this concept is bizarre is giving it praise. That said, you get two sensing modes for the cost of a feat.
Skilled Driver: I can’t believe it…they took Vehicle Specialization from d20 Modern! This gives you a bonus on the check to drive a vehicle, which is usually associated to a skill, and it gives a hefty bonus. If you’re the owner of a vehicle, then by all means go for it. The vehicle that you may choose to use is a light chariot, particularly if you’re an Archer as it lets you move twice as fast as your mount, which can be used to propel the vehicle (also, an excuse to get the special mount Divine Bond but none of the Mounted Combat feats, save probably for Mounted Archery).
Expert Driver: With your chosen vehicle, you can pull off a few stunts as a move action (letting you attack, maybe, or cast a spell by making a concentration check), and you can reduce the inertia from a forced stop. Some really minor tricks, but useful ones nonetheless.
Slow Faller: Alright, guys, this is intentional. This is an intentionally bad joke. You reduce your falling damage by 10 ft., when a Ring of Feather Falling is cheap and easy to get? Monks get the flak for having this as a class feature, and you're wasting a feat for it. Also, it doesn't work with heavy armor, which is what most Paladins use anyways.
Sly Draw (Fen): Replace Bluff checks with Sleight of Hand checks when feinting. A Fencer is most likely to make the change, but some feats still require a decent Bluff check, thus you might prefer staying with Bluff. Both feats are equally dubious, so it’s really your pick if you want to spend one more feat to be just as effective as before.
Small but Deadly (THF, MC): A corrective feat for Small characters, there are two interpretations of it. One (and the unfavorable one), is that you ignore the penalty to Strength when dealing damage IF you have a penalty (that is, your Strength is 9 or lower). The other (and the more favorable one) is that you ignore the penalty to damage rolls from Strength regardless of the actual score (that is, you ignore the -2 penalty to the Strength score, so you’d count as a character of 2 points higher). Speak with your GM to determine which is best, though at best it’ll mean a +1 bonus to damage rolls (or +2 if you wield a two-handed weapon, in occasions). Not enough to merit the choice, though, and it only applies to natural weapons and weapons to which you have the Weapon Focus feat.
Sneaky: Fluffy feat, which increases your Stealth check bonus when someone looks actively for you (that is, when someone looks for you and you make a Stealth check because of it, you get the bonus; you don’t get a retroactive +2 bonus to the target number you rolled when someone actively looks for you); this bonus doubles if hiding within a crowd. You also gain a +2 bonus to Diplomacy and Knowledge (local) checks to find hiding places. Nothing that really benefits you.
Spear Dancer (THF, LD): If you focus on one two-handed reach weapon and you get ranks in Perform (specifically in dancing), this feat adds a dazzle rider effect. Dazzled is a pretty weak condition (-1 attack rolls, -1 on Perception checks) and the effect only lasts for 1 round, but it has no other requirement than hitting. Lockdown builds might appreciate the idea that they can provide a (stacking) penalty to their attacks, particularly when combined with Dazing Assault.
Splash Weapon Mastery: If you favor splash weapons (very few do), you get a few benefits; the Far Shot feat with all of them (-1 range increment penalty instead of -2), you can affect one additional square, and you can adjust the area in which a misfired splash weapon eventually lands (which combines well with Ricochet Splash Weapon). You need to make splash weapons better in order for this to work, and Paladins are not the right class for it.
Splintering Weapon: No idea why this isn’t a Combat feat, but…you can choose to break a weapon made from, say, bone or bronze, and make the target bleed. If the bleed damage was noticeable, then this would have been an appropriate feat, but it only gives 1d4 bleeding damage. The damage is just too poor to make this feat worthwhile. Pass.
Squire: Exactly as the Leadership feat, but with a caveat: it only grants a 1st level cohort, and that cohort is three levels lower than yourself. Furthermore, the cohort has to have proficiency in all martial weapons, which limits your choice of classes to Fighter, Gunslinger, Cavalier, Ranger, Magus, or another Paladin. While somewhat more limited, it still provides another character that can cover for any slights, and you construct it as usual, so it’s still a very powerful feat.
Stalwart: Yet another feat that requires Diehard, but this one is actually quite good. You replace your dodge bonus to AC (and your chance of not being hit at all) for damage reduction which stacks with damage reduction from class features (the DR 5/evil from Aura of Righteousness is gained from a class feature, just in case), but not from sources such as an adamantine full plate. It’s gained pretty early, it’s better if you use Combat Expertise (more “bang” for your buck), but has a hard limit of DR 5/- and can be bypassed entirely if you get your Dexterity bonus to AC completely negated (for example, being feinted; ain’t you glad Sense Motive is a class skill?). Consider it if you happen to have Diehard and Combat Expertise.
Improved Stalwart: Gain double the bonus, which makes it decent when fighting defensively, and better when using Combat Expertise, but it limits you to the same bypassing method. You have a hard limit of DR 10/-, which isn’t that bad.
Steadfast Personality: Oh look, this one seems familiar... Wait, I was thinking of Steadfast Determination, the one that let you replace one Fortitude save for one Concentration check. Oh, it's Indomitable Soul as a feat! If you want to apply your Charisma modifier twice against mind-affecting effects, this is a pretty decent choice. Closest thing to "be immune to mind-affecting effects", which is effectively the entirety of the Enchantment school and half of the Illusion school, and the fear-related portion of the Necromancy school.
Stoic: You’re immune to fear, and you need Iron Will to get it. Pass.
Strong Comeback: If you get a reroll of any roll save for an attack roll, you get a mild bonus. It’s good if you failed by 2 points but otherwise you can do it reliably, but if it was because of a natural 1 (you would pass on a 2 or higher) or because the check is just too high to pass (even with the +2 bonus), then it’s pointless. It relies on having the right range of bonuses to remain anywhere within success on a 10 or so. Too situational.
Sure Grasp: A very specific feat that lets you roll twice and get the best result…on the Reflex save to avoid falling. Or when climbing. The latter one is actually better, but after a while the double roll will stop being necessary.
Taunt: You can use your Bluff checks to demoralize opponents, without taking size penalties. This is both good (the size penalties can be bothersome, particularly for Small creatures which are the targets of this feat) and bad (a Paladin has neither Bluff nor Intimidate as class skills, and Bluff is a typically unsavory feat for them).
Tenacious Transmutation: Transmutation spells cast by you are harder to dispel, and they last for a small while after being cast. You have few transmutation spells to make this worthy, and only two spells can benefit from Spell Focus (transmutation), so you’re not gonna draw enough power from this feat.
Theurgy: A feat for multiclass characters. It helps arcane spellcasters slightly more than divine spellcasters; divine spellcasters gain a bonus to their CL when they expend a spell of the same level or higher, while arcane spellcasters have most of their spells turned into the equivalents of Flame Strike, dealing half divine damage. Paladins will rarely have enough levels in another class to merit having this feat, though, but it’s here in case you wish to MC into Magus or Sorcerer.
Totem Spirit: A region-specific feat. You get one benefit from seven different clans, all of which usually grant a +2 bonus to a specific skill and an additional benefit. Of those, the Skull Clan is best if you face a lot of undead, and the Wind Clan’s benefit increases your speed, so those are the best.
Trapper’s Setup: If you like to set traps, this feat is great, as it forces the target to suffer a slightly increased effect. Better if combined with Ranger Traps (which you can gain from the Learn Ranger Trap feat).
Ultimate Resolve: Somewhat like Fearless Aura, but for your Aura of Resolve. Instead of granting allies immunities to charm effects, it only makes the aura last even if you fall unconscious. You really use it to get the increased range, which is not enough to make it stand on its own (unlike Fearless Aura).
Uncanny Concentration: Requires Combat Casting, and makes concentration checks easier to make. Again, a Paladin should only cast spells when not engaged in melee, or at a safe distance, so this feat isn’t that attractive.
Undermining Exploit (LD): If you can find ways to create specifically rocky difficult terrain you can set your enemies at, Trip Lockdown builds will appreciate the insight bonus. However, it’s way too specific to work, and it doesn’t work on other forms of difficult terrain, such as those provoked by the Grease or Sleet Storm spells.
Unsanctioned Detection: The benefit is quite good, since it grants a superb bonus to Perception and Sense Motive checks. On its own, it would be an amazing feat…but the drawback is excessive. You lose the ability to use Detect Evil for a whole day. Were it lost for a minute, or even an hour, it’d be an awesome feat; as it stands, the benefit is just too little for it to matter. You see, the bonus lasts only for 1 round, which is what makes this feat so bad. Again: adjust the time required for Detect Evil to recharge, or the duration of the effect, and this feat can raise up a few notches.
Unsanctioned Knowledge: A formidable feat, this is almost like Battle Blessing (and on a hybrid game, it’s complementary). This feat allows you to, if you have enough Intelligence, add spells to your Paladin spell list from four class spell lists: Bard (Freedom of Movement, Good Hope, Greater Invisibility, Haste, Heroism, Hold Monster, Invisibility, Tongues), Cleric (Shield of Faith, Instrument of Agony, Invisibility Purge, Magic Vestment, Divine Power, Holy Smite, Order’s Wrath), Inquisitor (Arcane Sight, Battlemind Link, Coward’s Lament, Greater Brand, Keen Edge, Knock, Rebuke, Stoneskin) and Oracle (see Cleric). As you can see, there’s a whole wealth of good spells you can add, and you get one of each per level. You can only get this feat once, but if you don’t know what to do with those spells, you really aren’t trying.
Urban Forager: Expands your Survival skill to apply in urban terrains. At most, it’s useful to track people better (+2 on the check), find food and lodging, and resist starvation or thirst. Too specific.
(Varisian/Mage’s) Tattoo: If your Paladin wants to have a “gypsy” feel and feels (pun not intended) like wasting two feats, it can choose to specialize in one school and gain a +1 to CL and a cantrip used 3/day. Being a cantrip, you don’t get that much power from it. The best cantrips you can get are Resistance (which you have as a 1st level spell), Dancing Lights (a floating torch, basically) and Mage Hand (you can move objects for as long as you concentrate, as long as the object doesn’t weigh 5 lbs.).
Voice of the Sibyl: Sort of a “skill-boosting” feat, but the bonus is reduced by 1 point and you need to speak in order to gain the bonus. You’d choose this only for the Diplomacy bonus, but Skill Focus (Diplomacy) and Persuasive work better than this.
Wand Dancer: Like Spring Attack, except it applies only to spell-trigger items, like wands. Most useful, roughly, if you use wands to heal, as you can move, heal, and then move again. However, like most Spring Attack-related feats (save for Ride-by Attack), this feat is too expensive for what it offers. Pass.
Warrior Priest: You don’t get domains normally, but the Sacred Servant archetype gets them. The bonus to concentration checks is decent, but the bonus to initiative is better. Not a bad feat, though only one archetype gets to benefit from it.
Word of Healing: You can use your Lay on Hands at a range of 30 ft., but you heal half the amount of damage. That means 1.75 points per die (7 points per 4 dice) on average, or 35 points at 20th level. It’s your choice whether you want some nerfed healing at a distance, or save one feat. More often than not, you’ll want your Lay on Hands uses to apply to yourself, so this feat will be irrelevant.

Metamagic Feats

Since Paladins are spellcasters, by 5th level they can apply any metamagic feat they know to their spells at the moment of preparation. Because they can only reach up to 4th level spells, they won’t be capable of taking advantage of most metamagic feats; this, and the overall effect of the feat, will be evaluated to determine the worthiness of the feat. Note that, at most, a Paladin can take one feat without risking its combat style (did I mention that Paladins are feat-starved? Just in case…)
The Paladin gets 10 feats through the course of its life, and being a primarily combat-focused character, it means a good deal of its feats will go to a defined combat style. Please note this when choosing a metamagic feat.
Bouncing Spell: If your spell has no effect on its target (because of SR or a failed saving throw that negates its effect; partial effects still apply and thus aren’t eligible), you can choose another target. Most of the times your spells affect only one kind of creature or have no save, no SR, so the feat isn’t that effective.
Burning Spell: An excellent feat for your Fire spells, though note that you can only apply this benefit to two spells. You can only deal about 2 points of additional damage with it, so consider whether it’s worthwhile to add the extra damage or simply cast the better Fire spells.
Coaxing Spell: You have a good bit of enchantment spells, and this bypasses the immunity to mind-affecting abilities of certain mindless creatures, but most of the enchantment spells with a save DC are higher level. Mostly useful in combination with Compel Hostility, though the Will save will be rather low.
Concussive Spell: Paladins lack sonic damage spells, except Resounding Blow and that’s a 4th level spell. Pass, even if it’s a good ability.
Dazing Spell: A cool feat, but the +3 to spell level makes it all but inaccessible to you (it only affects 1st level spells, and the daze effect lasts only for 1 round. Great for Lockdown builds if you happen to find a Lesser or normal Metamagic Rod of Dazing Spell.
Disruptive Spell: A cheap feat that makes spells harder to cast for spellcasters, though note that this only applies early on. Since the save DC is based on the modified spell’s DC (10 + 2 x actual spell level + Cha modifier, essentially), most spellcasters will bypass it easily. It doesn’t say whether the spell requires a save DC or if it’s inferred, which can make this feat slightly better when placed on a no save, no SR spell.
Echoing Spell: Only works with 1st level spells, but it lets you cast the spell twice in a row. Check which spells are worthwhile at 1st level, and then decide whether you find it’s important to have it accessible at least twice per day to spare a 1st level slot and sacrifice a 4th level one.
Ectoplasmic Spell: This feat allows you to have your spells affect incorporeal creatures. Note, though, that this mostly applies to spells that deal damage, since most other spells work normally (and it’s pointless on, say, Ghostbane Dirge).
Elemental Spell: 3.5 players may remember this feat as Energy Substitution, but here it has a +1 increase to spell level. On the other hand, it allows your Fire spells to deal damage as another type: electricity or acid works wonders, as they’re least resisted.
Empower Spell: You have way too few spells that deal damage or have variables (Cure Light Wounds counts, though, and so does Lesser Restoration). The benefit doesn’t justify the cost, though.
Enlarge Spell: Most of your spells are touch-range, so you’ll get very little benefit from this feat.
Extend Spell: A good deal of your spells last for minutes or rounds, so the effect is good but not by that much. It’s best for hourly or 10-minute-based spells, which can last enough to justify the increase in spell level.
Flaring Spell: Disappointing, considering that it’s a spell that oddly fits the Paladin. First, its “+1 to spell level “covers most of your spells. Second, it affects Fire and Light spells, of which you have a good amount; there’s a good argument for the Paladin’s Fire spells, so consider its worth. The problem? Well, dazzled isn’t exactly the best condition, imposing a weak penalty to attack rolls and Perception checks, and the effect lasts for up to 3 rounds. The problem here is that you can’t escalate that effect. Consider it if you can exploit attack roll penalties, because every point counts; otherwise, save your 4th level spell slots for better spells.
Focused Spell: Uh…you have few spells that affect everyone, and even if the spell level cost is marginal, the amount of spells in which this feat will work are too little to justify.
Heighten Spell: As per 3.5, this spell increases your effective spell level for purposes of DC and spells that ignore other spells (like Globe of Invulnerability). You do better by boosting the spell’s Charisma, though it works wonders with the spells that goad your opponents into fighting.
Intensified Spell: Depends on which spells you have. This is obviously meant for those spells with damage caps to increase their damage, of which the Paladin has a few (ask your GM if the spell works with Cure X Wounds spells, whose healing is based off caster level). The spell level cost isn’t that intensive, and there’s a 2nd level spell that can actually benefit from it (Arrow of Law).
Jinxed Spell: You need two other metamagic feats (you’re considering which of the ones to spend for your one and only metamagic feat…), and it only works if you’re a Halfling with the Halfling Jinx feat. Remember that you need about three more feats to make that feat work? You honestly don’t have the feats to make it work, ever. Even then, the target can pass its saving throw and ignore the effect. Too much of a hassle.
Lingering Spell: Odd little feat. It affects instantaneous spells, but doesn’t affect creatures that were affected by the spell already, and it only grants a pseudo-Fog Cloud spell if it has a visual manifestation. Most of the Paladin’s instantaneous spells are damage spells or healing spells that affect one creature, so their effect won’t really be noticeable.
Maximize Spell: Color me impressed by a Cure Light Wounds that heals 13 points of damage. No, really…
Merciful Spell: Another “no increase to spell level” feat, and it makes your damage spells non-lethal. Good if you want to use attack spells to knock targets unconscious, but most of the time you use your weapon at a -4 to its attack roll for it, which is more reliable. Fires of Entanglement can be a good spell for this feat, though.
Persistent Spell: WHAT!? How does this—oh wait, nevermind. The effect is nice (and not broken as 3.5’s Persistent Spell, thank the gods!), forcing a saving throw reroll the next turn if the target failed the save. By probability, there’s a decent chance that the target fails its save (the same as the first), particularly if the target failed the save by the nick of it. The +2 cost means only 1st and 2nd level spells will benefit from it, but that means Challenge Evil and Compel Hostility can be empowered, which is fair. Almost worth the cost. ALMOST.
Piercing Spell: Increase your spell’s level by 1 to impose a minor penalty to the target’s SR…might as well get Spell Penetration for a more decent increase. Ignore, since you’ll still have problems beating SR even with the feat.
Reach Spell: You can make touch spells become close range spells for a spell level adjustment of +1, which is pretty cool; most of your touch spells are lower level most of the times. Any longer is a waste of spell levels.
Selective Spell: Most of your spells discern between friend and foe, and very few are AoE. The Spellcraft requirement is pretty hefty as well. The +1 spell level adjustment makes those very few spells that enable friendly fire worthwhile, though.
Sickening Spell: Sorta like Flaring Spell, but for a different reason. Sicken is a great condition, and it applies to any spell that happens to deal damage (not just Fire spells). Sadly, the spell level adjustment makes it worthwhile only on your lower-level spells and you still require a saving throw (a forced one if the spell lacks a saving throw, aiming at the usually high Fortitude save), which makes this feat less desirable. A Metamagic Rod makes the choice worthwhile, though.
Silent Spell: You can cast your spell even if gagged. You rarely want to cast spells during battle unless they’re swift-action spells, so keep a Metamagic Rod of Silent Spells nearby if necessary. It’s best on Litany spells, which are almost always verbal component-only.
Still Spell: Same as Silent Spell, but you can use them while bound. Whether you can cast them while paralyzed is debatable.
Threnodic Spell: Allow spells like Compel Hostility to affect any undead, but you can’t use it on living creatures. Sadly, the costs are just too far, and one of the feats is worthless on you because you lack Necromancy spells with save DCs. A Metamagic Rod version, though, is far better because it ignores requirements and allows using it whenever necessary.
Thundering Spell: Deafen isn’t a great condition; at least not one that merits a +2 spell level adjustment, by any means.
Widen Spell: Only affects area spells, and ONLY 1st level spells. Very few 1st level spells merit having their area increased (Bless can be Widened by a Cleric far earlier than you can do, for example).

T.G. Oskar
2014-05-13, 01:25 PM
Race-Specific Feats

Since some races have multiple feats, and some feats overlap within multiple races, the following description involves the best choices for each race and why (along with some necessary and/or honorable mentions).

Aasimar: Their racial feats involve giving them a gift of the divine. While the early feats are somewhat poor, Angelic Wings grants flight speed and Metallic Wings grants you natural attacks, which can be quite good when you have chances of making a full attack. Heavenly Radiance is only good if you’re a pure Aasimar (not one of the variant bloodlines), but only after 7th level for Wandering Star Motes (4th level spell, as Faerie Fire but with a chance of daze each turn) and Sunbeam (7th level spell, 60-ft. line of fire damage and blindness that’s better against Undead). If you choose the special mount divine bond, your special mount can gain the Celestial template via a feat.
Feats: Angel Wings, Angelic Blood, Angelic Flesh, Celestial Servant (MC), Channel Force, Greater Channel Force, Improved Channel Force, Heavenly Radiance, Metallic Wings.
Catfolk: Only 5 feats to work with. Black Cat forces a reroll against an attack, but only once per day. Catfolk Exemplar allows you to qualify for a feat (Aspect of the Beast) that grants you stuff like low-light vision (or darkvision), claws dealing 1d4 damage, jumping without a running leap and a bonus to Survival checks and initiative, alongside their own manifestations such as scent, +10 to their base land speed when charging, running or withdrawing, and increased claw damage. Claw Pounce gives you the chance to make a full attack after a charge (a “pounce”), but only if you have claws (have you chosen the right feats for it?).
Feats: Black Cat, Catfolk Exemplar, Claw Pounce, Feline Grace, Nimble Striker
Changeling: Just two feats, but only one merits mention: Mother’s Gift. You can choose from one of three boons, such as a bonus for claws or AC, but the one that’s distinctive is the spell resistance, which increases based off your character level (there are less ways to increase CL, so spell resistance is harder to defeat).
Feats: Mother’s Gift, Unusual Origin
Dhampir: Six feats, and four of them are related to blood-sucking. Of those, Blood Feaster grants a bonus to damage rolls in conjunction with the bonus to Strength and Constitution checks and the hit points, but you need to spend a while to gain this power (2 rounds, since you need to suck 4 points of damage). Life-Dominant Soul lets you heal from both positive and negative energy, but only half the amount; the feat states you still take damage from Lay on Hands and Channel Positive Energy, but only if they’re used to deal damage to undead (that is, you won’t harm yourself from LoH as a swift action, but another Paladin touching you may harm you, though that’s…debatable at best). Of the bunch, Natural Charmer is the best since you can take 20 on Diplomacy checks…if you spend around 20 minutes trying to convince them to be friendly.
Feats: Blood Drinker, Blood Feaster, Blood Salvage, Diverse Palate, Life-Dominant Soul, Natural Charmer
Drow: The loved/hated dark elves get a whopping 9 feats, but of those, 6 grant spell-like abilities. The starter of this chain, Drow Nobility, is necessary for at least 5 feats, and grants Detect Magic at-will and both Feather Fall and Levitate once per day. The advanced versions advance Darkness to Deeper Darkness and eventually give you all SLAs from the chain at-will, save for Detect Magic which becomes a constant effect. With enough Wisdom (13), you can boost your spell resistance or gain more powerful SLAs such as Dispel Magic or Divine Favor, though by that moment you’re going through five or six feats (remember your feats are still limited), so be wary of getting all of those. Of the remaining three, two aren’t useful to you (you don’t cast spells with the shadow or darkness descriptor, nor summoning spells), but Spider Climb is good for its proper climb speed. Overall, what you get is mostly a bunch of SLAs, of which a few can be counted as good (Dancing Lights for being a ranged torch, Faerie Fire to identify invisible creatures, and those from the Umbral Scion feat), but the investment to get all those powers is absurd.
Feats: Drow Nobility, Greater Drow Nobility, Improved Drow Nobility, Improved Umbral Scion, Noble Spell Resistance, Shadow Caster, Spider Step, Spider Summoner, Umbral Scion
Duergar: The gray dwarves only get two racial feats, but both are quite good, as they’re tied to their powers. Giant Steps makes you faster at the same time you become larger, which is something you’ll definitely look for (particularly since it’s not tied to your own SLAs). Lingering Invisibility lets you remain concealed after, for any reason, your invisibility goes off, but at a rate of 1 round/minute remaining (which can be bad or good; in battle, it’s obviously better). Note that both regular Duergar and psionic Duergar can benefit from these feats, but the psionic Duergar cannot take advantage of Lingering Invisibility on their own as their non-psionic brethren.
Feats: Giant Steps, Lingering Invisibility
Dwarf: Dwarves have a whopping 13 racial feats, plus three that they share with Orcs and Half-Orcs, three they share with Gnomes and one with Elves. Cleave Through will be familiar to 3.5 Players as the Supreme Cleave class feature, allowing you to move 5 ft. and potentially target other people with your Cleave attempt. If you gain enough reach, the line of Goblin Cleaver/Orc Hewer/Giant Killer allows you to turn your Cleave into the equivalent of a Whirlwind Attack against all creatures within one size category, making it particularly formidable to Trip Lockdown builds. Despite being somewhat hidden and the range too short, Stone Sense nets you 10 ft. worth of tremorsense, an alternative sensory capability that lets you detect anything stepping on the ground, which is great to pinpoint invisible creatures
Feats: Breadth of Experience, Brewmaster, Cleave Through (THF, LD), Cloven Helm, Dented Helm, Fight On, Giant Killer (LD), Goblin Cleaver (LD), Hard-Headed, Improved Stonecunning, Ironguts, Ironhide, Ledge Walker, Let Them Come, Orc Hewer (LD), Shatterspell, Steel Soul, Stone-Faced, Stone Sense, Stone Singer, Toxic Recovery, Twin Thunders
Elf: Elves have 11 feats, of which three aren’t unique to them. Archer Paladins have Elven Accuracy (Blind-Fight without being blinded) and Stabbing Shot, which is explained in the Combat feats section above. Elven Battle Training is useful for Fencer Paladins, as they get a free attack of opportunity when using one of the signature Elven weapons, particularly the Rapier.
Feats: Arcane Talent, Attuned to the Wild, Breadth of Experience, Elven Accuracy (Arc), Elven Battle Training (Fen), Guardian of the Wild, Leaf Singer, Light Step, Mage of the Wild, Spirit of the Wild, Stabbing Shot (Arc)
Fetchling: Fetchlings have 8 feats, but most are bound to one feat or to their Shadow Walk racial trait. While Gloom Sight seems ridiculous (you gain darkvision, which is good, but you gain also light sensitivity, which is the ridiculous part), Dark Sight allows you to use any kind of darkness (even Deeper Darkness) to your advantage (despite the 15 ft. range; enough for a Lunging character, but not great for archers or ranged combatants). Shadow Ghost and Shadow Walker directly modify your Shadow Walk SLA, and the ability to turn Shadow Walk into Dimension Door opens up an unusual fighting style (Dimensional Agility, if you’re curious).
Feats: Dark Sight, Gloom Sight (Thr, Arc, Gun), Gloom Strike, Improved Dark Sight (Thr, Arc, Gun), Shadow Ghost, Shadow Walker, Unusual Origin
Gillmen: The only feat they have isn’t really worthwhile. Simple, no?
Feat: Unusual Origin
Gnome: These little buggers have 12 racial feats of their own, plus two that they share (Arcane Talent and Breadth of Experience). None of them are really valuable to Paladins, since they all deal with either their innate magical abilities (most of which are cantrips), or are focused towards other Classes (particularly the mind-bending Bewildering Koan, which is hilariously broken as a Lockdown feat). A notable exception would be Vast Hatred, but only if you find most creatures of a particular type, and you only gain a +1 bonus against them.
Feats: Arcane School Spirit, Arcane Talent, Bewildering Koan, Breadth of Knowledge, Casual Illusionist, Effortless Trickery, Extra Gnome Magic, Expanded Resistance, Gnome Weapon Focus, Great Hatred, Tantrum, Vast Hatred
Goblin: Arguably the pet/joke race of the game (more than Kobolds, which are 3.5’s pet race), Goblins have an unusual set of 8 feats. Of those, three feats are related to fire spells (Fire Hand, Fire Tamer and Flame Heart); the first grants a +1 bonus to attack rolls with any weapon that deals fire damage (this includes the flaming weapon enhancement and, with some consideration, any weapon blessed with the Sun Metal spell), the second grants a paltry bonus on saves vs. fire spells and the third grants fire resistance 5 and an increase to caster level with fire spells (remember the Paladin has at least 4 fire spells). Ankle Biter is pretty close to being a “lethal joke” feat, as it allows countering (as an immediate action) with a bite attack; the damage is pitiful, but it can remain affecting a character if you’re grappled or pinned, and anything that boosts your overall damage also boosts the bite damage (perhaps not Power Attack, but the Paladin’s mark is fair game, and so does Dazing Assault). Tangle Feet is another, where if you make Acrobatics checks successfully, you can potentially deny the opponent its movement unless it remains still until your next turn. Lead from the Back is a pretty funny feat that requires you to be under cover (Tower Shield!) and not threatened, giving a mild but stacking +1 bonus to damage rolls with any weapon. Roll with It, on the other hand, is particularly good, allowing you to turn a single melee attack into a “Bull Rush” attempt, though you need to pass an Acrobatics check for it. Finally, Gunners will like having the Goblin Gunslinger feat, which allows you to use firearms for Medium-sized characters without an attack penalty (thus, equalizing the damage a bit, particularly if you manage to increase in size (as your weapon will also increase in size).
Feats: Ankle Biter, Battle Singer, Burn! Burn! Burn!, Dog Killer Horse Hunter, Fire Hand, Fire Tamer, Flame Heart, Goblin Gunslinger (Gun), Lead from the Back, Letter Fury, Roll with It, Tangle Feet
Grippli: Their only racial feat doesn’t help Paladins that much, though if you find a need to deliver a melee touch attack, you could use your tongue. That can help with healing, as Cure X Wounds spells are based on touch attacks.
Feats: Agile Tongue
Half-Elf: Half-Elves have a whopping 14 feats to their disposal, though three of them are shared. Human Spirit grants you up to 4 additional skill points, but it must be your 1st level feat, making it strictly worse than a similar feat from the Psionics rules. Exile’s Path is meant to represent shunning your heritage, but the main benefit is pretty solid (1/day reroll a save vs. enchantment spells). If you choose the Drow-Blooded and Drow Magic racial traits, Half-Drow Paragon allows you to act as a drow for nearly all purposes, including their racial feats, though it really depends on how many feats you wish to spend to get to the good ones. Sociable is awesome, since you grant a bonus to everyone, which can influence in their ability to aid you on a Diplomacy check through the Aid Another skill, so that +2 to Diplomacy checks could easily become a +10, and with enough Charisma, it can last for the whole minute (note, it also helps on certain feats like Antagonize).
Feats: Arcane Talent, Discerning Eye, Elven Spirit, Exile’s Path, Half-Drow Paragon, Human Spirit, Leaf Singer, Multitalented Mastery, Neither Elf nor Human, Pass for Human, Seen and Unseen, Shared Insight, Shared Manipulation, Sociable
Half-Orc: Probably the king of all racial feats, Half-Orcs have a whopping 28 feats, and more than half of them involve combat. The Deathless Initiate line is explained above (in short: don’t take it). Of the rest: Beast Rider is phenomenal for Mounted Combatants as it grants them dinosaur mounts (not kidding you!), plus the elephant (which is a Huge animal); Ferocious Resolve gives Half-Orcs their Orcish parent’s ferocity ability, Resilient Brute allows you to turn half the critical hit damage into non-lethal damage (up to twice per day, which is something to say), and if you can justify the feat applying to any lawful or good fire god, the Fire God’s Blessing feat effectively gives you fast healing 1 every round (though, most Orc gods are evil). The Surprise Follow-Through line is very interesting as it makes opponents flat-footed against your Cleave attempts (and eventually all opponents hit by Great Cleave are denied their Dexterity bonus against you), which has some synergy with certain Lockdown feats. Tenacious Survivor is a feat that requires quite a few hit points, but can be a potential life-saver if you’re part of an area-healing spell or you have an ally that can provide ranged healing, so as long as it’s hit point damage what killed you. Razortusk, one of the few feats unique to Half-Orcs, grants a bite attack that works great if you specialize in full-attack actions.
Feats: Beast Rider (MC), Blood Vengeance, Brutal Grappler, Deathless Initiate, Deathless Master, Deathless Zealot, Destroyer’s Blessing, Ferocious Resolve, Ferocious Summons, Ferocious Tenacity, Fight On, Fire God’s Blessing, Gore Fiend, Horde Charge, Improved Surprise Follow-Through (THF, LD), Ironguts, Ironhide, Keen Scent, Pass for Human, Razortusk (THF, TWF), Resilient Brute, Smash (THF), Smell Fear, Surprise Follow Through (THF, LD), Sympathetic Rage, Tenacious Survivor, Thrill of the Kill, War Singer.
Halflings: Another race with loads of feats (28 to be exact, but what can you expect of core races?), more than half of them rely on their luck…or their lack of it. Desperate Swing allows you to attack while making a total defense, but only once per day (why not scale based off BAB?), making an otherwise cool ability somewhat pointless. Lucky Halfling allows an ally to reroll a saving throw, but with YOUR bonuses (don’t Paladins get Divine Grace, meaning they’re adding their Charisma to their already formidable saves? Well, except for Reflex, that is, but…); even if once per day, this is a formidable defensive feat.n Risky Striker is Power Attack that SCALES with Power Attack, except the penalty to attack rolls doesn’t increase, but only against Large or larger creatures (really; this is frell’d up!!). If you happen to have the Adaptable Luck racial trait, you can choose the Fortunate One (small) feat chain to get two additional uses and an increase to the Luck bonus, which is pretty nice. If you have the Halfling Jinx racial trait, almost half of the feats apply to it, and allow you to expand its functions: Area Jinx makes it a small AoE effect, Distant Jinx makes it a ranged effect, Bolster Jinx worsens the effect, Sluggish Jinx makes it apply to attack rolls and initiative, and Worst Case Jinx nerfs any buff benefits that rely on a roll (like the temporary hit points granted by the Aid or False Life spells; this also includes ALL Cure X Wounds spells). Finally, Well-Prepared means you can, once per day, determine that you have something that the party needs, but it has to be mundane: however, it can be an alchemical item, or a tool that just happens to provide a bonus (though not, say, the key that opens the door; that’s specifically forbidden by the feat).
Feats: Adaptive Fortune, Arcane Hex, Area Jinx, Blundering Defense, Bolster Jinx, Cautious Fighter, Childlike, Courageous Resolve, Desperate Swing, Distant Jinx, Fascination Jinx, Fortunate One, Halfling Slinger (Thr), Improved Low Blow, Jinx Alchemy, Lucky Halfling, Lucky Healer, Lucky Strike, Malicious Eye, Pass for Human, Risky Striker, Sluggish Jinx, Sure and Fleet, Surprise Strike, Uncanny Defense, Versatile Jinxer, Well-Prepared, Worst Case Jinx
Hobgoblin: This race has only six feats, and most of their feats rely on causing pain to buff others. Taskmaster requires you to have a few ranks in Intimidate to essentially bully a single ally to get a morale bonus to attack rolls, weapon damage rolls and Will saves of +1 for a minute, but at a penalty to AC and skill checks. While this feat may seem counter-productive, it is a prerequisite for a very good feat, that one being Terrorizing Display: this feat is a rider effect to Dazzling Display, meaning you demoralize all opponents within 30 ft. and buff all allies as if you used the earlier feat, making it a phenomenal opener; since the bonus increases to +2 if your ranks at Intimidate are 10 or higher. If you focus on demoralizing opponents and happen to use a whip (or a flail, to be precise), you can extend the duration of the demoralize effect for 1 round, making it a race-exclusive combat style (Terrorizing Display first, then use Demoralizing Lash against most opponents while your allies hit them with their morale bonuses).
Feats: Deafening Explosion, Demoralizing Lash (LD), Focusing Blow, Hobgoblin Discipline, Taskmaster, Terrorizing Display (LD)
Human: Being the “default” race, Humans have a whopping amount of feats, most of which…aren’t half bad, actually. Racial Heritage allows you to get feats from other races, which means that you should consider many of the racial feats of other classes in your build (if you have loads of feats, though). Huntmaster makes your special mount slightly stronger, though not by much (1 level higher). The Defiant Luck feat starts weak (reroll a confirmation roll for a critical hit), but Inexplicable Luck is pretty awesome because the bonus is REALLY good, and you still can apply a +4 bonus on a check once rolled, so you can apply it whenever you fail only for a small range. Surge of Success works wonders for crit-fisher builds, since it makes critical hits grant you bonuses (not to mention natural 20 rolls on saving throws). Dauntless Destiny is also quite interesting, both in fluff and in crunch: you can reroll 1/day a natural 1 on an attack roll or a saving throw, and you get a free Intimidate check against the target of the attack or the creature (your resolve shakes the resolve of the attacker), but it’ll be a bit pointless to use against certain creatures who happen to be immune to fear; one of its prerequisites, Intimidating Confidence, is great for Lockdown builds that happen to land multiple critical hits effectively, and it has great synergy with Dazzling Display. If you have feats to spare, you can make somewhat better use of (Iomedaean) Sword Oath by applying Martial Versatility and whatever feat that applies to a specific weapon to let the latter apply to longswords (and bastard swords, and greatswords, and most heavy blades really).
Feats: Bestow Luck, Critical Versatility, Dauntless Destiny, Defiant Luck, Eclectic, Fast Learner, Fearless Curiosity, Heroic Will, Huntmaster (MC), Improved Improvisation, Improvisation, Inexplicable Luck, Intimidating Confidence, Martial Mastery, Martial Versatility, Racial Heritage, Surge of Success
Ifrit: The first of the elemental-humanoid races has only six feats, all related to fire (evidently). Inner Flame lets you deal 1d6 points of damage (which doesn’t stack with flaming weapons, though) and Blazing Aura lets you do this damage in an area as a free action; note, though, that fire is the energy type that’s easiest to resist. All “elemental scions” have Elemental Jaunt, which allows them to travel to the elemental plane that corresponds their own element: in the case of Ifrit, it involves the Elemental Plane of Fire, and you can withstand the effects of the plane for as long as necessary, but doesn’t return you back to the Material Plane. Fencers may find Blistering Feint a good way to contribute to the battle while dealing damage, though fire is easy to resist.
Feats: Blazing Aura, Blistering Feint (Fen), Elemental Jaunt, Firesight, Inner Flame, Scorching Weapons
Kitsune: The fox shapeshifters have five feats, but one of them is evidently better than the rest: Magical Tail. The other four are related to their shapeshifting abilities: Fox Shape lets you turn into a fox (kinda meh), Realistic Likeness is great if you’re surrounded by humans (or humanoids), Swift Kitsune Shapechanger lets you change between forms as a swift action, and Vulpine Pounce lets you make a pounce (duh!) when you shift into your hybrid form, making it the best of the four (since you can do a full attack with your weapons, not necessarily natural attacks only). Magical Tail, on the other hand, is a feat that improves every single time it’s taken. The cost of choosing all is excessive (8 times), but there are very good spells there such as Invisibility and Displacement, and all spells with save DC are Charisma-based. On the other hand, all of the spells with a save DC are enchantments, so they can be easily resisted.
Feats: Fox Shape, Magical Tail, Realistic Likeness, Swift Kitsune Shapechanger, Vulpine Pounce
Kobold: The definite pet race of 3.5 retains its draconic flavor in Pathfinder with these 13 feats. The starter feat of most of these is Draconic Aspect, which normally grants the scales of one of the chromatic dragons (Black, Blue, Green, Red or White) and resistance to the corresponding element, and which culminate on Draconic Paragon, which grants a fly speed and allows the use of a breath weapon dealing 4d6 damage twice per day (gained through Draconic Breath normally, but you can skip the feat entirely). Redeemed Kobold grants you a +2 on Diplomacy checks with good creatures and a +1 to the save DC of Channel Positive Energy. Scaled Disciple grants a mild bonus to CL, but the main ability is allowing you to qualify for the Dragon Disciple prestige class, which got a mild boost (though you lose BAB and three levels worth of spellcasting plus all Paladin class features, you get ability boosts and the power to transform into a dragon, so your pick). Tail Terror doesn’t just grant a tail slap natural attack; it also grants proficiency with tail attachments, which change the damage of the tail slap, and the damage itself isn’t that bad.
Feats: Draconic Aspect, Draconic Breath, Draconic Glide, Draconic Paragon, Kobold Ambusher, Kobold Confidence, Kobold Sniper, Merciless Magic, Merciless Precision, Mixed Scales, Redeemed Kobold, Scaled Disciple, Tail Terror
Merfolk: The water-specialists only have one racial feat, and it happens to be a Combat feat fitting for Lockdown builds. Sea Hunter allows the character to make a “trip” of sorts, making the target get off-balance and thus denied its Dexterity bonus to Armor Class, not to mention granting all its attackers a +2 bonus to their attack rolls as if they had failed a Swim check. This is important because the penalty is worse than the prone condition, particularly against attackers with precision damage such as sneak attack. This “trip” attempt, however, doesn’t affect creatures with swim speeds (a good deal of aquatic creatures), so it only works against the fools that fight without Freedom of Movement, so while the penalty is rather hefty, the chances of landing the attack are almost nonexistent.
Feats: Sea Hunter
Nagaji: The naga-descended humanoids get only one feat, and it’s a rather nice one…except it’s useless for Paladins, because it involves using poison. Yeah.
Feats: Spit Venom
Orc: Orcs share nearly all their feats with their half-orc progeny, so the only ones discussed here are the ones unique to them. Born Alone grants temporary hit points, but the amount is too little (unless you can get over 30 Constitution, and even then it’s weak), and only when you take an opponent below 0 hit points (or find another way to knock it unconscious with a melee attack), but it has to be a strong opponent. Bullying Blow works a bit like Dreadful Carnage, but can be gained straight from 1st level (and without the need of Furious Focus, which makes it decent to any build and not just Two-Handers or Lockdown builds). Foment the Blood is better if the rest of the party is also comprised of warrior orcs, as it becomes a discerning buff that can give a nasty +10 to damage by spending only 2 uses of Lay on Hands, but only until your next turn. Trap Wrecker is phenomenal, since it allows you to use one of your best resources (damage, naturally) to destroy traps, provided you have a way to find them. Ferocious Action is a super-powered Diehard feat, but you lose more hit points than usual in exchange for having all your actions (which, for a Paladin, means quite a lot). Orc Weapon Expertise is unusual, but it has its utilities for Lockdown builds (Disrupter makes casting spells harder; Trickster adds a +2 bonus to Combat Maneuver checks for one maneuver, but it has to be one that the weapon can perform). Reverse Feint is a cool tactic that allows you to goad an opponent into hitting you (by granting it a +4 bonus on its attack roll) but allowing you to make a single attack, whether it fails or not; however, you’re limited to one action in the first turn (it requires a move action).
Feats: Beast Rider (MC), Blood Vengeance, Born Alone, Brutal Grappler, Bullying Blow, Deathless Initiate, Deathless Master, Deathless Zealot, Destroyer’s Blessing, Ferocious Action, Ferocious Resolve, Ferocious Summons, Ferocious Tenacity, Fight On, Fire God’s Blessing, Gore Fiend, Horde Charge, Improved Surprise Follow-Through (THF, LD), Ironguts, Ironhide, Keen Scent, Orc Weapon Expertise (LD), Resilient Brute, Resolute Rager, Reverse-Feint, Smell Fear, Surprise Follow Through (THF, LD), Sympathetic Rage, Tenacious Survivor, Thrill of the Kill, War Singer.
Oread: The earth-attuned “elemental humanoids” get 7 feats related to movement and senses. Murmurs of Earth grants tremorsense, but you need to spend a move action to activate it, which makes it weak. Oread Burrower grants a burrow speed (which is one of the rarest forms of movement to get), and Oread Earth Glider turns it into Earth Glide, meaning you move as a fish would move in water (full speed naturally, half speed on solid stone). Dwarf-Blooded is a disappointing feat, since it doesn’t grant you the ability to choose Dwarven feats or traits, but rather gives you two racial traits (though stonecunning eventually leads to a better form of Tremorsense, so it’s not entirely a loss). As with other “elemental scions”, they get the ability to Plane Shift into an elemental plane, and they get the worst of them all: the Elemental Plane of Earth can easily leave you trapped and unable to escape.
Feats: Dwarf-Blooded, Echoes of Stone, Elemental Jaunt, Murmurs of Earth, Oread Burrower, Oread Earth Glider, Stony Step
Ratfolk: The rat-people get only three feats, but two of them are pretty good. Burrowing Teeth grants a burrow speed (a rare form of movement to get), and Sharpclaw grants two natural claw attacks, which can be used on their own, or coupled with a manufactured weapon as a secondary natural attack (though only using one claw instead of both).
Feats: Burrowing Teeth, Sharpclaw, Tunnel Rat
Samsaran: A bad race for Paladins also gets one feat, which is disappointing: take 1d4 points of damage, heal the amount of damage lost, and it only applies ONCE per character per day. The Heal skill works better.
Feats: Life’s Blood
Strix: These gargoyle-like race only get one feat, but it’s a decent one provided you get a specific alternate racial trait. The benefit…allow them to reclaim their flight speed. Would you waste one feat for a +2 racial bonus to Bluff, Climb and Diplomacy checks? I thought as much; this is a devious trap.
Feats: Stretched Wings
Suli: The genie-kin humanoids get 2 feats that boost their Elemental Assault, arguably their best trait. Extra Elemental Assault extends the duration of this ability for 2 rounds, while Incremental Elemental Assault allows you to use them when needed, as needed. The second feat is a godsend, since it makes Elemental Assault a force to be reckoned (particularly since you can double up on elemental damage and toy with the target’s vulnerabilities). One of the few racial feats I recommend getting, particularly on a race that’s good with Paladins.
Feats: Extra Elemental Assault, Incremental Elemental Assault
Svirfneblin: What can you expect from deep gnomes? A feat that’s worthless for Paladins, that’s it! You want people to notice you, not to stand like a statue (requiring a high Stealth skill) while doing nothing!
Feats: Stoic Pose
Sylph: The third of the “elemental humanoids” has five feats related to air. Of those, Inner Breath and Wings of Air are definitely the best; the former obviates your need to breathe and the latter grants good flight speed…if you’re wearing no armor or light armor (or Mithral medium armor). Their version of Elemental Jaunt is better, since the Elemental Plane of Air is the least-lethal of the four planes.
Feats: Airy Step, Cloud Gazer, Elemental Jaunt, Inner Breath, Wings of Air (Fen)
Tengu: The raven-related humanoids get seven racial feats. Blood Beak makes their beak attack a bit deadlier (and nets some additional bleeding damage on a critical hit), while Tengu Wings allow you to fly at a pretty early level, but with a limited duration (1 minute per level, and you can’t spread those uses between rounds like with other similar powers). Tengu Raven Form lets you transform into a Large raven-like bird with a decent flight speed and bonuses to Strength, but you’re limited to your natural attacks (which include claws). Long Nose Form is interesting, since for 1 minute per level you can transform into a stronger human (no, really; +2 to Strength) with the scent ability, making it the best of all transformation powers.
Feats: Blood Beak, Carrion Feeder, Long-Nose Form, Scavenger’s Eye, Tengu Raven Form, Tengu Wings
Tiefling: Does our fiend-descended friends get good feats? Certainly, they get 16 feats, so at least one has to be good. Actually, Tieflings get 17, but you probably are using one: Fiendish Heritage, which nets you access to one of the variant Tieflings mentioned in the racial description. Of the remaining, Ancestral Scorn is perfect for Paladins using Intimidate, as it makes Evil outsiders get sickened and potentially nauseated (perfect when using Dreadful Carnage or Cornugon Smash on them!), while Grasping Tail helps you retrieve items faster. The rest will rarely apply to you; Armor of the Pit is the one that you may think of choosing, but even if it’s a +2 to natural armor bonus (which doesn’t apply to CMD), it doesn’t scale and thus it’s too weak to work.
Feats: Ancestral Scorn, Armor of the Pit, Banner of Doom, Blinding Sneak Attack, Expanded Fiendish Resistance, Fiendish Darkness, Fiendish Façade, Fiend Sight, Fury of the Tainted, Grasping Tail, Improved Fiendish Darkness, Improved Fury of the Tainted, Monstrous Mask, Terrifying Mask, Wicked Valor
Undine: the last of the four “elemental humanoids”, they get 6 feats related to the water element, but specifically to their SLA. Amphibious makes them better at water due to their increase in swim speed, which is good in aquatic campaigns. Hydraulic Maneuver can be used to blind or trip opponents, which makes it cool for Lockdown builds (though you’ll need other ways to get the spell), while Triton Portal turns your SLA into a semi-summoning ability (the best option is the Small Water Elemental, and not for very long). If you have Aquatic Ancestry, their version of Elemental Jaunt isn’t that bad. Steam Caster is another feat needed if you’re in an aquatic campaign, as this allows you to use the few Fire spells Paladins cast usable underwater.
Feats: Aquatic Ancestry, Elemental Jaunt, Hydraulic Maneuver, Steam Caster, Triton Portal, Water Skinned
Vanara: the monkey-men get only one feat, and it’s not that good, except as a defense to lockdown builds.
Feats: Tree Hanger
Vishkanya: the yuan-ti wannabes get only one feat, and it’s one that you have to run over with your GM, because it runs on a very thin line. If your GM rules that the feat’s effect doesn’t break your code, then this feat is phenomenal as it redeems one of your racial traits into a very effective disabling tactic, particularly with Lockdown builds. Otherwise, the feat is as worthless as the referred racial trait. 3.5 players may remember that there IS a poison that also remains around the same line as this feat’s property, and that is Drow Spider Poison, which causes similar effects. A venom that staggers your opponent and eventually makes it go unconscious makes for a very useful non-lethal method of disabling targets, and thus it imposes that moral question of whether the Code is absolute or if this is inoffensive enough to be allowed.
Feat: Sleep Venom
Wayang: our last race has also one feat, and its effect is pointless on Paladins who suck at Stealth, so might as well ignore it.
Feat: Shadowy Dash

T.G. Oskar
2014-05-13, 01:40 PM
Style Feats

Style feats are a series of Combat feats with the same requirement: one base “Style” feat, then two additional feats that form a chain. If you have more than one style (debatable if you’re a Paladin, viable if you’re a Fighter or Monk), you can’t gain the benefit of all styles at once unless you change your “stance” (the base Style feat you use) as a swift action. All styles require Improved Unarmed Strike, so it’s most likely that an Unarmed combatant may benefit more from it.

Archon Style: A purely defensive style, this allows you to provide allies a +2 dodge bonus against a single melee attack from an opponent, but you reduce your own AC, until your next turn. In essence, you “goad” people into hitting you, which is less Damage Redirection and more Hate Tanking; odd to see a style like this. Best part is that the bonus applies even if your targets’ move, which is better protection than other similar feats (i.e. Bodyguard). Has some unusual requirements, though.
Archon Diversion (DR): You can grant the dodge bonus to AC to your allies as a move action, which is good, but the penalty to AC is reduced, which in this case is bad. On the other hand, you can see Damage Redirection in action here: you can choose to take the hit for one ally, but using your AC and defenses instead of the enemy’s. In exchange, the ally gains an Attack of Opportunity. As you can see, this is pure Damage Redirection, though not equivalent: the opponent hits you, rather than your ally, and in exchange the opponent takes damage, which may be less or more than it dealt, so in a way that damage it dealt was returned back.

Archon Justice (DR): Somewhat feat-intensive. Your penalty to AC is gone, so there’s no real motivation to have opponents attack you (unless you combine this feat with Antagonize), but you can make this action as a swift action (meaning you can act). The retaliation effect grows worse, as not just the protected ally, but everyone else gets to make an attack of opportunity. Even with the effective damage increase, the loss of AC penalty (which in this case is bad) and the poor range of this feat make the tactic not as effective as other forms of damage redirection.
Boar Style: Your unarmed strikes deal bludgeoning or slashing damage, and once per round you can rend (2d6 bleed damage) if you hit with two unarmed strikes. Pretty decent tactic, particularly since the bleed damage is noticeably good.
Boar Ferocity: Your unarmed strikes deal bludgeoning, piercing or slashing damage, you get a bonus to Intimidate checks to demoralize opponents, and you can demoralize as part of an attack whenever you rend. 2d6 bleed damage + demoralize can be a pretty nasty combination.

Boar Shred: Demoralize as move action, and the bleeding damage further increases each turn. Think about it: 2d6 at first round, then 3d6 every subsequent round, and every time you do this the bleeding damage simply augments, so by 3 rounds those 8d6 points of damage become a menace. Pray the target doesn’t get to heal, though 3d6/turn can still be unnerving.
Crane Style: You adjust your penalties when fighting defensively, making them equivalent to Combat Expertise. Furthermore, you gain a +1 dodge bonus to AC when fighting defensively or using total defense.
Crane Wing: Once per round, you can either gain a +4 bonus to AC against a melee attack, or deflect that attack if you’re using total defense, so as long as you’re not flat-footed and you know you’re being attacked. Good defensive feat, but nothing really spectacular.

Crane Riposte: Your penalties when fighting defensively are reduced to -1, so you effectively get Combat Expertise for free (except you don’t get to use this feat to qualify for feats that require CE). The real kicker here is that you can counter-attack after you deflect a blow, so you gain the ability to attack even when doing a total defense.
Djinni Style: You need the Elemental Fist for this, so it’ll be a pretty feat-intensive maneuver. You add your Wisdom bonus (a minimum of +2 because of the requirements) when making an Elemental Fist attack, but the attack must deal electricity damage. You also get a bonus against Attacks of Opportunity if you have Elemental Fist attempts left. The damage bonus is probably the best benefit, not to mention that you get an extra use of Elemental Fist.
Djinni Spirit: You get another use of Elemental Fist, electricity resistance based on your Base Attack Bonus (20 at 20th level, unless you multiclass into a medium or poor BAB class) that is denied if your Dex bonus to AC is denied, and a deafening rider effect when using Elemental Fist. The electricity resistance is great, but the rider effect is pretty weak.

Djinni Spin: Turn your Elemental Fist damage into an area attack. The damage is too weak, and the deafening effect doesn’t really redeem this effect to be worthwhile.
Dragon Style: You gain a +2 bonus on saving throws against typical dragon immunities (paralysis, sleep and stun). Furthermore, you can charge or run through difficult terrain, charge past allies, and most specifically, your first attack is treated as if it were an attack with a two-handed weapon for purposes of damage (not for purposes of Power Attack, though).
Dragon Ferocity: Now all your attacks have the damage potential of a two-handed weapon (but not when using Power Attack), which is great. Furthermore, you can shaken a target for quite a while if you succeed on a critical hit or Stunning Fist attempt. You can also qualify for Elemental Fist if you lack the bonus to Constitution (and can qualify earlier), but limited to one elemental type until you meet the normal prerequisites.

Dragon Roar: You gain an additional Stunning Fist attempt, and you can spend two uses of Stunning Fist to deal unarmed strike damage + shaken on a 15-ft. cone. Your damage is somewhat weak (though remember that you deal 1-1/2 times your Strength, which is a saving grace), but can be increased if you happen to have the Elemental Fist feat. You might want to use this for the shaken effect, but this really isn’t enough to make this feat essential.
Earth Child Style: A race-specific style. If you’re a dwarf or gnome, you gain a +2 additional bonus to AC against giants and you add your Wisdom to your unarmed strike damage rolls. Too specific to make this worthwhile.
Earth Child Topple: You can trip larger creatures, provided they are giants and up to Huge size. Furthermore, you add our Wisdom modifier to your Trip CMB and to confirmation checks on critical hits against giants. Of those, the trip-enabling feat is the most interesting.

Earth Child Binder: An absurd amount of feats let you trip a giant of any size, and make a Stunning Fist as an attack of opportunity with a +4 bonus on the save DC. Giants have good Fortitude saves, so they’ll rarely be stunned, so you’re only in here for the trip-enabler. Way too intensive to work; leave it to Monks.
Efreeti Style: As per the Djinni Style feat (replace electricity with fire), except you deal fire damage whether you succeed or fail on the attack roll.
Efreeti Stance: As per the Djinni Spirit feat (replace electricity with fire), except you cause the target to catch on fire if it takes Elemental Fist damage (which is almost always, because of the Efreeti Style benefit).

Efreeti Touch: As the Dragon Roar benefit, except you consume 2 Elemental Fist attempts instead of Stunning Fist attempts, you don’t get the extra Elemental (or Stunning) Fist attempts, and the target who fails the Reflex save catches on fire. This is just too weak to be worthwhile.
Janni Style: Reduces penalties to AC when charging and the attack bonus an opponent gets for flanking by 1.
Janni Tempest: Make an attack, gain the benefit of 3.5’s Improved Bull Rush or PF’s Improved Trip (+4 to CMB instead of +2) if you attempt them on the next attack you make before the end of your turn. Note that this is nearly impossible if you attempt to use Bull Rush (unless you have Quick Bull Rush), but it’s completely viable for Trip attempts. Decent way to promote Trip attempts without requiring absurdities as Int 13 or Combat Expertise.

Janni Rush: You’re always considered to make a running start when jumping (i.e. take no penalties for not moving 20+ ft.), and if you make a jump and unarmed strike (think charging), you gain the benefit of the Vital Strike feat on that attack. The increase in damage doesn’t really make this feat inviting.
Kirin Style: Requires 6 ranks in Knowledge (arcana) and 1 rank in another Knowledge skill. 3.5 players may find it similar to Knowledge Devotion, except defensive in origin: you identify the creature, you gain a +2 dodge bonus to AC and a +2 bonus on all saving throws against it for as long as you remain in this style. The bonus to saves is decent, but not spectacular; on the other hand, you’re not limited to one creature, so you can spend swift actions to build up your defenses.
Kirin Strike: +2 insight bonus to identify creatures (the wording here suggests that the Kirin Style only works against one creature, which doesn’t seem to be the case). As a swift action, you can add twice your Intelligence modifier (with a minimum of 2 points of damage) on a successful attack, which doesn’t have to be an unarmed strike, making it great for certain builds (*coughcoughGunnerscoughcough*).

Kirin Path: Able to take 10 to identify a creature no matter what makes using the Kirin Style easier, but the secondary benefit seems so-so; if the target of the Kirin Style feat is within your threatened area, you can spend an AoO to essentially circle it (you can move up to 5 ft. x Intelligence modifier, but you must end up in a square threatened by the creature; in most cases, you’re allowed only to circle the target). This movement provokes no attack of opportunity, but unless the target’s threatening range is large enough, this feat doesn’t really do a thing.
Kobold Style (LD): If you catch an opponent flat-footed, unaware, or otherwise denied its Dexterity bonus to AC, you gain a +4 bonus to CMB. You need to be of Small size, but the benefit is very good, and all you need is Combat Expertise which means you can reliably get Improved Trip, which makes this style great.
Kobold Groundling: If you have a way to deal precision damage, this feat is incredibly good, because it treats prone creatures as if they were flat-footed or otherwise denied their Dex bonus to AC (meaning viable targets for Sneak Attacks). Otherwise…well, not as effective, but you can get the +4 increase to CMB against prone creatures.

Kobold Flood: An odd way to phrase it, but you can make a Grapple check to go from ungrappled to “pinned” in one move, provided the enemy is down. Once “pinned”, the target can’t stand unless it beats your Grapple check (which, as you may remember, has a +4 bonus because you deny prone targets their Dex bonus to AC). If your bonuses are high enough, you can keep a target prone for quite a while, taking attacks at a -4 to their AC (because they’re prone) and unable to stand, and because you’re grappling them, you can pin them and disable them entirely.
Mantis Style: Requires Stunning Fist. You get an extra use of Stunning Fist and a +2 to its save DC (and if Stunning Fist has a rider effect, that also gets the DC bonus). If you intend to use Stunning Fist, this is a workable improvement, particularly since the requirements are pretty slim.
Mantis Wisdom: You gain a +2 on attack rolls when making Stunning Fist attempts, but the important thing is that you’re considered a Monk of half your level for purposes of what rider effects you can tag on to the Stunning Fist feat. That means you can fatigue the target at 8th level and sicken the target for 1 minute at 16th level. Both fatigue and sicken are reasonable conditions to peg the enemy, and they also get the +2 bonus to their save DC. You can also remove any condition you have applied to a target with a standard action and a melee touch attack, if the target happens to give up or something.

Mantis Torment: You gain an extra use of Stunning Fist and you can spend 2 uses of Stunning Fist to deliver a combination effect: dazzled and staggered for 1 turn, then fatigued afterwards. While it doesn’t require that many feats, the combined effect is pretty weak, even though fatigue is a pretty sold condition to peg your enemy with.
Marid Style: As per the Djinni Style benefit, except replace “electricity” for “cold” and you get a 5-ft. reach increase when using Elemental Fist. The secondary benefit is pretty good, particularly if you have another rider effect alongside it.
Marid Spirit: As per Djinni Spirit, except replace fire resistance with cold resistance, and the victim of your Elemental Fist (cold) attack suffers being entangled by ice for 1d4 rounds. This effect reduces movement and penalizes attack rolls and Dexterity, not to mention force concentration checks to cast spells. All in all, a pretty nice rider effect for what seems to be otherwise unremarkable elemental styles.

Marid Coldsnap: As per Djinni Spin, except you affect creatures in a 30-ft. line with your unarmed strike + cold damage from Elemental Fist, and they must succeed on a Reflex save or become entangled (and take half damage). Requires a few feats to work, but of all the third-tier elemental genie styles, this one’s the second best.
Monkey Style: Some benefits that really won’t apply much to you: add one of your dump stats (Wisdom) to a skill you’ll rarely use (Acrobatics), and you gain the ability to ignore attacks of opportunity on actions that require the Acrobatics skill. As a starter feat, it leaves quite a bit to be desired.
Monkey Moves: You add your dump stat (Wisdom) to another skill you won’t use that much (Climb), but you gain a climb speed of sorts, can crawl up to half your speed, you retain your Dexterity bonus to AC while climbing, and you can make a 5-ft. step despite movement when you hit an opponent twice with an unarmed attack. This feat has several benefits, which range from useless for you to moderately decent. Of all, the climb speed is probably the best, but you don’t have enough base movement to make it worthwhile (though 15 ft. of climb speed is quite respectable). You still need to use your Climb skill to climb, though.

Monkey Shine: An interesting way to lock your enemy down, it requires making a Stunning Fist. The result isn’t important; what’s important is that you move to the target’s square (or an adjacent square, if the opponent’s space is larger than 5 ft.), giving you bonuses to attack rolls and AC, and the ability to make an attack of opportunity regardless of how it moves, which can be turned into a trip attempt that keeps it in the same square as you do, effectively pinning the target in the same space. As animal styles go, this one isn’t the best, but it’s pretty creative.
Panther Style: Fun little tactic that involves you intentionally provoking attacks of opportunity to create striking attempts. You spend your swift action on the attack, but you can activate other feats (such as Dazing Assault or Power Attack) and deal some damage (and impose effects) while at it. You’re limited to an unarmed strike, so unless you can trip as part of an attack, the damage won’t be spectacular.
Panther Claw: Now you can deal as many attacks as you want, up to your Wisdom modifier. If aimed correctly, you can almost make a full attack action with better chances of success by intentionally provoking attacks of opportunity. Insanely fun tactic.

Panther Parry: The capstone of this style allows you to potentially deny the target its actions (because your retaliatory attack[s] go first), and if for some reason the attack of opportunity goes through, it goes at a penalty. The rider effect isn’t what really matters; the “attack before the AoO” does, and if you manage to land an attack that disables the target, then it’s worthwhile. Recall that just having a +3 to your Wisdom modifier allows you to effectively make a full attack, and a +5 Wisdom modifier with double movement means you can do a much better job than the Spring Attacker, even if limited to unarmed strikes. Perhaps you may not have the best class for the style, but the right feats can still make the style dangerous.
Shaitan Style: As Efreeti Style, but replace “fire” with “acid”. All in all, the most promising of the elemental genie styles.
Shaitan Skin: As Efreeti Stance, but you gain acid resistance and anyone affected by your acid damage from the Elemental Fist becomes staggered if they fail their Reflex save. Not only Reflex saves aren’t the highest, the stagger condition can be pretty good (even if only for 1 round), making this style one of the best.

Shaitan Earthblast: As Djinni Spin, Efreeti Touch and Marid Coldsnap, except the area of effect is a column (wow, they really wanted to have each style have a different range; just in case, it’s 20 ft. high, 5-ft. radius and at any point within 30 ft.), and if the target fails its Reflex save, it becomes staggered. Your save DC might not be the highest, but you definitely have the best condition around, so when it fails, you disable your target quite well. The column area is also pretty good, particularly since it affects flying creatures as well, so this definitely is the best of the elemental genie style finishers.
Snake Style: +2 on Sense Motive checks (a good bonus), and you can spend an immediate action to make a Sense Motive check to negate one melee or ranged attack. Note that it says “touch AC”, so it can also refer to spells and SLAs, and so as long as you get Improved Unarmed Strike and spend a few skill points (well, just one, because Sense Motive is one of your best skills), you can effectively negate one attack per round. This is phenomenally good, twice as much if the attack you evade is a spell like Enervation or Disintegrate. Oh, and you deal piercing damage with your attacks. Nice!
Snake Sidewind: +4 bonus to CMD against Trips (good), the same bonus on Acrobatics checks (eh) and saving throws against falling prone (cool!). You can use your Sense Motive check to confirm any critical threat (!!) with an unarmed strike (bummer…), and if you score a hit, you can spend a 5-ft. step to move. All in all, an average feat, since the boons aren’t that great.

Snake Fang: Interesting move: if an opponent misses, it provokes an attack of opportunity, but you can make an unarmed strike. So far, so good; however, you can spend an immediate action to deliver a second attack against the same opponent, no questions asked. This goes from “good” to “great” in my book, even though the damage is probably lousy (remember: you’re looking for the rider effects you can stack to unarmed strikes).
Snapping Turtle Style: You gain a +1 shield bonus to AC if you wield no shield…or anything on the other hand. The bonus provided is too little to be good.
Snapping Turtle Clutch: You effectively gain a +1 to your touch AC (the shield bonus applies to your touch AC), which also applies to your CMD. Furthermore, you can counter-grapple as an immediate action if someone fails an attack against you.

Snapping Turtle Shell: Gain the same shield bonus (which should also apply to your touch AC and CMD) as a heavy shield, and critical hits are harder to confirm (-4 penalty to the roll). Mostly a defensive measure. Again, a +2 to touch AC is difficult to get, but the amount of feats you need for it really doesn’t merit getting all of them.
Tiger Style: +2 to CMD against bull rush, overrun and trip, your unarmed strikes hit like slashing weapons, and you deal 1d4 bleed damage when you score a critical hit. Often times, these fighting styles that change your unarmed strike damage type are promising, but this one doesn’t start very well.
Tiger Claws: As a full-round action with your hands free, you effectively make unarmed strikes work as per natural attacks (2 attacks at the highest BAB, and you roll both “claws’” damage separately), not to mention that you can add half your Strength damage if you happen to have (and use) Power Attack to one of the blows. Finally, you get a free bull rush maneuver at a +2 bonus, though you can’t move. A decent feat when you need someone pushed away, but you don’t have enough damage to make this feat really matter.

Tiger Pounce (THF): Hard to say what I feel about this feat, but it’s the closest 3.5 players will have to Shock Trooper’s Heedless Charge. You reduce your AC instead of your attack rolls with Power Attack, meaning you have better chances to hit (and be hit in retaliation). Also, you can move up to half your speed if you happen to hit with an unarmed strike or made a combat maneuver during the current turn or the earlier turn. Note that in both occasions, the reference to unarmed strikes applies only once (as the effect that enables your swift action movement); if you make an unarmed strike for some reason, or combine one of your attacks with, say, Bull Rush or Trip, you can make a semi-pounce (move then attack) on one turn, which is formidable for Two-Handers. As usual, these capstones never disappoint.
Wolf Style (LD): Requires Knowledge (nature), which may eat your few skill points, but if you do, this is like combining Stand Still with Trip. Do enough damage with your unarmed strikes, and keep an enemy completely locked down.
Wolf Trip (LD): A free bonus to Trip checks (good), and the main benefit is essentially a free, limited Reposition for free alongside your trip. Note that it says adjacent to you, so it can also work as a free Drag. Not so bad, actually, but the problem is that it only works with Unarmed attacks, which are often non-reach based.
Wolf Savage: The effects of “disfigurement” aren’t clear, but these may involve (since it works like Bestow Curse) as a -6 penalty to Charisma, which can be REALLY bad to some opponents (anyone who uses SLAs, actually).Talk to your GM on how exactly this works, since otherwise this is a free, extraordinary, Bestow Curse effect with a better saving throw, which makes this a really ridiculous feat.

Teamwork Feats

The following feats require speaking with your party, since their effects rely on at least two creatures having the same feat. Some classes (like the Inquisitor or Cavalier) have ways to enable those, but for the most part they rely on coordinating feat choices. There’s two Paladin archetypes (Holy Guide and Holy Tactician) that get Teamwork Feats as bonus feats, so they may benefit greatly from them (not to mention that they also have ways to project the feats to their allies)

Allied Spellcaster: A bit more decent than Spell Penetration because you can grant this benefit to a spellcaster you’re currently protecting, but nothing really mind-blowing in order for you to take. On the other hand, if you happen to hang out with a Cleric or Inquisitor, you can double-down on spells to gain the equivalent of Greater Spell Penetration with a free +1 to CL, which makes this worthwhile. In fact, Inquisitors will probably choose this feat as part of their free Teamwork feats, so you can make this feat work.
Back to Back: Deny the target’s attack bonus when they flank you, but they still get to make precision damage against you. Not very good.
Improved Back to Back: Erm…essentially, you spend one of your valuable swift actions to provide an ally with this feat (and the other one, mind you) a +2 bonus to their AC against anyone who flanks them (meaning: they get a +4 to AC, because they already have Back to Back). Likewise, you can be sure that your ally will waste its valuable swift action to provide the same bonus to you. You STILL are vulnerable to precision damage, and it’s two feats rather than one. Pass
Broken Wing Gambit (Fen, DR): Another goady tactic, and it requires ranks in Bluff which you might lack. The benefit is that it’s a free action, so you can use it as many times as you desire, and the goad involves granting the opponent a bonus to attack and damage rolls. The catch is that, while it grants an attack of opportunity, it only grants it to allies that also happen to have this feat. Rogues, Ninja and Inquisitors will probably LOVE this feat, though, since they’re most likely to flank you and have the Teamwork feat necessary to exploit it. It also works to an extent as Damage Redirection because you probably can tank the hit instead of the more fragile Rogue, Ninja or Inquisitor, and that character has a better chance to return more damage than what the opponent deals you, making it a “favorable” damage return.

Wounded Paw Gambit: Same as Broken Wing,Gambit, but it grants a ranged attack instead, although it specifically applies to Broken Wing Gambit. Slightly better because of that; you can grant attacks to many allies at a distance.
Brutal Grappler: Already mentioned in the Racial feats section, but just to resume: a feat only for Orcs and Half-Orcs specialized in grappling, and you require to have another Orc (or Half-Orc) with the same feat grappling with you (alternatively; you grappling with them). The benefit is a free Aid Another bonus and you can damage the opponent in your turn (or grant your ally the ability to damage it on its turn). Best as a follower feat than a player feat, but it has its uses.
Cavalry Formation (MC): If you’re playing in a campaign with lots of Mounted combatants, then this feat has merit, but more often than not YOU are the only Mounted combatant. If you’re part of the Cavalry (that is, you hang with a lot of guys with mounts, not necessarily BE a part of an army’s Cavalry), that means you can charge at-will and without remorse. Way too specific to work.
Combat Medic: Bad feat. Real bad feat. You can only offer first aid, treat wounds of caltrops or remove poison from an ally with this feat; it doesn’t apply to everyone else. Honestly, this is a badly thought feat, since removing the teamwork restriction still doesn’t make it attractive.
Coordinated Charge (MC): You’ll rarely see this work, but if you build up to it (and your allies do as well), you can zero in on a creature and immediately set flanking opportunities or deal overpowering damage. This is a proper teamwork feat, but it involves careful preparation. Evidently, Mounted combatants will probably exploit this feat to its fullest expression, if they get enough feats, because their mount’s movement and the high damage you can draw out from a charge makes you excellent as a follower.
Coordinated Defense: +2 to CMD is something you can get from other feats without problems. Skip.
Coordinated Maneuvers: +2 to CMB is somewhat decent, but you need to be adjacent to an ally to make it work. Not even dedicated Lockdown builds will have that, because they’ll rarely be adjacent to an ally with said feat when they depend on reach.
Coordinated Shot (Arc, Thr, Gun): Gain a mild boost to attack rolls if you have an ally threatening an opponent and not providing cover. The bonus is really mild, since the best bonus (+2) requires flanking, and you can get better with two feats.
Distracting Charge (MC, THF): You'll probably grant this benefit to an ally rather than have an ally grant it to you. Mounted combatants thrive on charges, so they activate it naturally (making your uber-charge into a buff effect). Two-Handers, on the other hand (lawl!), prefer charging if they want to close towards the enemy or use Bull Rush, so they can also activate the feat reliably. if an ally grants you the bonus, Archers and Gunners can benefit nicely.
Duck and Cover (Arc, Gun): The benefit is rather nice, but you fall prone. Unless you’re an Archer or a Gunner, the last you want is to fall prone, because it ruins a lot of your strategies. Furthermore, it’s likely that no ally of yours will wield a shield to provide you with the bonus to ranged attacks; most likely, YOU will be the one that provides them with a bonus (and, sadly enough, you may have realized that shields aren’t the best tools of a Paladin…)

Improved Duck and Cover: This is an odd boost to a feat. I take your ally takes a quarter of your damage? I mean, you're already forcing a Reflex save for half damage, and your ally probably succeeded, and now your ally is taking half of half the damage (ergo, a quarter) for you? I...erm...eh... No way. Mind. Blown.
Enfilading Fire (Thr, Arc, Gun): You gain the flanking bonuses to attack rolls, but you aren’t enabled to do precision damage, when using this feat. You also need allies with the same feat (meaning allies that get the feat AND are melee combatants, meaning they’ll never gain the benefit of this feat) for a poor bonus. Bleh.
Ensemble: You aren’t a performer, but in case you’re doing Performance combat…it doesn’t apply to you. Just added because…well, the clarification is necessary!
Escape Route: Requires allies with this feat, and what you gain is the ability to deny opponents their AoO’s if you move away and the opponent happens to be near an ally. The only reason you should take this is if your allies need to make a retreat, so you can die a glorious and honorable death. Again: why a teamwork feat, eludes me.
Feint Partner (Fen): Probably the only reason why you’d take the Improved Feint feat anyways. Move, attack, and your Rogue ally gets to make a full attack with one attack dealing its SA damage…
Improved Feint Partner (Fen, LD): …or for this, as you can have your ally help you with Lockdown builds. Or, you can grant your ally its own AoO, potentially with Sneak Attack enabled.
Improved Spell Sharing (MC): Now you don't need to have your special mount near you in order to gain the benefits of the same spell. Animal companions and eidolons might get more use of it, but the idea is that you're always mounted (or the mount isn't with you), so chances are this feat will be useless. In the rare case your mount can fight independently from you, then it becomes...mildly useful.
Intercept Charge: A useful feat to protect an ally from pounce, and since the enemy will end in your spot, it means you can make a full attack next turn! Might seem a bit disappointing when compared to Cometary Collision from 3.5, but the latter required a ready action while this one requires spending an immediate action.
Lookout: Better feat than you may think. Get an ally with immense Perception bonuses, and be nearby. You’ll never be surprised, and in the off-chance that you actually detect the ambush, you and your ally are enabled full actions. Denying ambushes and potentially ending the battle in a surprise round is phenomenal, and you need no requirements for it (and it’s only one feat).
Outflank: The increase to attack bonus also increases CMB, so Lockdown builds may like this. On the other hand, the secondary benefit (provoke AoO on a successful critical hit) is great both for you and for your ally; you can lock the opponent down or deliver a solid blow, your ally probably gains SA and other precision bonuses against it.
Pack Attack: A rather meh feat, but this allows you to set a flanking opportunity. A shame it doesn’t work with Coordinated Charge.
Paired Opportunists: The key benefit (+4 on AoO) is rather meh, but the secondary opportunity is formidable if your ally can set up AoO of their own, as you can partake from these. Lockdown builds will have to refine their strategy to have someone nearby, but the bonus to the AoO attack roll and the set-ups make it worthwhile.
Precise Strike: Oh look; you get Sneak Attack! Well, not exactly SA, but the closest thing to it. The 1d6 damage may seem weak, but remember your ally also gets the benefit, and most likely you’re increasing the damage potential of your Rogue or Ninja (or Inquisitor) ally with it, and it applies with every hit you and your ally make, so it’s better than it seems.
Seize the Moment (LD): Fun fact – this grants the same benefit as Paired Opportunists, but you don’t need to be paired. If your ally is a crit-fisher, and you’re a Lockdown build, this feat is probably better.
Shake it Off: You already have great saves, so this mostly will help with your Reflex saves…but you’re obviously painting a HUGE bull’s-eye by being all together, so the benefits doesn’t outpace the limitations.
Share Healing (MC): If you receive a healing spell and you're mounted, you can divide the healing. Fairly decent if you get overhealed, but it doesn't work with Channel Positive Energy or Lay on Hands, which makes it a huge loss.
Shield Wall (SnB, Arc, Gun): If you happen to be a Sword & Boarder and your ally is a Shield Fighter (or Tower Shield Fighter!), then this feat is pretty good…well, sorta good. Since you get an increase to your shield bonus, that means all of those feats that depend on shield bonuses have their power increased, and you most likely are providing those benefits to your ally. With a TSF, you can benefit whenever he or she uses cover. An Archer or a Gunner can use a Tower Shield Fighter as cover while you deliver a rain of death and devastation with your attacks. Situational, yes, but fun.
Shielded Caster (SnB): It’ll be odd to see a fellow caster with a shield, but otherwise this is mostly like Combat Casting. A Sword & Boarder *might* be friendlier with a spellcaster if it also has this feat, because the shield bonus increases its Concentration checks AND it also halves the effect of the Disruptive feat, which means you probably allow your spellcaster ally to cast with impunity (and you also can use your LoH to heal them if necessary).
Stealth Synergy: You’re not avid in Stealth, and you’ll have loads of benefits, but it makes you worry little about the Stealth skill. Still, you’d rather be the distraction than one of the attackers, anyways.
Swap Places: Look at Friendly Switch. This is exactly the same feat. Why would you get a feat that requires SOMEONE ELSE getting it? Perhaps so that the ally does that move for you, but you have to spend your precious immediate action on it. Ignore.

Improved Swap Places: Maybe for this? Your ally can make an impromptu Bull Rush to move into your space, and creatures of one size category larger than you can move into your space. Still kinda bland.
Tandem Trip (LD): Beautiful for Trip Lockdown builds, since you want your allies to be near the opponents they want to defeat. Pull this off, and you can increase your chances of a successful trip. You can also make your allies slightly better at tripping.
Target of Opportunity (Thr, Arc, Gun): One of the few feats that grants bonafide attacks of opportunity with ranged weapons, with a better range than Snap Shot to boot.
Tribe Mentality: Gets better with Aura of Righteousness, because while you’re immune to ALL compulsion effects, your allies will appreciate the +4 bonus you provide them twice. That said: you could just make them immune with Magic Circle against [Alignment] and save several feats.
Wall of Flesh: Requires you to be small, and all it provides is…a +1 bonus to CMD, and makes Large opponents able to affect you. Bleh.

T.G. Oskar
2014-05-13, 06:22 PM
Psionic FeatsWhile it may seem odd that Paladins would attempt to dabble on psionics, some of the options given are pretty decent. If your campaign allows psionics, you may want to consider these feats. Note that you need Wild Talent or a psionic race to access these feats, so consider carefully whether they’re valuable to you or not. For the most part, most 3.5 players will recognize these feats and see that they’re better.
If you’ve been reading, you’ll notice that Concentration is no longer a class skill. 3.5 players may remember that becoming psionically focused required a Concentration check, meaning that you couldn’t pass most feats because you couldn’t get psionically focused. When the psionic rules were trespassed into PF, the developers (not Paizo, BTW; the psionic rules were outsourced, so to speak) chose to allow any psionic character to automatically focus by making a full-round action, meaning you don’t need to spend points on it (win!).
Aligned Attack: Pointless once you reach Aura of Faith, but it still has its uses. If you expend your psionic focus, you deal 2d6 points of damage on one attack, of the same alignment as your weapon; in essence, you treat your weapon as if it had the axiomatic, anarchic, holy or unholy property for one attack, and it happens to stack with it.
Autonomous: The “skill-boosting” feat for Autohypnosis and Knowledge (psionics). While resisting fear is pointless for you, the ability to make poison checks better (with your Fortitude save, it probably means “you succeed except for natural 1”), and specifically become stable and/or negate the damage from dying (effectively making you ignore the staggered condition), so Autohypnosis is a pretty good skill to have.
Deadly Throw (Thr): Ignore Strength altogether by replacing it with the much-higher Dexterity bonus, but only within 30 ft. (Hawkeye increases this). That said, you’ll rarely be farther than 30 ft. (Point Blank Shot and all), so the damage replacement allows you to save on ability scores.
Focused Sunder: Ignore half of the object’s hardness when sundering a weapon, a door or a wall, but you need to expend your psionic focus. Unless you’re really focused into sundering, ignore this feat.
Ghost Attack: Deal 3/4ths of your full damage with a magic weapon while psionically focused, or you can deal full damage on a single blow if you expend it. Ghost Touch is still a cheaper and more effective choice, IMO.
Hawkeye (Thr, Arc, Gun): The Perception bonuses are decent, but you’re really here for the increase in “precision range” (think Point-Blank Shot, Sneak Attack and so on), which grows to a respectable 15 ft. If you choose to spend ranks in Perception, then the range increases to a whopping 60 ft., which is just dandy. Archers will love this feat, while Weapon Throwers are fine with their range and Gunners will have difficulties considering if this feat is worth their while (as it doesn’t affect their “touch attack range”). Did I mention Hawkeye doesn’t require psionic potential!?
Inquisitor: You gain a +2 enhancement bonus on Sense Motive checks to oppose Bluff if you’re psionically focused, or you can expend it to gain a +10 bonus for a single Sense Motive check. If you have 10 ranks in Perception, you can deny the opponent its bonus from Glibness by spending your psionic focus (as the bonus equal the target’s bonus from the spell, in any case). With a rather easy way to recharge your psionic focus, this feat is pretty nice.
Intimidating Shot (Thr, Arc, Gun): Sorta like Cornugon Smash, but for ranged attacks. The only problem is that you need to spend a standard action using this feat, and there’s no way to spend your psionic focus to make it faster. Kind of a shame that this feat, being pretty nice, can’t be exploited any further.
Staggering Shot (Thr, Arc, Gun): I stand corrected. If you can deliver another way to shaken the target, this feat is somewhat nice, since it cripples your target into a single action. Same DC as Intimidating Shot, though.

Crippling Assault (Thr, Arc, Gun): This feat cripples you more than your target. You need to have the opponent already crippled, but if you do, you paralyze the target. The problem, though, is that you need to jump through many hurdles, only to require a saving throw against FORTITUDE, which is the highest saving throw of many monsters and creatures, and many others are immune to paralysis. Against staggered or dazed humanoids, though, this feat is pure gold.
Intuitive Fighting: You make your dump stat (Wisdom) less of a dump stat, but only as long as you keep your psionic focus and only for attack rolls. Pass, unless you really can make Wisdom a stat not to be dumped.
Intuitive Shot (Thr, Arc, Gun): Definitely NOT as Intuitive Fighting. This allows you to ADD your Wisdom modifier to damage, so it makes it less of a dump stat, but the damage is treated as precision damage and you must be within good range (Hawkeye works here, BTW). It works only for one attack, though.
Greater Intuitive Shot (Thr, Arc, Gun): You can now spend your psionic focus as part of a full attack. Archers will love it, Weapon Throwers not that much, and Gunners will rarely make full attacks to make this worthwhile.
Knockdown Shot (Thr, Arc, Gun): It’s based off your dump stat and doesn’t scale that properly, but it allows you to make “ranged trip attempts” (or rather, force targets to fall prone with one hit and a failed Reflex save).
Mind over Body: You’ll rarely face ability burn, but 3.5 players may recall that ability burn can be pretty nasty (it’s harder to recover than ability damage or ability drain) so this helps a bit. That said, it’s not that great if you’re not facing ability burn, and mostly psionic characters will worry about it.
Mixed Combat: Darn, this is a great feat! Shame it requires you to spend 2 feats to do what Quick Draw should have done from its 3.5 incarnation. You can sheathe weapons (not anything else; ask your GM if shields are also allowed), and you can ignore AoO from any ranged attack when changing. This is best for “switch hitters”, who can switch between melee and ranged and work well with any of the two.
Open Minded: If you have a free feat and need skill points badly, this feat is for you. This makes Intelligence a total dump stat. However, you’re also feat-starved, so this feat, while formidable for you, won’t work as well as you’d like.
Psionic Body: 3.5 players may remember this feat, and it hasn’t changed at all. You won’t get that many psionic points, and Toughness of all feats is better, unless you have 11 psionic feats and this feat. Ignore.
Psionic Bull Rush: Another way to make Bull Rush awesome. Keep your psionic focus, and you deal damage equal to half your level when Bull Rushing. Furthermore, you can have a target knocked prone alongside the bull rush if you expend your psionic focus, but this secondary benefit isn’t that great. Damage while bull rushing is a wonderful benefit, though.
Psionic Critical: Unless you specialize in one weapon (mostly Mounted Combatants and lances), the effect won’t really be great. 4-5 points of non-multiplied damage per critical hit aren’t something to be happy about. The thundering weapon enhancement does the same damage for a +1 to the enhancement bonus. Spending your psionic focus for 1d8 damage is pathetic.
Psionic Disarm (Fen): As Psionic Bull Rush, but for disarm checks. The psionic focus expenditure effect is essentially Greater Disarm but improved (no +2 bonus, but you can guide where the weapon falls, and you can arm an ally with it).
Psionic Dodge: Gain +1 dodge bonus to AC while psionically focused, which explicitly stacks with Dodge, except it’s not denied whenever you’re denied your Dex bonus to AC, which makes it slightly better. Its psionic focus expenditure benefit is also somewhat decent.
Psionic Fist (US): Your unarmed strikes deal an additional point of damage! …Erm, not that great, but at least it’s worthwhile. If you expend your psionic focus, then you deal a respectable 2d6 points of damage.
Greater Psionic Fist (US): Doubles the damage benefits from Psionic Fist. Respectable, but not worth the two feats IMO.

Unavoidable Strike (US): An unarmed strike as a touch attack is always great, but not exactly phenomenal.
Psionic Meditation: Become psionically focused as a move action? What’s not to like? Well, that you need to spend one feat on it, that’s what!
Psionic Overrun (MC): As per Psionic Bull Rush, but with Overrun. If your GM rules that the feat works with your mount, then this becomes the final feat for an Overrun-specialized Mounted combatant (remember that Mounted Onslaught allows you to make multiple Overrun attempts). Its effect when expending psionic focus is almost the reverse of Psionic Bull Rush; instead of knocking prone after moving, you move the opponent before knocking prone. I say it’s the reverse because the benefit the feat provides is the inverse of the other, even if the end result is the same. All these make Overrun actually viable, if you think about it.
Psionic Precise Shot (Thr, Arc, Gun): All I can say is: LAWL! No barrier can stop your attack; in effect, you get a single phasing shot that bypasses mostly everything. You still need to see your opponent, though, which is the one weakness of this move.
Psionic Shield Bash (SnB): This feat almost makes me cry, because it’s pretty decent. Shaken is a nice effect, and the fact that it scales with other feat effects (including itself) is awesome. However, it requires spending points in your dump stat, and we all know how difficult it is for a Sword & Boarder to get a good Wisdom score). The effect when you expend your psionic focus is doubly good, because being stunned by means of a Will save (meaning the target drops its weapon and can’t act at all) is even better! A great feat, killed by the fact that Sword & Board isn’t the best tactic for a Paladin.
Psionic Shot (Thr, Arc, Gun): As Psionic Fist, but with all ranged weapons. Considering that the range is immaterial, and that archery damage is hard to come by, this feat is actually much better. Archers will love it more since they can deal multiple attacks to exploit the benefit.
Greater Psionic Shot (Thr, Arc, Gun): As Greater Psionic Fist, but with ranged weapons. Or, alternatively, you gain double the benefits of Psionic Shot. In either case, Archers may have enough feats to exploit the benefit; debatable with Gunners, but damage bonuses for them are also pretty scarce.

Fell Shot (Thr, Arc, Gun): One shot turns into a ranged touch attack. Weapon Throwers and Archers will love it; Gunners, on the other hand, can do something like this already, and they’ll rarely stray from their range increments so it’s less useful for them.

Return Shot: A defensive feat that allows you to expend your psionic focus to redirect an attack to your opponent. An unusual, though viable, form of Damage Redirection, but requires focusing on a ranged combat style for it to work.
Psionic Sunder: As with Psionic Bull Rush, making this combat maneuver somewhat more useful (you deal damage to the opponent AND its weapon, and you can stop right when the item breaks to focus your attacks on killing the target). The effect you gain by spending psionic focus isn’t that great, though; it’s the same as Focused Sunder, which is an insult to that feat. No, really: a complete insult. As in “this feat does exactly what Focused Sunder does, and MORE”-levels of insult.
Psionic Trip (Fen, LD): As with Psionic Bull Rush, but for Trip maneuvers. Lockdown builds dream of this feat with anxiousness, since it allows them to cooperate with damage even when focusing on tripping, and with Greater Trip, they can deal even MORE damage. The effect you gain when expending your psionic focus further aids with your battlefield control effects. Arguably the best of the Combat Maneuver-specific Psionic feats, by a bunch.
Psionic Unarmed Strike (US): As Psionic Precise Shot, but with an unarmed strike. You don’t get any special reach or line of sight, so you’re hitting blindly, and it’s only ONE attack. It’s bad. And not in the Power Glove way, either.
Psionic Weapon: As per Psionic Fist, but with any mele weapon (including unarmed strikes?). It depends on whether you need more damage or not, though Vital Strike builds will probably enjoy expending their psionic focus to add even MORE damage on that single hit.
Greater Psionic Weapon (THF): As per Greater Psionic Fist, you double the damage from Psionic Weapon. A Vital Strike with Greater Psionic Weapon and expending your psionic focus on that attack can easily deal somewhere between 12d6 to 16d6 points of damage with a single blow (the latter with a Large greatsword). It takes one turn to recharge, or no turns if you have Psionic Meditation, though. Guaranteed to provoke your GM a heart attack when you mention “I deal 16d6 points of damage with one attack” (you just neglect to mention that it’s only on one blow).

Deep Impact: What’s better than an attack that deals massive damage? An attack that hits anything . Deep Impact lets you resolve one melee attack as a touch attack…which may very well be your Greater Vital Strike. The only caveat is that you need about 6 feats of your 10 to make it work, but the pay-off is more often than not worthwhile (to recoup: all Vital Strike feats plus this feat and Psionic Weapon).
Rapid Metabolism: Meh ability, since it requires you to rest in order to gain the benefit. You probably spend ALL your LoH on yourself and allies before sleeping, and that’s better healing.
Ready Response: Spend your psionic focus to act in a surprise round, or spend it if you can already act to make your full actions. Nifty, though a bit conditional.
Rebounding Throw (Thr): Spend your psionic focus to make a secondary attack against a nearby target (within 1 range increment) at a -4 penalty. A nice way to shift your barrage of attacks to the opponent, though obviously better if you can make it as a full-attack action.
Reckless Offense: Strangely not adapted to PF, this feat works as the inverse of fighting defensively: you gain a -4 penalty to AC to gain a +2 to melee attack rolls (which probably also works for CMB). Should make you a tastier target in the metagame, but the benefit is not that great.
Ricochet (Thr): The new direction of the attack can reach up to 90 degrees (meaning perpendicular to your shot), so the range of effect is somewhat short. Also, you can only do it once, since it requires expending your psionic focus and nothing in the feat states that you can use the feat again if it happens to hit a second wall. Thrown weapons really don’t have the range increments to make this feat work.
Sidestep Charge: While not a psionic feat per se, the Dodge feat requirement is a bad start. The benefit is that you gain a dodge bonus against charge attacks (a +4 bonus, which is reasonable), and the opponent provokes an AoO from you if it fails the charge (since the attacker stops once it approaches you, Stand Still won’t help you here, so Lockdown builds won’t really benefit from this). You can’t be flat-footed or denied your Dex bonus to AC. The build that benefits the most from attacks of opportunity (Lockdown builds) won’t really benefit from this, and the feat requirement makes it a disappointment.
Speed of Thought: You’ll usually wear heavy armor, so you’ll rarely use this feat. It also requires a decent amount of your dump stat (Wisdom), which makes it doubly worse. The +10 increase to land speed isn’t really worth the Wisdom. It’s slightly better since you can expend your psionic focus to move an additional 20 ft. during that round, compared to its 3.5 incarnation.
Psionic Charge: You can make a single turn of up to 90 degrees while charging, but if you’re going to charge, you’ll probably want a better suit of armor than Medium. Not really worthwhile, and I doubt you can use it while mounted.
Twin Throw (TWF + Thr): You can already make a full attack with a weapon in each hand and take advantage of all your attacks, so what this feat does is allow two attacks with one attack roll, rather than one attack roll per thrown weapon in each hand. At most, it works like Manyshot but for Thrown Weapons, replacing one feat (Rapid Shot) for another (TWF). If you’re focused on Two-Weapon combat or Thrown Weapons, then the investment may be a bit difficult, but if you take TWF as a primary combat style and Weapon Throwing as a secondary, you may find the feat a godsend.
Unlocked Talent: An improvement to Wild Talent, this feat nets you 2 power points and one free 1st level power of your choice. Note that you don’t get the feat unless you have Wild Talent, so this feat isn’t available to many classes. The manifester level for the power is fixed at 1st unless you have levels in a psionic class, and requires a Charisma score (which Paladins have in spades) of 11 to manifest. The choice of feat is often important, but lemme save the trouble for you: get Expansion and never look back. You may want to choose other 1st level powers, but getting Enlarge Person that works on any kind of creature for free for a whole minute, and getting effectively 4 uses of it per day is a godsend.
3.5 players will be happy to know that psionic powers in Pathfinder work exactly as per the Expanded Psionics Handbook, but most people that play Pathfinder natively may be surprised at how psionics work. At its core, psionic powers work like spells, except that they run under a “mana” system (where you spend points based on the power’s level to use the power) with a twist. The twist, known as “augmentation”, allows you to spend additional power points (up to your manifester level, so you can’t spend 20 points at 1st level on a 1st level power) to improve the traits of the power. More often than not, the power points spent increase the damage dealt, but in occasions they grant additional properties such as higher save DCs, additional targets, ability to affect other creatures, and so on. In this way, a psionic character can spread its points as it finds fitting.
Up the Walls: Allows you to move through walls, though you must end up in a horizontal surface or fall prone. Not only does it require having a sufficiently high score in your dump stat (Wisdom), it also requires a fair amount of movement for it to work. A novelty for you, since you (probably) can’t use this with a mount.
Urban Tracking: Lets you use Diplomacy to track a creature through gathering information. You’ll probably have a high Diplomacy score. If you’re mostly within a city, and you’re some sort of law enforcement officer, then this feat is phenomenal. Otherwise…well, it’s still pretty cool.
Wounding Attack: Tell me: how many feats allow you to deal Constitution damage just because? This one is the most reliable, because it doesn’t jump any hurdles to deal the damage; it just does. Sad that it didn’t got an improvement from its 3.5 incarnation (I would have loved to see scaling bleed damage), but other than that, it’s still a decent feat.

Other FeatsAchievement Feats: These are feats that you can choose if you fulfill certain requirements, and are mostly optional. The requirements are pretty hefty (confirm 50 critical hits, take 1,000 points of damage but you have to take care of how much healing you get) for the benefits. Of those, Gifted Mesmerist lets you cast a charm or compulsion spell (you have lots of compulsion spells, trust me) 1/day as an SLA as if you were casting it through a spell slot, which adds more uses of Challenge Evil or Compel Hostility. If you don’t move that much and you’re fine with only one standard action each round, (Eagle) Knights Candidate allows you to grant a +1 to attack rolls, armor class and saving throws (which stacks with everything else) for the round if you choose to join the Golden Legion; the others aren’t really worth your choice.
Channeling Feats: Already analyzed with feats like Alignment Channel, Channel Smite*, Extra Channel, Selective Channeling and Turn Undead, these are additional feats that happen to boost your Channel Positive Energy class feature. Clarifying Channel grants a new saving throw against a charm or compulsion effect alongside the healing, but only once per day. Protective Channel grants the effect of a Protection from Evil spell each time you use it, which makes it wonderful against evil creatures (and the duration is equal to your effective Cleric level, which for you is equal to your Paladin level).
Channel Smite: You have the ability to Channel Positive Energy, so you qualify to an extent. You spend 2 uses of Lay on Hands to deal your LoH healing to a single undead enemy alongside your attack. This may be a proper Smite, but it’s somewhat uninspiring; it doesn’t deal as much damage as a mark at any moment save for 20th level. Even then, a touch attack as a standard action to deal maximized damage at 20th level is definitely better. Pass.
Grit Feats (Gun): Only useful for people with Amateur Gunslinger or the Holy Gun archetype, these feats expand your applications of grit. Deft Shootist Deed lets you fire without problems as long as you keep 1 point of grit (you’ll probably do), Extra Grit grants you more grit, Leaping Shot Deed is Shot on the Run with the caveat of allowing dual-wielded firearms to shoot at once, but costing you 1 point of grit. Named Bullet leaves you without grit but its formidable if you’re on a path of vengeance (free bane weapon enhancement), though its benefit is rather poor (only one bullet per point of grit).
Item Creation Feats: The feats you require to craft items (duh!), you have the spells and Spellcraft as a class skill to make it worthwhile. Craft Magic Arms and Armor lets you craft your own weaponry and armor, so tailor it to your interests. Craft Wondrous Items lets you create all other magic items, and you have a good chance of having the spells necessary to craft the item. Craft Wand lets you craft those Wands of Cure Light Wounds and cheaper Wands of Lesser Restoration you’ll be loved by. While not an item creation feat proper, if you have Craft Magic Arms and Armor, Craft Wondrous Item, Forge Ring or Craft Rod, you’ll need Master Craftsman in order to make all items.
Local Feats: Akin to Forgotten Realms’ Regional Feats, Local feats are campaign- (or region-) specific, so you may not have full access to them unless your GM allows. Big Game Hunter, Enforcer, Flagbearer (SnB, LD), Hamatulatsu (US), Massed Charge (MC), Mounted Blade (MC), Mounted Onslaught (MC) and Parting Shot (Thr, Arc, Gun) are considered Local feats, just in case. Of the feats that aren’t present, Berserker’s Cry grants a poor bonus to damage rolls for a good duration, but only once per day; Focused Shot (Arc, Gun) only works if you have good Intelligence and only applies to one shot.
Panache Feats (Fen): Only useful for people with Amateur Swashbuckler, these feats expand your applications of panache. Confounding Tumble Deed extends the "feint" effect of Canny Tumble for 1 whole round; Disarming Threat Deed is a mostly social effect that negates the drawback of using Intimidate; Pommel Strike Deed is a cool way to add a free trip attempt without being a trip AND attack at once (though the damage dealt is so-so, honestly).
Story Feats: These are specifically tied to roleplaying, so you may imagine that most of them suck…but they can be surprisingly decent. The format is like this: all story feats grant a mild benefit, but create a roleplaying opportunity for you to follow (breaking a curse, defeating your nemesis, etc.) If you fulfill that story requirement, you get a better benefit, which can usually be pretty powerful. Always speak with your GM to see if s/he allows you to get story feats. Of these, Artifact Hunter is hilariously great because it grants bonuses to Use Magic Device (up to +4 to the score) and the chance to “take 15” up to twice per day; the completion benefit is a 3/day boost to the item’s effective CL by 2, but the goal itself is the benefit, as you have to claim control of an artifact to gain it (the Shield of the Sun, obviously, is what you seek). Blessed offers a pathetic starting benefit, but you end up getting permanent Protection from Evil, which is awesome. Nemesis works like the racial feat Fast Learner, except it applies to anyone, and the completion benefit grants a +2 inherent bonus to an ability score, which is the equivalent of using a +2 tome or getting a Wish to increase your ability scores, no penalties included. Object of Legend also grants the Blessed feat benefit if you choose the Chronicle of the Righteous object as its completion benefit, but otherwise its starting benefit isn’t as great (you become a legendary individual, though, what with the Legend Lore spell can tell your tale; that’s prime roleplaying benefit). Prophet grants a sacred bonus to AC that starts at +1 whenever you cast a beneficial spell, but if you complete your effort it turns into a +2 sacred bonus to AC and saving throws; note that the benefit requires casting a buff spell on any ally AND it lasts for a number of rounds equal to the spell’s level, so it will last for at most 4 rounds. Redemption is designed with the idea of recovering from being a fallen Paladin, but the completion benefit is kinda disappointing (reroll a failed saving throw 1/day). Shamed is fluffy as heck, but you end up with up to 20 temporary hit points and a +1 to attack rolls and skill checks whenever in a conflict and someone outside of it looks at you (note that it says a conflict, but not combat). True Love gives a decent boost to Sense Motive checks and makes any spell with the [emotion] descriptor harder to resist, but the quirky completion bonus is pretty cool: you get a +2 to attack rolls (and therefore, CMB), saving throws and skill checks when nearly dying (but not actually dying), making it a “never give up, never surrender” benefit.

Blyte
2014-05-13, 07:20 PM
Thank you, I plan to reference this guide in the future, and I appreciate the depth you put into it, particularly some of the finer points in the spoilers.

a few things...

It seems you skipped the feat "channel smite". The pfsrd lists it as a core rule book, combat feat, and it seems you already covered that section in your guide.

I also believe "variant channeling" options are worth a mention, as they are available to paladins, and not only clerics. A "lock down" paladin might find the "rulership" variant channel a good option.

T.G. Oskar
2014-05-14, 04:10 AM
Optimal Spells

Starting at 4th level, a Paladin gets to cast a small number of divine spells, based on its Charisma and its class level. Paladins get a bunch of spells, but they aren’t as powerful as a dedicated spellcaster would. Most Paladin spells focus on improving self or allies (a buff), but a small few involve direct damage or supplementing the character’s skills.

The following list includes all the spells a Paladin can cast, but while the color-coding format still applies, there will be an additional marker. Whenever (W) appears beside the spell with a different color, it means the spell’s viability in a wand or scroll. More often than not, the Paladin may make better use of the spell through a wand rather than on one of its limited spell slots. This means a spell may be red-colored, but green or even blue-colored if used through a wand.
1st Level

Animal Purpose Training: You can instill an animal with a purpose other than combat training. The animal has to be friendly towards you first and foremost, which will be difficult for you if you lack Wild Empathy. Combat Training is mostly for mounts, though you can teach it to fight or guard an area or even hunt, so you can still use the animal to fight. Lasts for a decent while.
Aspect of the Nightingale (W): The bonus to Diplomacy checks is nice, but the rerolled save vs. charm will eventually fade out when you get your improved auras. Get it on a wand early on, and then ignore it, as other items will give you better bonuses.
Bed of Iron (W): Allows you and as many allies touched based on CL to sleep comfortably regardless of armor worn. Being a Sorcerer/Wizard spell, the wand is cheaper and more effective, as it always lasts for 8 hours.
Bless: A minor morale bonus to attack rolls and saving throws against fear. The bard may no longer grant a morale bonus to attack rolls, but it still grants a morale bonus to saves vs fear, your aura still grants a better bonus and there’s better ways to get a morale bonus to attack rolls than this.
Blessed Fist (US, LD): Grants the benefit of the Imp. Unarmed Strike feat; if you have it, your weapons become magical and gain the benefit of Bless Weapon. Lasts for minutes, but the combined effect of Magic Weapon and Bless Weapon if you have Imp. Unarmed Strike is great at early levels. Lockdown builds can use the spell when wielding a reach weapon to compensate, even if the damage is slightly low.
Blessing of the Watch: See Bless above. Now, limit it to a specific area within a specific city. Not even the hour/long duration makes it worthwhile.
Bless Water (W): This spell allows you to create holy water permanently, but the cost of powdered silver hurts. Holy water doesn’t ever grow to be truly important. If you need it, get it through a wand.
Bless Weapon: This spell allows any touched weapon to defeat DR X/evil, and allows you to attack evil incorporeal creatures as if it were a magic weapon, so it’s decent at first: note that only the Paladin gets to cast it unless the Cleric or Inquisitor get the right domain. However, it’s the automatic critical hit confirmation that makes this feat so great. Note that it doesn’t stack with keen, but it DOES stack with Improved Critical, so you’ll be the Fighter’s best friend because you can make him (or her) forget about critical confirmation rolls. It lasts for minutes, so you can cast it before battle.
Bowstaff (Arc): This spell works better than you may think, for various reasons. The main benefit is that you can treat a longbow (the archer’s favorite weapon) into a quarterstaff (a two-handed weapon, and a double weapon to boot), and nearly all properties of the weapon apply (its enhancement bonus, for example, as well as any weapon enhancements shared by melee and ranged weapons). This allows Archers to always be armed no matter what (such as dealing attacks of opportunity with their beloved longbows), and even other characters may find themselves getting the spell just so that they’re never unarmed.
Challenge Evil: Nifty spell, and one of the “goading” spells Paladins get. You gain a moderate bonus to attack rolls (which also may include Combat Maneuvers), but the real benefit is that you sicken a target that doesn’t attack you at least once. The sicken effect is formidable if you have ways to stack up the penalties, which WILL compel the target to hit you if only to save their saving throws. Note that you need to be near your target to work, but the spell ends only if YOU move away; if the enemy moves away, you can stay in place or tail it, but as long as you focus on one character it’ll always be affected. The only problems are: it takes a standard action to cast the spell, AND it may fail because of a Will save (and being a 1st level spell means it’ll be easy to resist). It also affects evil creatures only. Oh, and it’s mind-affecting and a compulsion effect, so prepare to see how many enemies just ignore it.
Compel Hostility: Another compulsion and mind-affecting spell, and another of your “goading” spells. This spell goads a target to attack you as an immediate action. If the target fails its Will save and you beat its spell resistance, it HAS to attack you. Note, though, that the attacked ally must be close to you, since it has to threaten you and your ally for the spell to work. By 13th level (or earlier) the spell lasts for around a minute, so it can be a fair battle-opener or even a pre-battle cast.
Cure Light Wounds (W): The healing provided is never effective in-battle, since your Lay on Hands heals better. However, it’s cost-effective out of combat healing when used as a wand. 3.5 players will probably buy a wand ASAP.
Deadeye’s Arrow (Arc): Most probably you’ll use it as an attack. An electricity spell (wait, what!?) that deals piddling damage (about 8 points of damage at CL 5th), but it’s a ranged touch attack so it’ll probably hit. The secondary effect creates a holy symbol in the air, which is useful mostly to hinder vampires (or as a beacon for your allies to find, since it creates light and sound), but not much else. Archers use the arrow up to its maximum range (80 x 10 = 800 ft., compared to the Medium range of the normal spell), so they can effectively turn the spell into a semi-Long range spell; speak to your GM to see if it’s the first range increment or the bow’s actual maximum range (10 times its range increment), because otherwise the spell isn’t that great for Archers. Also speak with your GM if the range increment penalty applies to the arrow, because if it applies, then the spell is better when thrown. Note that the spell replaces the arrow’s damage, so you can’t add any benefit from the bow, which is a terrible shame.
Detect Charm (W): You can use this spell to detect any aura of a charmed, compelled or possessed creature within 60 ft. while concentrating. If you have enough Spellcraft, you can identify the actual spell and not just the effect. Not only that, you can sense controllers when casting the spell if you have Sense Motive (you most likely have it), and identify which spells they’re casting (again, via Spellcraft). You’ll rarely use this in battle, so keep a wand or scroll nearby whenever you suspect; it’ll be more cost-effective that way.
Detect Poison (W): Detects if there’s a poison in an object, or if the creature you face is poisonous. Again, you may not want to waste one of your precious 1st level slots in it. Being a 0-level spell, the wand will be hilariously cheap, though note that a friendly caster like a Cleric, Druid, Sorcerer or Wizard will be capable of using this spell at-will, so only get a wand if no one has the spell (or you don’t trust the caster anyways).
Detect the Faithful (W): As Detect Evil (not your class feature; the actual spell), but it “pings” your fellow followers. This is mostly to prevent you from killing a fellow follower of your faith. Again: if curious, have a wand nearby; it’s not a Paladin-exclusive spell, so you have enough chances of getting a wand.
Detect Undead (W): As Detect Evil (not your class feature, the actual spell), but it “pings” only undead creatures. You don’t get it at-will, so keep a wand nearby when hunting an undead creature, as you can catch its lingering aura (and use it to track).
Diagnose Disease (W): As Detect Poison, but for diseases, and you don’t have to roll a Wisdom check to determine the disease. It also happens to detect any effect that causes sickness or nausea. Just like Detect Poison, keep a wand if necessary, but unlike Detect Poison, this spell is a 1st level spell for Clerics and Druids, so the wand will cost as much as a Wand of Cure Light Wounds.
Divine Favor (W): The bonus the spell grants is small, but it eventually grows, and it’s a luck bonus so it stacks with virtually everything. At first a wand is useful, but by CL 9th you should prepare the spell in a spell slot (or two!)
Emblazon Crest: Got a coat of arms, or someone else does? Proudly show it with this spell! …If you didn’t get it, that was sarcasm, because the spell is just meant for roleplaying rather than doing something actually useful.
Endure Elements (W): The range of survival is a temperature of -50 degrees F (for cold climates) or 140 degrees F (for hot climates), and it lasts for 24 hours. A wand is always nice to have in those cases.
Enhance Water (W): Pull off a…erm, you can turn water into wine! Or ale, or mead, or some other alcoholic beverage that isn’t exactly a distilled spirit. It only works on water, and only serves for you to get purified liquid and get drunk. Just that last one makes it worthwhile. Apparently, the muddier the water is, the more “full-bodied” the wine gets, so if you get muddy water from a marsh you might just turn it into vintage wine! A hit at parties…but nothing that should touch your spell slots, except perhaps to start a party. Kudos on the flavor, but a wand is enough for you.
Firebelly: Interesting spell. The fire resistance is short but sweet (by the time you get it, after all), and the extra fire damage is…so-so as an area of effect attack. Before you get 2nd level spells, this spell will stop being useful as more enemies become resistant or outright immune to fire. Disappointing since it’s so promising…
Ghostbane Dirge: The spell only affects one incorporeal creature (which is allowed a Will save to negate the effect…why, I ask?), and it makes it more susceptible against attacks. Combined with Bless Weapon, you get the perfect way to kill incorporeal undead and evil incorporeal creatures with your weapon without needing a ghost touch weapon. Good early on, but eventually its mass version overwhelms it.
Grace: Swift action, yes, but the ability to negate attacks of opportunity while moving doesn’t make a good spell. Wands cast spells as a standard action, so you can’t wand it, but it doesn’t really merit a feat; you may just eat the AoO and prevent an ally from suffering the same fate, anyways.
Haze of Dreams: Halve an enemy’s movement, but can be easily resisted. One of the few charm spells around, though, and works decently as crowd control. Will save negates, which is often what you need to block up big stupid melee guys.
Hero’s Defiance: It’s a complete shame you can’t wand this spell, because it would otherwise be better for you. The effect is valuable: the ability to effectively prevent death by using a Lay on Hands effect is essential, though it eats your next swift action (then again, you probably would have used it for Lay on Hands anyways). The killer bit is that you can probably prepare only one, or two if you have a massive Charisma score, and it competes with spells like Compel Hostility and Divine Favor. Had the wand’s activation time been the same as the spell, you could have stored a wand somewhere nearby and act as if you had 50 lives.
Honeyed Tongue (W): A valuable Diplomacy booster, as it allows rolling twice to get the best result. The long-lasting time means you can use it for a decent while, though you should prepare it only if the activities for the day involve hardcore diplomatic action. If you’re just trying to make your Diplomacy check better for one such case, a wand is probably better for you.
Horn of Pursuit (W): Another fluff spell, this one effectively duplicates the legendary ability of Roland’s Oliphant horn (you know, one of the original Paladins?) by creating three sounds that can be heard for 2 miles. Again: if you want it so badly, craft an item with it or have a wand duplicate its effects. No need to spend one of your valuable spell slots on it.
Ironbeard (LD) (W): A race-specific spell, this spell grants a +1 armor bonus to AC which stacks with other armor bonuses (a rarity), but also deals damage as if you had armor spikes. Good as a pre-battle buff, though the rare Lockdown builds that use reach weapons will appreciate the fact that they get another weapon to compensate. The spell does impose a spell failure chance if you have a spell with a verbal component (most do, sadly), which makes long durations generally a bad idea. Good as a prepared spell or as a wand.
Keep Watch (W): An excellent spell to allow you to act as the watchman, but the fixed duration makes it better as a wand. Note that if you get into a fight, you’ll need to rest the remaining time as the spell’s effect ends.
Knight’s Calling (LD): Another “goading” spell, but this one works against any kind of opponent, and it forces the target to stop doing anything else and move towards you (so it can take a double movement). If it reaches you, you get a free AoO against it. The perfect spell for a Lockdown build, though being a Compulsion (and therefore mind-affecting) spell weakens its power.
Know the Enemy (W): If you suspect you’ll face the same enemy you just faced a few hours ago tomorrow, then this feat may be useful…but in a wand, or a scroll. You’re probably better off leaving it to someone who has enough ranks in various Knowledge skills to make it worthwhile, though.
Lesser Restoration (W): Another spell that’s not that great as a spell slot, but formidable as a wand. Note, though, that Paladins get it as a 1st level spell, so if they (or you, if you have Craft Wand) craft it, it’s gained for a pittance of GP. Note that the spell works to remove fatigue or diminish exhaustion, so a wand definitely works for more than just restoring damaged ability scores.
Liberating Command: Again, the way wands work makes placing the spell in a wand less desirable. Even then, you’d use the spell for the bonus to Escape Artist, which very definitely implies placing it on a spell slot. The close range hurts a bit, but it makes you capable of allowing anyone to escape with up to a +20 bonus on a single Escape Artist check, which you enable as an immediate action. A bit specific, but useful for a variety of uses (particularly if the creature you liberate can liberate the others as well).
Linebreaker (MC): A racial spell that only Half-Orcs can cast normally, this feat is great for chargers. Note that, since you can share spells, your mount can also share the benefit, so this feat is much, much, MUCH better for Mounted Combatants as the mount gains a large benefit to their speed, and even a slight bonus with Overrun.
Litany of Sloth: This is one of the “litany” spells: all of them are swift-action spells, all of them last for 1 round (why 1 round eludes me). This one denies a target’s ability to make attacks of opportunity; while still a compulsion and mind-affecting (and ALSO language-dependent) effect, it has no save and no SR, which makes it pretty good. It’s the anti-Lockdown spell, though it’ll compete with many other good spells. Again: can’t cast it through a wand because it doesn’t allow you the swift action benefit.
Longshot (Thr, Arc, Gun) (W): A good pre-battle buff, this spell increases the weapon’s range increment (so it, by definition, increases the weapon’s range). While it’s good for Weapon Throwers and Archers, Gunners will definitely adore this spell because it also affects their touch attack range. Gunners may wish to prepare the spell, while others might find a wand more to their liking.
Magic Weapon: Just as before, this spell makes any touched weapon count as magical and add a +1 enhancement bonus for a slight duration. At first, it’s a spell you may want to prepare to enhance your non-magical weapons, but eventually Greater Magic Weapon surpasses its benefit.
Protection from Chaos: See Protection from Evil, but works against chaotic creatures. There are less chaotic creatures than evil creatures, though.
Protection from Evil: The spell got a mild nerf, but it’s still valuable. The 3.5 version made you effectively immune to all mind-affecting abilities; this version only makes you immune to charms and compulsions from evil creatures (and even then, it doesn’t affect some spells like Sleep or Confusion; only those spells that exercise direct control are affected), so no more “1st level Mind Blank effect” (good for others, not so much for you). Otherwise, the spell STILL retains the other benefits, such as the deflection bonus to AC and the resistance bonus to saves (which still don’t stack). Note that this version allows a saving throw against the blocked spells with a minor morale bonus (which should stack with the resistance bonus unless you have a higher resistance bonus), which is a fair trade, but ONLY when the spell is cast. All in all, it’s still the spell you want to have when the GM puts you in a Kobayashi Maru “innocent about to be possessed by fiend” situation (suck it, Archdemon!).
Rally Point: Eh…weird spell, IMO. The feat would have been awesome if you could regain the benefit by moving through the same spot on subsequent rounds, but you “cannot benefit more than once from the same casting of the spell”. It also affects one 5-ft. square, which means you’ll have to cast it on a good spot. The bonus is a morale bonus, so it stacks with the inspire courage bardic performance, but only for 1 round at most. Not even wandable, IMO.
Read Magic: You need this spell to identify scrolls or items with magical writing, and you can use it to identify Glyphs of Warding and similar spells with Spellcraft checks. Let a Cleric with its “infinite orisons” do the job for you, alright? Or the Bard with its infinite cantrips. Anyways, anyone except you.
Resistance: Repeat with me: Clerics have infinite orisons. The spell by itself is pretty good at early levels, but once you get your first cloak of resistance, the love’s over.
Sanctify Corpse (W): 3.5 players may recognize the Spurn Death’s Touch spell as this. They may also recognize it as a 2nd level spell, so this is a direct boon. The fixed duration means a Wand is the most likely choice.
Shield of Fortification: Gain Fortification armor property for 1 minute/CL. While it's only 25%, it helps to avoid potentially dangerous hits, so it's pretty useful.
Stunning Barrier: +1 deflection bonus to AC, +1 resistance bonus to saves; melee attacker is stunned for 1 round on failed Will save (effect discharges). The deflection and resistance bonuses are not that great; the stunning effect, on the other hand, can be pretty useful, although the saving throw DC will be somewhat low. Since most melee attackers will have low Will saves, the attacker has a fair chance of failing. Remember that stunning forces the target to drop its weapon, making it invaluable against humanoid opponents wielding weapons.
Swift Girding (W): For when you want to wear your full-plate armor immediately. Keep a wand or a scroll if you’re in need of wearing your armor immediately; otherwise, don it slowly, since it saves money and spell slots.
Sun Metal: One of the few [Fire] spells a Paladin gets, it lets you deal mild fire damage with your weapon and lasts for 1 round per level. Note that it synergizes well with Flaring Spell (remember that feat? The one that I said it sucked?), since the feat involves the spell dealing fire damage, and this one deals extended fire damage. It doesn’t stack with the flaming weapon enhancement, nor it works with frost weapons, and can’t be used underwater at all. Otherwise, a decent way to boost damage (2-3 point of fire damage per round), and with Energy Substitution you can replace it to a better damage type (acid!!)
Tactical Acumen: Boosts the benefit of cover, high ground, flanking and whatnot. The bonus is an insight bonus, and the benefit increases with levels, so the spell is always good. A +8 to attack rolls while flanking, or a +4 to attack rolls because you’re mounted and have the high ground, or a +4 to AC because of cover bonuses is not something to laugh at. Remember: insight bonuses to AC apply to CMD, and any attack bonus to melee touch attacks applies to CMB, so this feat further empowers those options. Finally, it’s an AoE effect, and you cast it as a 1st level spell.
Tracking Mark: You’re not exactly a tracker, but it helps. Feels like an Inquisitor spell more than a Paladin spell, but it works when you need to keep someone on watch. Can be cancelled by a Will save, though.
(Abadar's) Touch of Truetelling (W): You know Zone of Truth, the spell that forbids you from lying unless you succeed on a Will save or leave the area, and that lasts for minutes per level? This is the targeted touch version, so if the target fails the Will save, it can’t lie, and EVERYONE around knows it can’t lie. Good for a quick interrogation (use a wand for that) or when at a court, since a spell so obvious can’t be declared as “unlawful” (in fact, a magistrate may thank you for using it on the witness). Otherwise, it’s not that great, since it’s more of a roleplaying tool, but when it does, it’s formidable. Remember Glibness still lets you ignore the benefit, though.
Unbreakable Heart: A spell that grants a bonus on saving throws against the new [emotion] descriptor, but only for “negative” emotions (Crushing Despair, Fear, Rage, etc.). The bonus isn’t that great (+4, which is mostly the same benefit your Auras provide); the secondary benefit is somewhat better (roll twice when a charm or compulsion effect provides a new saving throw, but ONLY if the target is under the effect of the spell and affected by the charm or compulsion). It’s an emotion effect that can be dispelled by Calm Emotions, though…even if it’s not an [emotion] descriptor spell. Really nothing to get excited at.
Veil of Positive Energy: +2 sacred bonus to AC and saves vs. undead creatures, and lasts for 10 minutes per caster level; the bonus stacks with pretty much everything and undead are pretty common, so it’s not really a bad effect. The problem is that it’s personal (it doesn’t affect an ally), it’s a Paladin-exclusive spell (erm…hooray…I think?), and the dismiss benefit (deal damage to all undead within 5 ft. of you) isn’t that great (static damage equal to your “level”, which doesn’t specify if it’s your CL or your class level). Against undead, it’s a boon; for the rest, useless. Purple because it really depends on how common are undead, and offers a better benefit than the ever-useful Protection from Evil.
Virtue: This spell doesn’t deserve being treated as a 1st-level spell, at all. It’s a cantrip that grants 1 temporary hit point for 1 minute. Nothing EVER justifies this. If you want to stabilize, there’s ways: you don’t have Cure Minor Wounds, but it exists. Honestly, this spell is a joke, and not a good one either.
Wartrain Mount: Oddly enough, you can’t use it on a helpful animal…but that’s probably an oversight. If you make an animal friendly (by rearing, or having a friendly Ranger do the job for you), you can temporarily give it the “combat training” purpose, which allows it to attack, defend, come to you, stay down, guard a place and heel. Useless on a mount, but you can use it on, say, a friendly dog or a friendly falcon to make it combat-capable. It lasts for hours at a time. If you can pull off a DC 10 Handle Animal check without breaking a sweat, you may find this spell useful, but note that you can’t buff animals as well as a Ranger does.
Weapons against Evil: Hard to compare this spell when you have Bless Weapon, but note that this spell ignores a fraction of ANY damage reduction (save for DR 1<=X=<5/epic) and it affects various weapons, not just one. The round/level duration makes it pointless as a wand or scroll, as well. Useful at early levels, but once you face better opponents, this spell loses its potential).
Word of Resolve: Allows one ally to reroll against a failed charm or fear effect with a +4 bonus, but you need the Aura of Courage or Aura of Resolve for the spell to work. BTW, it’s a Paladin-exclusive spell and is cast as an immediate action. Holding this spell on a spell slot is a bad choice, since while fear spells and fear effects are numerous, you could easily find another way to remove them; meanwhile, charm spells are pretty scarce. It’s a shame you can’t wand it, though (wands are used as standard actions normally, unless their duration is longer).

2nd Level
Abeyance (W): Just don’t. It only works on a curse once, and by the time you get it, the Cleric had Remove Curse two levels ago. Scrolls of Remove Curse (and Break Enchantment) are at a shop’s aisle away, as well.
Arrow of Law: The spell speaks of an “arrow”, but it’s actually a ranged touch attack. It works in a way like a single-target version of Order’s Wrath: 1d8/2 CL damage against chaotic creatures, chaotic outsiders take 1d6/CL damage and a chance to be dazed instead, half damage (and no daze) to neutral creatures, and lawful creatures receive no damage. Chaotic creatures are scarce, but the spell is still useful at the indicated level . The damage leaves something to be desired, though. It’s best to prepare it for purposes of save DC, range and actual damage, though if you manage to get a wand with a decent CL (CL 10th is the key), then you can keep it for emergencies. Considering it’s one of the few attack spells Paladins get, it’s somewhat useful.
Aura of Greater Courage (W): The problem with this spell is that it doesn’t increase your aura’s reach or grant anything else, as Fearless Aura grants the same benefit at twice the range. A scroll version (or even a wand version) grants the same benefit for 30 minutes, so it should be fair for a dungeon. The range is what really kills it, and the fact that it only grants immunity to fear and nothing else (you’d expect that, if people are so close, something close to Heroism at least).
Bestow Grace: Another Paladin-specific class, and for good measure: it’s the ability to grant any ally the Divine Grace class feature. The target must be good (that’s a relief! We don’t want Evil Sorcerers to get mondo saves, right?) and have enough Charisma to matter (Bards, Sorcerers, perhaps a Cleric or Inquisitor) to gain full benefit of this spell. It’s mostly equal to have it as a wand, a scroll or as part of your spell slots: it’s a pre-battle buff, not a spell to cast before entering a dungeon.
Bestow Weapon Proficiency: 3.5 players may recognize this feat as Master’s Touch. This spell is great for you since it grants temporary proficiency with an exotic weapon, which opens a variety of options. The duration makes it a great pre-battle buff. Being that it affects any creature, it’s best to expect someone else casting it on you, but if you have no other spellcaster around and you found a really awesome weapon, might as well have it around by some means.
Blessing of Courage and Life (W): A composite spell, but the individual effects aren’t so great. Sure, a bonus on death effects is great…but by the time you get the spell, the Cleric is well on its way to get Death Ward, and you eventually get that. The secondary benefit only works if you can maximize your healing potential, since it’s effectively a free Cure Light Wounds effect. As a wand, though, it makes for a cool pre-battle buff that can be used to grant your allies a taste of your Lay on Hands effect.
Blessings of Luck and Resolve: A Halfling-specific spell, it grants a bonus against fear effects or outright immunity to fear if the target is a Halfling. There’s better ways to get complete immunity against fear, IMO.
Blinding Ray: A Dhampir-specific spell. Several creatures are vulnerable to any extent to light: Drow, actual Dhampir, some Duergar, and other underground creatures. This spell is better against them, since even if the damage is somewhat poor, the blindness has a good duration. Oddly enough, it forces a Fortitude save that negates the penalty, which is what really harms this spell (it shouldn’t have allowed one, because you already have a ranged touch attack that can negate it). You can get up to three rays (just like Scorching Ray), so while it seems you get only 5d4 damage, three consecutive failed Fortitude saves actually deal 15d4 damage, which is respectable. The real problem with this spell is that it’s way too situational to draw its full strength, and it’s hilariously easy to resist.
Bull’s Strength: An old favorite. Before you can get a Strength-booster of +4 , this spell is decent enough for you to use, since it boosts attack rolls, damage rolls and CMB. Eventually it’ll start losing its power, but it’ll definitely be a 2nd level spell slot occupant from the very beginning.
Bullet Ward: Protection from firearm attacks up to 4 times. You gain a considerable AC bonus against firearm attacks, which given that they can be touch attacks within the first ranged increment makes them potentially deadly, and the spell very useful. Have it prepared, as the duration and the number of bullets you can conjure is limited by your CL.
Carry Companion (MC) (W): It doesn’t work only on your special mount, but on any animal or magical beast helpful towards you, just in case. However, at most, the true purpose of this spell is to store your mount in its Pokéball until further notice. A few scrolls will save you the need to prepare the spell.
Communal Endure Elements: A new breed of spells, this spell grants the benefit of Endure Elements but to more than one creature. However, the 24 hours are instead spread into 24 portions of 1 hour that everyone can share. Rather than have Mass Endure Elements…you get this. A wand of Endure Elements is cheaper and more cost-effective than a wand of Communal Endure Elements, and certainly more than a 2nd level spell slot. If you wish to use it, though, spread out its uses equally and hope the adventure doesn’t take that long.
Communal Protection from Chaos: See Communal Protection from Evil, below, except there’s fewer chaotic creatures than evil creatures.
Communal Protection from Evil: Normally, the benefit of this feat is that you don’t have to be in a 10-ft. range, like with Magic Circle against Evil, but the problem with this spell is its duration. Since your auras are 10-ft. radius wide, a Magic Circle against Evil spell is more cost-effective because it’ll last longer. Not necessarily a bad feat, but not one I’d spend a feat slot on.
Corruption Resistance: Very interesting spell, since it acts like Resist Energy but for alignment-based spells. In your case, it’ll be locked to protect against chaotic or evil damage, but 15 points of “energy resistance” against evil or chaotic damage is incredibly good. The duration is also great, and you can cast it before entering a dungeon for maximum effectiveness. Arguably one of the few spells that has honestly surprised me thus far, since alignment-based damage is notoriously hard to block.
Delay Disease (W): A Ratfolk-exclusive spell, but a pretty decent one. The spell effectively grants immunity to diseases, but only for one day; however, if you’re affected by a disease, it suspends the damage. Disease is often worse for you (as in, the PC) than for the enemy, so expect to have a wand or scroll ready. Of course, you’re already immune to disease, so this spell isn’t exactly for you.
Delay Poison (W): You gain temporary immunity to poison, but if you’re already affected by one, it merely delays the onset of the effect. You’ll probably use the spell for the immunity rather than to delay the damage, since removing poison should be one of your eventual mercies (and it can be removed easily with the Heal skill). It lasts for hours, making it decent on a wand or scroll but still good if prepared.
Divine Arrow (W): Oh look – Channel Smite as a spell, but only with ranged weapon attacks! Against undead, this means a whole lot of damage without spending one of your precious Lay on Hands (or better yet; two!). It requires a standard action to cast, though, and a wand gives you up to 3 rounds worth of empowerment, so might as well keep a wand of it when needed. Undead are numerous, but your spell slots can be saved for better spells.
Divine Illumination: Another spell against undead, but…holy mother of all that’s good and sacred, look at the casting time!! One minute is excessive, particularly since only ONE attack can ruin your fun, it has a horribly short range, and it only lasts for minutes per level! In fact, it’s a horrible attempt to give a nerfed Glitterdust spell to divine casters. It’s so horrible, you should sell the wand that has this spell to get something better! Eww, Paizo, I feel dirty!
Eagle’s Splendor: Just like Bull’s Strength, but it works with Charisma, arguably your main stat. You don’t get more uses of Lay on Hands (it’s a temporary duration buff), but it does grant a bonus to your saving throws and the attack bonus (and deflection bonus to AC) from your mark. Again, you’ll eventually get better ways to get a permanent bonus to Charisma, but it’ll do its work well from the 1st day.
Effortless Armor (W): This is pretty nice… You reduce the ACP of your armor and you move at full speed, which has been the bane of armored tanks from day 1. It lasts for minutes per level, so arguably it works best as a pre-battle buff, and best on a wand. It’s arguably good on a spell slot, though.
Fairness: Eh? Another spell purely for roleplaying, it makes everyone who fails its Will save…trade fairly. No, really, that’s the whole deal! You get it as a 2nd level spell, but I presume an Inquisitor will prefer this. I really can’t find it being that good to merit a spell slot, except MAYBE if you expect no combat, but if you expect people to fail their saves to trade fairly and someone doesn’t, and you know it’s dishonest, it’s probably a fight looming on the horizon. I…can’t really find a good use for this, since the best way to ensure a fair trade is to have a trusty intermediary do it for you (and who better than…well, yourself, who’s bound by honor?)
Fire of Entanglement: Another of your “Fire” spells, but this one deals no damage. Instead, you bind the target to yourself (so it can’t move farther than you, unless you move farther than the target) and you impose the Entangle condition, which imposes penalties to attack rolls and Dexterity. Adds a bit of Lockdown potential to any build, but Lockdown builds already can do this well, so they’re there for the penalty and not for the binding. Still, a good spell.
Holy Shield (SnB): A quirky feat that project your shield’s protection to a single ally within 30 ft., but not all of your protection. For starters, it still counts as a shield bonus, so it doesn’t apply to touch attacks. Second, you don’t project any of the other properties. Third, you completely disable your shield while at it. At most, you could probably grant a hefty +10 bonus to AC by lowering yours (Tower Shield + Shield Focus + 5 enhancement bonus), but no other benefit that would make the feat truly essential. A wand or scroll grants about 30 minutes of protection, though Sword & Boarders may choose to set the spell in one of their spell slots.
Instant Armor: You create a suit of armor made from force, which ranges from a chainmail at first to full-plate armor at CL 12th or higher. The armor acts as mundane armor, but it protects against incorporeal touch attacks because it’s made of force. Since it provides no benefits, it’s no better than armor. Note that the armor replaces the garments you wear, whether magical or not, which potentially implies anything on your body is also replaced (so you lose not just any armor, but also wondrous items worn in your body). You can choose to create magic armor by choosing one of the previous choices, adding a +1 enhancement bonus per step (e.g. at 10th level, a caster gets half-plate, +1 banded mail or +2 chainmail). Since it works as armor of its type (and isn’t considered masterwork, therefore denying you the reduction to ACP), it’s usually strictly worse than normal. The spell is mostly useful only when you’re stripped from your armor, so you can fight for a while as you seek better armor. Otherwise, ignore the spell.
Ironskin: Barkskin +? Goodness gracious me! You can dismiss the spell to ignore one instance of sneak attack or critical hit, which is also nice (better when stacked with [Greater] Shield of Fortification). Lasts for less than Barkskin, though.
Lesser Angelic Aspect: Kinda disappointing, but at least you get the perk of Protection from Evil coupled with low-light vision. You’ll have to wait until later levels to get the nice ones. Note: this spell is leagues better than Lesser Visage of the Deity from 3.5’s Spell Compendium, which is saying a lot.
Life Shield (DR): A conjuration (healing) spell that deals retributive damage? My, that’s something I wouldn’t have expected! You return damage based on half the damage you receive (thus, anything that reduces damage further reduces the returned damage), and only up to 50 points of damage as a maximum. Also works only against undead, but they’re numerous and nasty, so it’s useful to have (lucky you can prepare the spell, no?)
Light Lance (MC): Lets you get a free +1 holy lance, which is a nice perk. The effect lasts for a really short time, so don’t expect a wand to work (at most, you get 4 rounds), but if you suddenly get mounted, you can trust to have a good weapon. Mounted Combatants often fight with a better lance, so keep this spell only if your main weapon is broken…and so does your secondary weapon, because a Mounted Combatant should usually wield two lances. Even if not mounted, it makes for a fair 2-handed reach weapon in a pinch.
Litany of Defense: Awesome; a swift action spell that doubles my enhanceme—WHAT DO YOU MEAN IT LASTS FOR 1 ROUND ONLY!!? Ugh, why all litanies have to last for 1 round…? The spell works best when you have a +5 suit of armor, but an additional +5 to AC for one round doesn’t really cut it. You also get a redundant benefit. Ugh. Personal range, so it’s even worse.
Litany of Eloquence: The good thing is that the spell is a swift-action spell that has no save. The problem is that the effect (fascinated) isn’t exactly great, and it lasts only for 1 round. The duration is what really kills the spell.
Litany of Entanglement: Other spells do entanglement better than this. The spell also forces a Will save and can be resisted by SR.
Litany of Righteousness: Kinda torn on this one. In one hand, the spell only lasts for 1 round; on the other, it doubles damage against an evil creature, and if another ally happens to have a good aura, it ALSO gets to deal double damage. That kind of benefit is quite strong, but it doesn’t really justify being a 2nd level spell IMO. It really sucks that you have so many spells to prepare, because the benefit is definitely worthwhile. Woe to the enemy that faces you and a good-aligned Cleric or Inquisitor with this spell.
Litany of Warding (LD): Would have worked perfectly as a spell, but one of the best Litanies thus far. The 2 extra uses of attacks of opportunity means everything for Lockdown builds (particularly in battles with multiple opponents), even though the +2 bonus to AC against AoO is probably lost (after all, a Lockdown build exploits attacks of opportunity; it rarely provokes them).
Magic Siege Engine: Normally, this spell would be useful to make siege engines somewhat better, but coincidentally Magic Weapon works with siege engines, so this spell is redundant and worse, a level too high to matter. It doesn’t stack, nor does it offer any other benefit, so you have a useless spell.
Martyr’s Bargain: Riddle me this: you delay the damage from a spell for a few rounds (1 round/CL), then when the spell ends…you still take the damage, but it gets maximized. How is that a bargain? You get killed faster, so yeah: it’s easier and cheaper to make you a martyr, but why is this spell useful? It requires a spell targeting you, and you don’t get any other benefit other than delayed damage, and the delayed damage gets worse. Imagine a spell dealing…say, 40d6 damage (lookie there; Disintegrate does this damage!), and you cast Martyr’s Bargain. At the end, you take either 30 points of damage (if you saved), or 240 points of damage (enough to kill anything, period). You don’t get any special benefit before that, or because of the taken damage. If it stinks of refuse, feels like a trap, and looks like bad design, it’s obvious it doesn’t deserve your spell slot. Note; it won’t really let you be alive, since you require oftentimes double the resources to tap you out, or else die. Yeah: even with infinite healing from Cure Minor Wounds.
Owl’s Wisdom: As Bull’s Strength, but increases your dump stat (Wisdom). An obvious vestige of older times, when Wisdom was a necessary stat, but a Paladin really doesn’t need it unless it can take advantage of Wisdom.
Paladin’s Sacrifice (DR): Despite the close range, this is an awesome spell. Alright, so it’s an instantaneous effect and Shield Other lasts for more. However, the main benefit this spell provides is that you can take the effect the other target would have taken. Your main hitter was enticed with Dominate Person, and you have Aura of Righteousness? Use the spell, have the Dominate Person effect target you, and bounce it off! Cleric failed its saving throw against Finger of Death? Die for your friend, and then let the Cleric heal you! Maximized Disintegrate, and your Wizard friend failed the saving throw? Take all the damage, no questions asked. This is another hallmark of Damage Redirection; all damage is transferred to you, instead of your ally, so it saves your ally.
Remove Paralysis (W): Few people may have seen this spell at use, but it works exactly as its 3.5 incarnation. On one person, it does a complete heal. On two people, it allows a new saving throw with a +4 bonus, and if used on up to four people, it allows a new saving throw with a +2 bonus. The main difference is that it also applies to the Staggered condition, something that wasn’t really treated as a condition in 3.5. Due to how the spell works, a wand or scroll works better than preparing the spell, but it’s still important to notice how it works.
Righteous Vigor: The granted bonus to attack rolls is a morale bonus, but any missed attack ruins the bonus (so it favors single attacks rather than full attacks). The real kicker is the stacking temporary hit points (up to 20, but you don’t get them all at once), since that means you get a steady amount of temporary hit points that go first, and they don’t leave if you fail an attack, so for the most part it lets you be reckless. The duration isn’t much, so it’s at most a 1st-round buff, but by CL 10th it lasts long enough to matter. It’s a touch-range spell, so if you’re gonna cast it on an ally, make sure s/he’s nearby.
Resist Energy (W): This spell has barely changed from its 3.5 incarnation, but it’s one of those valuable spells. It grants energy resistance that starts at 10, but ends up in a reasonable 30, and has a great duration (10 minutes per level). Use it any time you’re under heavy fire, since it’s often cheaper than getting armor or shields with permanent protection. The wand version only protects up to 30 minutes and grants resistance 10, but it can help at all moments.
Sacred Bond: Works a bit like Shield Other, except it only turns healing spells into close range spells and grants no protection. You’ll rarely have healing spells, and the ones you probably do will work nicely in touch range. It doesn’t work with your Lay on Hands, either.
Sacred Space (W): An Aasimar-specific spell, this spell lasts for a large amount of time (2 hours/level) and behaves like Consecrate. Good spells with save DCs are harder to resist, and this spell imposes a mild, but painful, penalty to evil outsiders. In wand form it’s a deadly 1st-level opener while on the Lower Planes. Note that if you somehow have an altar to your deity, the bonuses to save DC and the penalties to evil outsiders are doubled, so make sure you buy a portable altar. Better yet, a portable altar that can cast this spell!

T.G. Oskar
2014-05-14, 04:44 AM
2nd Level (cont.)
Saddle Surge (MC): Lasts only a little, but the benefit is pretty nice. Mounted Combatants will love it, since it increases the damage for every step your mount takes. Note that your mount also gains the benefit, and it’s a morale bonus which is no longer the Bard’s realm. You can’t dismount or be knocked off your mount, though.
Shield Companion (MC): As Shield Other, but only on your mount. It's the same level as Shield Other, but requires no focus to maintain (though the distance is rather small).
Shield Other (DR): The quintessential example of Damage Redirection. The spell grants a pitiful bonus to AC and saving throws that even Protection from Evil beats, but that’s not the real benefit. The benefit is that you can grant your squishiest ally protection from physical damage by taking half hit point damage (so as long as it’s not caused by a loss in Constitution). You have to remain within close range, though (30 ft. at first isn’t that bad, and you usually end up with a decent range by CL 14th), so you’re limiting both yours and your ally’s movement. The best part is that the duration is VERY long (1 hour/CL), so you can cast it at the beginning of the day or before the dungeon begins, and you can provide reliable protection at all times. Don’t bother scrolling it, though, since its power is best when cast from one of your spell slots.
Soothing Word: This spell isn’t part of any of the books, but the d20 PF SRD has it, so… The effect is wide-ranged, but not that great; it lowers the severity of some conditions (panicked -> frightened -> shaken; nauseated -> sickened; stunned -> dazed; exhausted -> fatigued), which means the target is still disabled. Reducing nausea to sickness means the target can act, and reducing frightened to shaken means the target no longer runs, but you still are under heavy penalties, which really sucks.
Undetectable Alignment: Always wondered why a Paladin would have a spell that nulls detection, but think about it: since you don’t ping as any alignment, it means you can’t be detected by alignment sensors. You still get affected by spells, and the spell emits an aura that makes you detectable by Detect Magic, so you’re still visible. Therefore; why have it? You’re expected to be the Good guy; might as well show it proudly.
Vestment of the Champion: You may say that this is a way in which Paladins get the awesome Magic Vestment spell, but that’s a fallacy. It lasts only for minutes per level, unlike the hours per level that Magic Vestment lasts. Could have had Magic Vestment instead, or maybe have a spell that lasted the same amount and have its level reduced only because it’s effectively a personal spell.
Wake of Light (W): Odd spell, and also a Paladin exclusive. In essence, it creates a 10 ft. x 120 ft. corridor of shiny mist that Good creatures can cross without difficulty, while Evil creatures treat all squares as difficult terrain. It’s pretty obvious that the utility of this feat is when you have to escape, and you want to delay the opponent. If so, then a wand every 3 rounds forming a longer road is a better solution than having the spell in your spell slot.
Weapon of Awe (W): Nifty spell. The damage bonus is slight, but being a sacred bonus, it stacks with nearly everything. Crit-fishers make their targets shaken for 1 round, no save allowed; if already shaken or frightened, the fear effect is worsened instead for 1 round, which is excellent. It has a decent duration (minutes per level), so it can be cast as a pre-battle buff. Good in wand form, but still nice in a spell slot.
Widen Auras: Doubles range of auras. The duration is pretty small, and it becomes more useful once you have Aura of Faith around you. A 20 ft. range is still a dangerous range to be, but at least it gives allies some leverage on where to stand.
Zone of Truth: The original “magic polygraph” spell. Creatures in area that fail the Will save simply can’t lie, and they know it. They can attempt to be evasive or avoid questioning, but that’s where Sense Motive kicks in. Note that it’s better on a 20 ft. x 20 ft. room, since if they move out of the area, they can escape. Use it whenever you’re interrogating. Better on a slot than on a scroll, unless it’s on a commoner.

3rd Level
Accept Affliction (DR, W): Who said Damage Redirection had to deal only with damage? Transfer conditions and curses instead! Note that the shaken condition should not affect you since you’re immune to fear (same thing as diseases), but you can’t transfer some of the nastier ones (like daze, stun, paralysis, the worse effects of fear like frightened and panicked, staggered, and so forth). Still: as a healing/DR spell, this is a good one.
Angelic Aspect: A spell that grants you flight? Awesome! So – you have low light vision, darkvision, better resistances (though by the time you get this, Resist Energy will grant better resistance individually), DR 5/evil (decent, actually) and all weapons count as Good…but you no longer get Protection from Evil? Or maybe you do…ask your GM about it. Still, between the flight and darkvision, this is a pretty decent spell to have.
Archon’s Aura: A great spell, though the stunted DC is what really kills it. The aura of menace of an archon imposes a pretty hefty penalty on all attackers, and this allows you to project a similar effect. Will is one of the saving throws most monsters have the weakest, so it can hit reliably, but at most, your DC will always be 13 + your Charisma modifier, so unless the target already has some penalties to saving throws, they might resist it (a creature with a good Will save can pass with a 2 or 3 by 20th level). Furthermore, the aura is gone upon the first successful hit, so you need to be nigh-untouchable for the aura to remain in effect (exactly as with an archon, but archons are more difficult to hit). The -2 penalty to attack is not enough, and a natural 20 nulls the spell immediately (since, as you may recall, a critical threat doesn’t necessarily mean the attack hits; only a natural 20 is a sure hit). Nevertheless, the duration is good, and for as long as it lasts it makes you debuff with no action, which is pretty awesome.
Bestow Auras: Shift all auras to another creature. You still retain the personal benefit, which means you keep the immunities, but the creature serves as the focal point of the aura's bonuses. Somewhat weird spell, though you can switch them to a Cleric so that it gets to provide buffs. Low duration.
Blade of Bright Victory (W): Only works if you have a divine bond with your weapon, mind you. That said, your bonded weapon gets a few benefits, such as a bonus to CMD against disarm and sunder, the ability to change the damage type of your weapon (so you can bash a skeleton with a longsword, for example), and most specifically, ghost touch. The spell lasts for only a few minutes, so keep a scroll or two for when you fight incorporeal or ethereal creatures, or when you’re otherwise ethereal.
Blessing of the Mole: The bonus on Stealth checks is just too small to matter, but the darkvision effect is fair. It’s only 30 ft., so it won’t work with Archers, but for the most part it covers for one of the big penalties of most races. Takes a while to cast, though, so always as a pre-battle buff when facing the darkness.
Burst of Speed: Sadly doesn’t work with a wand, and too expensive (in terms of spell slots) for its effect. The increase to speed is fair, but only lasts until the end of your turn (hence, an actual burst). It’s main benefit is to let you move for flanking position, since you can move through larger creatures, so as long as you don’t end your movement there. Hard to justify a slot, and you gain it three levels later than most people other than your evil counterpart and the Ranger (IMO, as a 2nd level spell it would have been better)
Communal Delay Poison: Remember that Delay Poison works at a rate of hours per level, so the most effective way is to spread the benefit fairly, and have the people with the highest Fortitude saves take the lower amounts of time; e.g., on a party of 4 where you replace the archetypal Fighter or Cleric, at CL 14th you can give your allies up to 4 hours of protection, but you should let your fellow Cleric or Fighter (as well as yourself0 take 3 hours instead (the sum of 4 + 4 + 3 + 3 equals 14, unless everything you know is wrong…) Most likely, the Cleric will cast this for you, so take it only if there’s no Cleric, or Bard, or another caster that can pull it off.
Communal Resist Energy: Resist Energy is a great spell, and this allows you to share in the fun, but most likely another caster can do so. Still, store one for when the friendly Cleric or Wizard has expended its amount of daily spells and you suddenly find yourself fighting a creature that does attacks of different energy type, so you’re the one that surprises the opponent.
Cure Moderate Wounds (W): Same as Cure Light Wounds; a wand is preferable to casting, though note that, for out-of-combat healing, a Wand of Cure Light Wounds is more cost-effective (around 2.73 gp per HP, compared to 9 gp per HP from CMW).
Daybreak Arrow (Arc, Gun) (W): This spell only works with ammunition, unless you use slings (bullets are ammunition but they behave as thrown weapons in a way) or shuriken. The spell is better against Undead, but a few creatures with light sensitivity also take damage, but the real kicker is that half of ALL your damage is considered radiant damage (still doesn’t let you beat Wind Wall, though). The long duration makes the wand (or scroll) form slightly better, but Archers may want to have one in their spell slot.
Daylight (W): This is a spell many spellcasters have (only the Ranger, the Summoner and the Witch lack it; the Alchemist blurs the line between spells, though), so it’s not that effective for you. At least, it shouldn’t compete with better spells. A scroll or wand version lasts for 50 minutes, which should be enough light; otherwise, have your friendly Cleric or Wizard cast it instead.
Deadly Juggernaut: I’m quite surprised the Paladin, of all people, gets this. In short: it’s Death Knell, but for each time you kill a character. Or something really similar, that is: instead of a direct increase to Strength, it’s mostly a luck bonus (doesn’t stack with Divine Favor! Noes!), but there’s no cap to it. Shame it can’t be extended naturally by yourself, but if there’s a Lesser Metamagic Rod of Extend in your hands, extend the [expletive] outta this. Ten defeated enemies net you DR 20 and a +10 bonus to attack rolls, CMB and damage. It’s personal-range, though, so you can’t buff your allies with it. For when it’s time to get personal, so you can tell the party “I’ll deal with the flunkies, you focus on keeping the BBEG at bay”.
Discern Lies: The “living lie detector” spell. A Will save resists it, though, so make sure you refine your “natural lie detector” (i.e., Sense Motive) before using it. A wand or scroll gives you 5 rounds, but its save DC is poor, so store it for when you’re about to interrogate (and for that, there’s Zone of Truth…)
Dispel Magic: 3.5 players may recall that this spell was a joke for Paladins, because the hard cap of 10 made it weak. To my surprise, and the surprise of most 3.5 players, the spell no longer has a cap to dispel bonus. On the other hand, you can’t enable the area-of-effect version of it (that’s the domain of Greater Dispel Magic), nor it dispels all spells within the target, so it’s both a boon and a loss. It can target a specific spell in an area (like, say, Darkness or Desecrate), so it’s not really that bad of a loss. All in all, a better spell to have prepared for when there’s a caster, but the lack of control means a spellcaster may intentionally place a dud in hopes that you don’t dispel a vital spell (or, alternatively, have its CL so high that yours can’t really defeat it).
Divine Transfer (DR): A Paladin-exclusive spell. This spell transfers hit points from one place to another, so it can heal just about anyone (even undead, if for some reason you have to, or constructs), but up to your Constitution score. As well, you leave a lasting buff of DR equal to your Charisma modifier, so if your Charisma is high, the reduction will be good enough. Good in a scroll or on its own, though remember the latter lasts for more. Doesn’t count as a healing spell for Sacred Bond, though, so you need to be close to the caster.
Fire of Judgment (DR): Even if it says it’s a “Fire” spell, it’s actually not. It’s a Paladin-exclusive spell, but it only works when you mark the target. On the other hand, the marked target takes damage each time it attacks someone other than you, and if it’s one of the vulnerable three (Undead, Evil outsider, evil dragon), it takes extra damage, which punches through DR (and also through energy resistance; it’s not Good-aligned damage, so Corruption Resistance doesn’t work either). The damage is too little to be good, and it doesn’t impose any other penalty, but as a swift action it’s pretty good. A form of Damage Redirection as it returns the target a portion of its damage, though not at the same proportion.
Greater Magic Weapon: Get it, prepare it, love it. This is the big brother of Magic Weapon, and it has two great benefits. The first is that the enhancement bonus scales, though the fringe benefits of high enhancement bonus aren’t acquired (doesn’t really matter that much, tho). The second is that it lasts for hours, so you can cast it at the beginning of the day and it’ll still run strong for midday. Great for your secondary weapon.
Greater Shield of Fortification: Temporarily gain moderate fortification. In case it's not so evident: you have the equivalent of a +3 armor quality accessible at all times, which negates one out of every two critical hits. This is very good.
Greater Stunning Barrier: As Stunning Barrier, except better bonuses and you can stun more times. The save DC is better (by 2, mostly), the bonus is better (if read strictly by RAW, it's an untyped bonus, but it's obvious it remains deflection/resistance, of which you should already have some items), and the amount of times you can stun is based on your caster level, which means people will hate hitting you. The stunning effect at a very nice DC makes it formidable.
Heal Mount (MC): If you have a special mount divine bond, ALWAYS have one or two of these spells prepared. A scroll is just as efficient, though.
Heroic Fortune: Ask your GM if hero points exist, or else this spell doesn’t work. The gist of it is; you get one temporary “hero point”, which works somewhat like 3.5’s action points, except it grants some other uses. You can act out of turn, reroll, recast any spell, get an extra standard action, request your GM for a hint, and other things that may seem impossible. A wand or scroll version of this spell will be incredibly expensive (the cost of a wand, plus 50,000 gp for the diamond dust), so if this spell is allowed, keep at least one in your spell slots at all times.
Holy Whisper: Another Paladin-exclusive spell, and this one is actually decent. It targets Fortitude, which is always a hassle, but if the target happens to fail its save, it is sickened for a decent duration. The thing is, it also affects good-aligned creatures (allies or not), and it gives them a decent 1-round bonus rather than a debuff, so even if it’s only to buff your allies in a 30-ft. cone, it’s still good. Store one for when you want to debuff your target, though only if you trust your save DC.
Litany of Escape: Another good litany, though VERY circumstancial. The main benefit is that it helps an ally escape from a grapple and moves it away, but doesn’t allow it to escape from a rope binding, or manacles, or anything else (Web, for example). It doesn’t free the target from entangle, either. It’s excellent for…well, freeing an ally from Black Tentacles and keep fighting. That’s about it.
Litany of Sight: See Invisibility as a swift action, but for 1 round only. Sure, it can help for one round, but you can actually seek to get See Invisibility or get blindsight and ignore this spell altogether. It would be better if the duration was rounds/level, or maybe if it was a lower level (why the spell is higher level than See Invisibility or Invisibility Purge!?!!??!)
Magic Circle against Chaos: See Magic Circle against Evil, though chaotic creatures are scarcer.
Magic Circle against Evil: The original super-protection spell. Note that Protection from Evil was changed a bit, so this spell also suffers from the same change, but it has the same range as your aura and lasts for ten times the duration (which blows Communal Protection from Evil out of the water, regardless of the range). You’ll rarely use the trap effect, so ignore that bit.
Mantle of Calm: ...this spell nerfs you more than it buffs you. The main effect allows you to cancel rage effects on a creature, which means you're the sworn enemy of Barbarians, spellcasters with the Rage spell, bloodragers and skalds. However, you gain a penalty to attacks, and more specifically, you grant a bonus on all spells with save DCs that you cast. The rage negation effect has a Will save, and while the target doesn't get the Will bonus to saves from its rage, it still effectively gets the +2 bonus from the spell itself, so you're at a disadvantage. Oh, and you can't be raged by any means. What?
Marks of Forbiddance: Rather odd spell, since it works only between one enemy and one ally. It’s a Paladin-exclusive spell, but it allows a Will save for one creature to attack. The effect is rather potent: the affected creatures can’t even target each other with a spell (area spells still work, though) without attempting the Will save. From what it seems, the effect always imposes a Will save, so it’s best cast on your party healer or buffer (and never on your party’s main attacker; they have lousy Will saves) and the enemy’s main attacker.
Mass Ghostbane Dirge: Now you can affect multiple creatures, but by now you should have a few force spells, so the spell is not as useful as before. Other casters can do it more reliably, as well.
Prayer: This spell may be a Cleric, Oracle and/or Inquisitor spell, but few people realize its benefit. The only thing I can say is that it doesn’t punch through SR, but SR isn’t the problem that it was before. Many people ignore it for the palsy bonus it offers (+1 luck bonus), but the real kicker is the penalty it imposes on the other creatures. Most likely, the Cleric, Oracle or Inquisitor are too occupied to cast this spell, so having at least one prepared means you can contribute to the party immensely. Probably one of the best Paladin 1st-round spells to cast, because it affects everyone. Oh, and it has no save. A no-save spell that weakens the target’s saves is a good starter for your other spells, or your allies’ spells, which is why you should always have one. Also nice on a scroll.
Remove Blindness/Deafness (W): Wand it, scroll it, or store it into a pot. It doesn’t go in one of your spell slots.
Remove Curse: Unlike other “Remove” spells, this spell works as a Dispel Magic spell for curses and afflictions, so if you’re gonna use it, might as well store one in your spell slot. A Cleric or Wizard has a better CL, so it has better chances than you.
Resilient Reservoir: A Half-Elf exclusive spell…which begs the question of why Half-Elves get the best spells. So…ahem…each time you take damage, you negate 1 point which is transferred into a special reservoir (notably, it stacks with DR, so it empowers your DR). At any moment during the spell’s duration, you can use that reservoir (some, or all) as a bonus to a single check (as a free action, even!), which acts as an insight bonus (good for most people save for psionics users, who rely on insight quite a bit; it’s a personal spell, though). By CL 15th, you can call upon this effect up to four times. The two ways in which the spell stacks (reservoir size and amount of uses) means you can bide your time and then deliver a pretty solid combat maneuver, or deal just the right amount of damage to defeat an opponent in a single blow. Note that this isn’t really Damage Redirection because it doesn’t work with Shield Other or Paladin’s Sacrifice, so use it as a personal buff. If for some reason you’re taken down, the spell immediately discharges in a short range blast of force that deals enough damage as a Fireball…at CL 20th and at 3/4ths the range. Still, it’s a very nice spell since it offers a load of things at once.
Sanctify Armor: Another spell that acts like Magic Vestment, but this one at least has something going for it. The DR 5/evil is…well, cute, but by the time you have Aura of Righteousness, you’ll want Magic Vestment on your spell list once again. Note that the DR only works when you’re marking someone, so it’s not always on like the DR from the Aura. It’s also armor-only and lasts as much as Vestment of the Champion, which begs the question of “why Paladins can’t get Magic Vestment already?”, particularly since the spell is pretty much a personal spell (though it can be used on an Inquisitor, or a fellow Paladin).
Sanctify Weapons (W): Short-range duration, and it’s not even a Paladin-exclusive spell. The scroll version lasts for about a minute, so have one or two scrolls for the rare occasion in which the target’s DR is too much to bear (i.e., when the DR is higher than 5, which is when Weapons against Evil becomes worthless). Paladins can craft a wand version, but it’s CL is reduced by 2.
Wrathful Mantle: A cloak of resistance lasts for more, but this is still great when your GM is stingy. The good thing this spell has is the 5-ft. radius close burst force damage that you can deploy as a swift action, which works wonders when surrounded (you deal about 9 points of damage on average, but it’s irresistible damage that affects incorporeal creatures). I feel this spell could have gotten a bit more, but what it offers is pretty good.

4th Level
Archon’s Trumpet: The save DC from this spell will be insanely low, but it affects Fortitude saves, so against casters without Freedom of Movement, this is a monster effect. It also affects creatures in area (and a pretty nice area). A nice spell to have, even if it consumes one of your precious 4th level spell slots.

Bestow Grace of the Champion: A great spell, but one that merits a “Bear with Me”. For reals. I’ll be short with this: you can grant anyone you touch your own class features (1/day Paladin’s mark at half effectiveness, 1/day Lay on Hands at half effectiveness, Divine Grace, Divine Health, Aura of Courage, and the ability to activate wands or scrolls that require Paladin spellcasting). Alright? So, on to…
This is probably the worst thing I have to say to the developers. Sure: Wizards of the Coast made similar spells like Transformation (and on the Spell Compendium, Nightstalker’s Transformation), which are “Fighter/Rogue for a while”. This was somewhat inacceptable, but there was a catch: the target lost its spellcasting potential while it lasted. The one spell that really broke the mold, and whose impact was such that Paizo deemed it necessary to change, was Divine Power, and for good reason: it was, with Divine Metamagic and Persistent Spell, the reason why the Cleric was often known as “Clericzila”.

Now, you have a spell whose sole purpose is to create mini-Paladins for about a minute or two. That, to me, is an insult unlike none, because it means that all the class features that are praised for making the Paladin better are now available to just about anyone (with UMD, you can even emulate the alignment requirement and thus act as a mini-Paladin while being Chaotic Good). The worst thing is that the Cleric (and Oracle, too), of all people, can cast the spell! So that means that, by 7th level, I can have a Cleric get the Paladin’s mark (half-effectiveness, but 6 points of damage at CL 13th with every blow is still great), swift-action healing (half-effectiveness, but the Cleric can pull off Heal as well), two out of four immunities of the Paladin, and most specifically, the saves that really make the Paladin stand out as a tank. All of that, plus 9th level spellcasting as a Cleric. The Cleric doesn’t even need to multiclass into Paladin; all it needs is to cast this spell to humiliate the Paladin.

I can understand that some people will try to defend the Paladin, saying that the overall damage a Paladin gets more than makes up for the half-washed effort of the Cleric (medium armor, simple weapons; plus, the Cleric needs a turn to buff, but I’d say so does the Paladin), but 9th level spells almost always beat whatever the Paladin can throw. What’s worse; how about a Gate-summoned Star Archon (CR 19, 19 HD, full BAB, rocking saves) being cast the spell? It can use the Paladin’s mark twice (or thrice; the Star Archon can cast spells of its own), and overall be better than you at all means, and a Cleric can request its assistance a few times per day. Two mini-Paladins with 9th level spells make far, far more than a full Paladin at the same level, and this is what this spell represents. In the interest of objectivity, I’ll analyze it for what it brings to the plate (arguably one of the best buffs a Paladin can offer, no repercussions), but the meaning behind it is something I can’t really stay quiet. I can’t really consider the Paladin better than its 3.5 incarnation if I can have almost everyone become one with the wave of a wand. *sigh*
Blaze of Glory: It only works when you’re about to perish, but it’s nonetheless great. Note, though, that you should ask the GM whether the spell affects you and how it affects you, as you could cast it before dying out of hit point damage and essentially negate your death. Never use it as a standard action, though; it’s a last resort spell, and a very good one nonetheless. It has three parts; one, 1d6/2 CL worth of healing (in short: a weaker Channel Positive Energy, but spending only a spell slot) on all Good creatures; second, all Evil creatures take damage (Will halves it, and SR ignores it), which is also decent. Finally, everyone gets the Prayer effect on them, so all allies gain a bonus and all enemies take a penalty. If you get healed, that means you get the Prayer benefit AND also healing, but if not, then at least you help your allies. Really good spell, even if it’s mostly a “last resort” spell (arguably better than Righteous Aura from 3.5)
Break Enchantment: One of those spells that is always good. The cap on the CL check bonus remains from its 3.5 incarnation, but works against many things: curses, enchantments and transmutations (two whole schools of magic, plus all kinds of curses, including Witch’s Hexes). It’s also an area effect, and it affects ALL current afflictions on you. The casting time is a tad severe, though. A scroll use only gets you a CL of 9th, so keep one and prepare it only when you need to remove the effects and you have enough time (likely after resting?)
Bloodsworn Retribution: A fluffy spell, but actually not that bad. In short: you can take up to 25 points of permanent hit point damage (or rather, semi-permanent), but you gain up to a +5 morale bonus on attack rolls, saving throws or skill checks, provided the roll helps you get one step closer to fulfilling your oath. The key thing here being “fulfilling your oath”; if you make an ambiguous oath, you can apply this bonus to just about everything. Say, you’re in the Nine Hells? Swear an oath of defeating a hundred devils, and suddenly the bonus applies to just about everything. It lasts just as long, either. The spell is as powerful as your imagination allows. Keep a scroll or two, for when you need to make that oath but you don’t have the spell prepared. Otherwise, wait until the next day and use it.
Burst of Glory: Very similar to an Aid spell, but cast en masse and the bonus being sacred rather than morale. There’s better spells around, but this one isn’t that bad, actually.
Chains of Light (LD): You lack Dimensional Anchor, so this is a pretty awesome spell. Sure, your save DC may be low, but it aims against Reflex saves, so it hits a good amount of targets. It paralyzes, but not as a mind-affecting spell, so it affects more people than you think. As a scroll, you may even have better luck since it counts as a 6th level spell more often than not, so the save DC will be pretty high to be honest. Keep it around for when you want to have a target unable to move.
Crusader’s Edge: Against evil outsiders, this is a really awesome spell. Free evil outsider bane is nice, but it’s the nauseating effect that seals the deal: even if resisted, the target is sickened for 1 round, which means it’ll eventually get nauseated. It’s only on a critical hit, though, so make sure your weapon can deal lots of critical hits (or get someone who does; it’s a touch spell, after all!). Against evil outsiders (a typical end-game scenario), it’s a blast.
Cure Serious Wounds (W): As per Cure Light Wounds and Cure Moderate Wounds, except even less cost-effective (14.5 gp per HP healed). The average healing of this spell when you get it is higher than your Lay on Hands (23-24 hp, compared to 21 from LoH), but the latter gets better as it progresses until it more than exceeds the spell at 20th level, even Maximized (44 from the spell, compared to 70 from LoH).
Death Ward: Omigosh, this spell got nerfed! Before, it protected against all kinds of death effects and death spells, but now, it only grants a +4 bonus on the save! Boo-hoo-hoo, it’s no longer a must have! It still protects against energy drain and negative energy effects, and it has the added benefit of suppressing the penalty from negative levels (including negative levels from resurrection), a change from the original. The loss is greater than the gain, but still gets to work nicely.
Dispel Chaos: See Dispel Evil, though note that there’s fewer chaotic creatures than evil creatures.
Dispel Evil: A composite spell. The primary benefit (+4 deflection bonus to AC vs. evil creatures) doesn’t apply to yourself while marking (unless your Charisma is below 17), but it does apply to other allies and is decent enough. The second is a Banishment effect, but it can be resisted by a Will save and SR, and it discharges the spell, so it’s not that great for you. The third effect is that you can dispel an enchantment spell or evil-aligned spell, which is quite probably its best use. The duration is rather short and its secondary benefits are circumstantial, so it’s not that great.
Eaglesoul: A great composite-effect spell. The boons are as follows: for hours per CL, you get a benefit to Perception checks, initiative checks (!!) and Detect Evil as a constant effect (so you don’t have to spend time pinging for evil; it does that for you! Oh, that also means nothing can hide from you!), but the secondary boon is what makes this spell great. As a swift action, you can get a bunch of boons (a boost to AC, Strength, minor resistances to acid and fire, fast healing) against one evil creature, though the duration becomes rounds/CL instead (and with the duration being so slow, it means you can get it for a pretty good amount of time; probably a minute in most cases. It also automatically detects evil outsiders as soon as you attack them, since you automatically get the bonuses even if you miss (how’s that for absolutely perfect detection?) Both kinds of boons are actually very good, enough to merit preparing the spell and having a scroll or two for when the duration’s over.
Fire of Vengeance: The last “fire” spell the Paladin has, but works in a wonky way: it deals more damage than Fire of Judgment, but it only activates once. It also requires your target to be marked. As a swift action, it means it’s better prepared than cast, and being fire damage means it’s easily resisted. Kinda disappointing for a 4th level spell.
Forced Repentance: Requires a Will save and is a mind-affecting, compulsion effect, but it’s morbidly hilarious. It automatically falls prone and starts confessing everything, loudly to boot. It apparently can still attack and cast spells with verbal components, leading to very awkward situations (“…and on the 25th, I ate a take my Fireball, cur! ...Orc baby in stew!”). You can’t attack the target or else the effect ends, so it’s less of a locking spell and more of a roleplaying effect, though it can be used in battle if you leave the target quiet.
Forceful Strike: Not a bad spell at all. It’s a swift-action spell, cast as part of an attack, and lets you deal a whole bunch of force damage (up to 10d4 points) and get a free bull rush maneuver. It’s not that great because it can be resisted with a Fortitude save and it’s…kinda late for when you get it (Paladins should have gotten it as a 3rd level spell, not at the moment they get the juicy spells). You still deal half of 10d4 force damage, which is not bad at all (about 12-13 points of damage on average).
Greater Angelic Aspect: By the Gods, this spell was tailor-made for Paladins! See, did you expect resistance 20 to cold and electricity? How about immunity to them, plus immunity to petrifaction, a solid bonus to poison spells, better flight and better DR than the Angelic Aspect spell, and…truespeech? Protective aura!?!?!?!?!? Yes, the awesome aura that works like double-strength Magic Circle against Evil + Lesser Globe of Invulnerability is part of the spell, which alone should tell you why this is so powerful. Truespeech is essentially Tongues, which is a nice catch. It’s a package of awesome effects on a single spell. Get a scroll. No, get a gods-blessed library worth of scrolls, price be damned blessed!!
Greater Magic Siege Engine: Again, Greater Magic Weapon is better than this, but at least you can save the spell and prepare it for when you’re not fighting directly. Maybe.
Guardian of Faith: Shield of Faith + Protection from X, which can be switched between allies. This is the only official way a Paladin can get the Shield of Faith effect, which makes it good; that PLUS Protection from Chaos/Evil is doubly good, even if Protection from X was nerfed a bit. However, it's too high IMO; as a 3rd level spell, it would have been easily Light Blue; as it stands, it's not so highly valued.
Holy Sword: The Paladin-exclusive spell that everyone recalls from memory. +5 Holy weapon with a free Magic Circle against Evil effect for as long as it last (rounds/CL), which makes it perfect for your secondary weapon. Note that it suppresses the magic effects on your weapon (so use it on whatever mwk. weapon you have lying around, or even just on an improvised weapon if that’s what you have available), nor does it stack with Bless Weapon. It’s more useful than you think, so always keep one around.
King’s Castle (W): A Paladin-exclusive spell, but it does with a 4th level spell what many other casters in 3.5 could do as a 2nd level spell. 3.5 players may recognize this spell as Benign Transposition. Still decent, but not something you’d prepare; rather, as a wand or scroll it works wonders.
Litany of Thunder: Meh spell, but one with a “better” duration than most. If it fails a Fortitude save, generally it means it gets confused for one round, and permanently deafened. Confusion is unpredictable (completely what a Paladin isn’t, btw), and it can easily mean nothing, something beneficial, or something pointless (like babbling incoherently). Deafness, on the other hand, is more dangerous to you than to the enemy, so permanent deafness won’t really mean anything. The way it’s written, so as long as the target is deafened, it can’t be affected by another Litany, but it seems the deafness effect is instantaneous, and thus you can affect it with another (better!) Litany.
Litany of Vengeance: Arguably the best Litany alongside Righteousness. A +5 to damage is not so shabby, but the key benefit is the fact that it applies to any attack that hits the target, even if the attack is done by an ally of the opponent, or even by itself. Again: one round, and cast as a swift action.
Mark of Justice (W): Use it outside of battle, as it requires a willing or restrained creature to spend 10 minutes while the mark is made. Usually it’s worse on you than on the enemy, but the flexibility of a curse makes it a good alternative for a redeeming or captured BBEG. It has no saving throw, BTW, so make sure it’s part of a scroll.
Mass Blessings of Luck and Resolve: Eh…that 2nd level spell I red-marked because it was too weak? Well, now it’s done en masse. There’s better ways to spend your precious spell slots than this, considering it’s the hottest-contested level for Paladins in both editions of the game. Also, STILL restricted to Halflings.
Neutralize Poison: Another spell that got a nerf, and a really bad one to boot. Not only does it no longer offer immunity (Delay Poison does that now), but to remove the poison, you must make a caster level check. More often than not, a potion or wand can reliably heal quite a bit of poisons (anyone under DC 17 with a 50% chance of success), and Lesser Restoration or Restoration takes care of the actual damage dealt. What’s worse, the ability to negate a creature’s venoms is no longer automatic. A clear example of how a mighty (spell) has fallen, while others are still triumphant (*coughcoughFreedomofMovementcoughcough*).
Oath of Peace: If you intend to be the combat medic for the group, this spell can be useful (or attempt mid-battle diplomacy, perhaps?), but there’s little that this spell can do. Its duration is horrible, it only grants a slight increase in AC (the saving throws buff is actually better), the DR can be bypassed by evil weapons or evil creatures’ natural attacks, and any sign of hostility (not just a direct attack; any indirect attack, or just using Intimidate) nulls the spell. Perhaps if it was a Cleric spell, but no; it’s a Paladin-exclusive spell…
Paragon Surge: A Half-Elf exclusive spell, and one that provokes nightmares (just like the words “Synthetist Summoner”). It’s arguably considered the most broken spell ever. Why? Well, the bonus to Dexterity and Intelligence is pretty poor, but the key benefit is the free feat. The spell ONLY affects Half-Elves, and it’s a personal effect so it’s not that great, but a free feat is just what the doctor ordered, because Paladins are excessively feat-starved. It’s best on an Oracle (the reason why it’s considered so broken), but on Half-Elf Paladins it serves to grant the right feat for the right occasion. Note that an Oracle has no native access to Paragon Surge, but it can get it from other means; however, nearly all other casters can.
Planeslayer's Call: (W) Grant allies +2 on CL checks tp overcome SR against creatures of alignment subtype; allow allies to ignore 10 points of energy resistance. The benefit is rather mild, particularly for a spell of this level, but has no save; it is ignored by SR, though, and the bonus to CL doesn't apply unless the SR is broken in the first place. Decent spell, but not awesome unless you depend a lot on energy damage.
Raise Animal Companion (MC): Just like Heal Mount, but instead of Heal, it’s Raise Dead. The mount is the most important thing to a Mounted Combatant, so keep a diamond and the spell prepared at all times, or a scroll.
Reprobation: This spell is actually a “ministerial duty” spell, since it only affects people of your own faith. However, if a member of your faith happens to be a Cleric fighting against you (a schism, for example), this spell can almost completely deny the target its spellcasting, making it the ultimate disabling spell (since it has no saving throw). Watch out, though, since if the target hasn’t received a punishment, the spell bounces back and affects you instead. Atonement and Remove Curse eliminate it. Don’t take it unless you’re aiding on an inquisition, and in this case, the Inquisitor does a better job at it than you do.
Resounding Blow: Lovely spell. The damage is decent (3-4 points of sonic damage per hit), though its duration is short. Its benefit multiplies if you mark the target, as it staggers the target on a Fortitude save each time it gets hit (sorta like Dazing Assault). The fun fact is that it ALWAYS attempts to stun and deafen the target on a critical hit, so if you land a lot of critical hits, the power of this spell maximizes. Could have been a lower-level spell so that it was better, but it requires a decent DC for it to work. It stacks with the thundering weapon property as well.
Restoration (W): Slightly better than before, since it eliminates permanent negative levels (like those caused by death spells, only 1 per week, though). Still better to have it on a wand, though it’s reasonable to have at hand.
Sacrificial Oath (DR): Paladin’s Sacrifice + Shield Other – hours/level duration and no deflection/resistance bonus = epic win. Yes, you heard right. It lasts for minutes per level, but it makes you take all damage at all times, so the target is perfectly save from any attack it suffers, instead transferring the damage to you. Since you can heal and resist better than any other, this makes it the ultimate form of Damage Redirection, particularly if you receive the immunities and the ally receives all buffs. Never get out of the tavern without it, and cast it on the character you need to protect the most (likely, the Cleric that will eventually heal/revive you, or the Wizard that ends battles). A Paladin-exclusive spell.
Shield of the Dawnflower (DR): Easier to explain – Fire Shield, but without the quasi-Evasion effect against cold spells. Fire is easy to resist, but this deals quite a bit of static damage, so it’s always nice. If you can change the damage type, it becomes even better. It doesn’t work against creatures with reach weapons, though, but it works against most everyone else, and it provides light as a torch to boot! A form of Damage Redirection, since it retorts against an opponent that hits you directly.
Stay the Hand: Very interesting Lockdown spell, to an extent. In short: you cast it whenever someone else attacks an ally, and it must succeed on a Will save or fail to attack and lose its action. Even if it succeeds, it takes a penalty to the attack and damage roll, which is decent. Afterwards, the spell imposes a mild penalty to attack and damage rolls, which makes the spell all the more useful.
Symbol of Healing (W): Make it a scroll, please (unless you’re in downtime). The healing is mostly like Cure Moderate Wounds, except it affects anyone that sees the symbol for a good amount of time. Sadly, it only works once in a 24-hour period, so it’s mostly like casting a Mass Cure Moderate Wounds spell.

T.G. Oskar
2014-05-14, 05:37 AM
Archetypes

A new concept in Pathfinder, Archetypes work mostly like 3.5’s Substitution Levels, but with a few key differences. The most important difference to note is that archetypes replace all class features indicated, rather than allowing you to mix and match…freely. The ellipses here are important, though. With some creative choices, you can apply two archetypes at once, gaining the benefits of both.

Archetypes generally allow two things: one, to transfer traits of one class into another; the second, to enable or improve certain builds or qualities. Formally, the archetypes represent different visions of a class that, for one reason or another, aren’t viable as a class of its own or as a prestige class. This is the primary reason why an Archetype doesn’t mix and match freely; you’re becoming that archetype, rather than the normal version of that feat, and some Archetypes don’t mix and match that well.

In terms of this guide, this means that Archetypes have to be analyzed as a whole, rather than all parts separately. Since some builds may find replacing a class feature is viable, this may augment the value of one archetype as a whole over another (or over the Paladin’s actual class feature). All Archetypes’ class features are compared to the Paladin as a whole, and to the class feature they actually replace. As well, options for Archetypes that mingle well are indicated, and rated regarding how they blend generally. A second set of Archetypes require GM approval, as the way they modify a class feature is such that it doesn’t interfere with the modification of another Archetype, to the extent that they may blend together otherwise.

You may also see a sub-set of Archetypes, or “Oaths”. These Oaths have the same rules, and thus follow a different format than the Archetypes (having their own sub-section), plus they have their own section within the valid stacking archetypes.

Divine Defender: This archetype provides the Paladin with improved armor and a way to provide protective buffs to all allies by spending uses of Lay on Hands.
Shared Defense: Replaces the Mercies you get every three class levels. At first, it starts slow, working only with adjacent allies, but the range increases up to 20 ft. by 18th level, making it reasonably good. The Divine Defender offers a sacred bonus to AC, CMD and saving throws that starts at +1 and ends at +3, which is pretty reasonable. Later on, you get light fortification, immunity to bleed damage and automatic stabilization. This requires spending one use of Lay on Hands, and lasts up to your Charisma modifier in rounds. Disregard the way it starts, since by 12th level the bonus is good enough to matter, and since you always count as an ally, that means you get the bonuses as well. Bleeding immunity is pretty rare, and while later on you can get ways to gain immunity to critical hits and precision damage, the reduction is decent enough.

Divine Bond: This class feature works like the normal Divine Bond, but it works with armor instead. This provides the Divine Defender with a good amount of protective buffs, the most important being the righteous property, since it effectively works as a Righteous Might spell for 1 minute. You can also add DR (though it stops being useful real quick), heavy fortification and various forms of Energy Resistance. You get a +6 enhancement bonus worth of properties you can stack up to any magical armor.
Stacking Archetypes: Hospitaler, Redeemer, Undead Scourge, Warrior of the Holy Light
Stacking Oaths: Oath against Chaos, Oath against Corruption, Oath against Grotesquery, Oath against Savagery, Oath of Chastity, Oath of Loyalty, Oath of Vengeance

Divine Hunter (Thr, Arc, Gun): This archetype is meant to boost the power of Archer and Weapon Thrower Paladins, though it also works with Gunner Paladins to an extent. The archetype provides better precision and improves the Paladin’s ranged weapon potential at the expense of most of its immunities and protections.
Precise Shot: You gain a free feat for the ability to wear heavy armor. Paladins are feat-starved, and while you sacrifice a good protective measure, you should have enough Dexterity to make it irrelevant. The feat, however, is necessary for any ranged attacker. Good trade.

Shared Precision: This feature replaces Aura of Courage. This, however, is a somewhat bad trade. You lose your immunity to fear (there’s ways to handle it), but the ability to grant Precise Shot until the next turn when you hit requires allies to be too close for it to matter. Most other ranged specialists should already have Precise Shot, so this works only for those melee combatants that start battle with a ranged weapon while the enemy closes in.

Divine Bond (Thr): This class feature works like the normal weapon Divine Bond, but only with ranged weapons. It adds some properties (distance, returning, seeking) but drops others (defending, disruption), though Weapon Throwers using weapons viable for both melee and throwing (or using the Throw Anything feat) can apply the benefits for both the melee and the thrown attack, giving them some leeway.

Distant Mercy: This feature replaces one of your Mercies. You lose one mercy for the ability to use Lay on Hands in range, but at the same cost of Channel Positive Energy. The cost doesn’t really justify the benefits, though.

Aura of Care: This feature replaces Aura of Resolve. You’re no longer immune to charm (this isn’t that bad, though), and instead you ignore the soft cover provided by allies within 10 ft. Again, this is good if you have other ranged combatants, but not if you’re the only one around.

Hunter’s Blessing: This feature replaces Aura of Justice. This is a bad trade, since while you keep your mark, you no longer provide everyone with your mark’s benefits and instead only grant three feats. This is a big loss, particularly since ranged combatants could have benefitted from a mark of your own.

Righteous Hunter: This feature replaces Aura of Faith. In effect, it’s exactly like Aura of Faith, except it doesn’t affect targets within 10 ft. but improves ranged attacks. Could have been better, since it quits melee characters the chance to bypass DR X/evil unless they wield a ranged weapon or throw their weapon, effectively obviating their entire combat style.
Stacking Oaths: Oath against Chaos
Ask your GM: Oath of Loyalty. Technically, Oath of Loyalty doesn’t replace anything, but it’s at the same level as Aura of Resolve, so it’s expected to replace that.

Empyreal Knight: This archetype gives you celestial traits, the ability to summon a celestial mount and other celestial allies.
Voices of the Spheres: This feature replaces Divine Grace. Ghrk! You replace one of the BEST class features of the Paladin for…free Celestial as a language? That’s horrible! Worse than horrible!

Celestial Heart: This feature replaces all Mercies. You start by getting a few resistances, which start at 5 and end up at 10 by 9th level. Then, you get the celestial’s racial resistance against poison; afterwards, you get immunity to petrifaction (yay, another immunity!), and eventually Tongues but done permanently. The 18th level feature is pretty good, though, since it grants the celestial’s double-strength Magic Circle against Evil effect at twice the distance, though only for a short while. The resistances could have been better (why no resistance 15?), and the duration of the protective aura against evil could have been better (alternatively; it could have had Globe of Invulnerability alongside it), but the higher-level features work nicely.

Celestial Ally: This feature replaces Lay on Hands, A hard trade to make, but it’s actually far, far better than you may think. At first, it starts as Summon Monster I, but only for celestial creatures (you start with stuff like Celestial Dogs and Celestial Fire Beetles, for example), but it starts improving as you get levels (Celestial Blink Dog and Lantern Archon at SM III, Hound Archon at SM IV, Celestial Griffon at SM VI, Celestial Young Frost Giant at SM VII, Celestial Young Cloud Giant or Celestial Frost Giant at SM VIII, and either Astral Deva, Trumpet Archon, Celestial Young Storm Giant or Celestial Cloud Giant at SM IX). It’s hard to lose free healing, but getting a bunch of Celestial creatures by 18th level is no joke, and by 20th level, the Trumpet Archon has 7th level Cleric spellcasting and the Astral Deva has a lot of at-will abilities, none of which are a joke. Since you get to use this ability daily as many times as your Charisma (modifier) allows, that means you can summon one creature per battle. Protip: Summon Good Monster is a feat tax for you.

Divine Bond: This class feature works like the normal special mount Divine Bond, but improves the mount directly. First, it gets the Celestial template, granting it DR, spell resistance and even the ability to mark as you would once per day. Then, it gets the ability to fly, and with good maneuverability as well. If you can’t use your mount reliably, it’ll be less effective but at least you have a more reliable combatant, not to mention one that can allow you to take flight to the skies without worry.

Empyreal Champion: This replaces the capstone, Holy Champion. You become an outsider (technically one with the Native subtype), gain darkvision, low-light vision and most importantly, flight. You no longer banish people after marking them, but the wings make it more than worthwhile. You still retain the damage reduction, BTW.
Stacking Archetypes: Redeemer, Undead Scourge, Warrior of the Holy Light
Stacking Oaths: Oath against Grotesquery, Oath of Loyalty

Enlightened Paladin (US): This archetype effectively enables Unarmed Strike Paladins. You eschew some of the trappings of a knight to focus on inner perfection in combination with divine guidance.
Skills: You gain Acrobatics, Climb and Swim as class skills

Confident Defense: You lose proficiency with Medium and Heavy Armor (and all shields). Instead, you add your Charisma directly to your AC, as long as you wear only Light Armor or none. 3.5 players may remember why this is one of the reasons the Swordsage is better than the Monk; now the Paladin gets a HUGE amount of AC and STILL get all the armor goodies.

Unarmed Strike: Gain Improved Unarmed Strike for free…that’s one free feat, so that’s already great. But wait! You also get increased unarmed strike damage, so no need for Spiked Gauntlets anymore! This increased damage is based on half your Paladin level, so you get at most a 1d10 to your unarmed strike damage, which is quite respectable (as good as a Bastard Sword, BTW).

Aura of Law: This replaces your Aura of Good. You won’t ping on the Antipaladin’s sensor, but you still radiate a strong aura.

Sense Perfection: This replaces Detect Evil. So far, so good; this is a loss, though. Instead of sensing the evil within men, you sense if someone has a ki pool. That means only Monks, Ninja, some Rogues and a few others get to ping on your radar. On the other hand: those who ping on your radar are the most likely to hide.

Personal Trial: This replaces your mark. Works somewhat like your mark, except that you gain an insight bonus on attack rolls, damage rolls, AC and saves that starts at +1 and ends up at +6. You lose a lot of damage, but here’s the catch: it works on any creature. It doesn’t have to be evil; it can be even Lawful Good, and you can choose it. Note that this also applies to your CMB and CMD, so it boosts six things instead of 2. You don’t get to bypass DR, though.

Aura of Excellence: This replaces your Aura of Courage. You’re no longer immune to fear (eh), but you are immune to forced rerolls, not to mention that your allies have a buffer against bad rerolls. Fairly good trade.

Ki Pool: This replaces Channel Positive Energy. You get a second resource alongside your Lay on Hands: a ki pool. That means your unarmed strikes will count as magic, cold iron, silver, lawful, adamantine and eventually good weapons (holy damage reduction bypasses, Kwai Chang Caine!), plus the ability to make an extra attack, the dodge bonus boost to AC, the speed increase, and the ability to bypass DR against the target of the Personal Trial ability for 1 round (oh goody!). The best is that the pool doesn’t conflict with your uses of Lay on Hands. What are the developers thinking of!?

Divine Body: This replaces your Divine Bond. Well, it actually counts as your weapon divine bond, but you do it with your unarmed strike—holy crud, you can enchant unarmed strikes!

Aura of Perfection: This replaces your Aura of Justice. Have an ally try its luck with a reroll? Give it a better chance with another roll!
Stacking Archetypes: Warrior of the Holy Light
Stacking Oaths: Oath against Fiends, Oath against Grotesquery

Holy Guide: This is a strange archetype, giving the Paladin tracking skills and the ability to fight well in conjunction with allies. Strangely enough, it doesn't stack with Divine Hunter, which would make a cool Paladin/Ranger build...
Skills: You get proficiency with Knowledge (geography) and Survival, making you great at navigating and tracking creatures. You still lack the Tracking ability of a proper Ranger, and both skills are based off dump stats for you, however.
Favored Terrain: Replaces your 3rd level Mercy, and can replace other Mercies (other than 6th). The bonus on skills is so-so; the best benefit is the bonus on Perception skills. On the other hand, you also gain an initiative bonus, which is superb. Choose a type of terrain you know you'll be most of the time, and if you have two or three and you don't mind missing Mercies, do so, at least for the initiative bonuses. Note that you can choose other planes: choosing the Nine Hells or the Abyss gives you a superb advantage against your enemies.

Teamwork Feat: Replaces your 5th (6th?) level Mercy. If you have a teamwork feat you want to get, this is a good way to do so. You can grant the benefit of the feat to all allies by spending 1 use of your mark for somewhere between 3 to 11 rounds, which should be enough for one tough battle. It's gained at a level where you can qualify for most, but you'll have to pick carefully for the better ones for you.
Stacking Archetypes: Holy Gun*, Holy Tactician*, Hospitaler*, Redeemer*, Sacred Servant*, Sacred Shield*, Shining Knight, Sword of Valor, Temple Champion, Tranquil Guardian*, Undead Scourge, Warrior of the Holy Light.
Stacking Oaths: Oath against Chaos*, Oath against Corruption, Oath against Grotesquery, Oath against Savagery, Oath against the Wyrm, Oath of Charity, Oath of Chastity, Oath of Loyalty*, Oath of Vengeance
*: The Teamwork feat requires spending a use of your mark to spread the benefit, but doesn't require having the class feature to gain it. Speak to your GM to determine if you can use the variant mark features to power up this ability.

Holy Gun (Gun): This archetype effectively enables Gunner Paladins. You replace your mark and your ability to detect evil for some of the skills of a Gunslinger. If you don’t get the reference: the main character of the Western series Have Gun, Will Travel named itself “Paladin” and lived through the code, so this is a big reference to it. It’s also a reference to a certain deity (*coughcoughMurlyndcoughcough*)
Proficiencies: You lose proficiency with Medium and Heavy armor, but you gain proficiency with firearms. Medium armor could have been nice, since your Dexterity would have made it effective, but Light armor isn’t that much of a slouch.

Have Gun: You get two feats for free, but you can’t Detect Evil by any means. Amateur Gunslinger nets you a grit point and a 1st level deed, while Gunsmithing lets you craft and repair guns. By the way: you also get a gun like the Gunslinger, so choose wisely.

Divine Deed: This feature replaces your mark. Instead of the mark, you get…the ability to smite a target, but only with a firearm, and only by spending 1 grit point, which of course is harder for you to recover. Oh, and as a standard action…wait a second, this is 3.5’s Smite Evil! Since you can recover grit, you’re effectively as limited as your Wisdom score and your luck allows you. Note, though: if you use the Smiting Shot deed to kill an opponent effectively makes for a free use of the deed, and if you have a decent enough Wisdom, you can get enough uses to make multiple Smiting Shots in a round. The loss of the mark is pretty shocking, though, and also the few spells that are bound to the mark itself. Note that this is a deed as good as the others, so you can choose the Signature Deed for them (particularly since you’re saving three feats) and use it without worrying about wasting grit (hey, you no longer worry about Wisdom either!)

Divine Bond: This class feature works like the normal weapon Divine Bond, but only with firearms. It adds some properties (distance, reliable, seeking) but drops others (defending, disruption).

Holy Grit: This feat effectively replaces Aura of Justice, but you don’t actually replace anything (you just replace Aura of Justice because you don’t get your mark). Over 10 levels later, you get a better source of grit (based off your Charisma) and another Gunslinger deed, as a 8th level Gunslinger would. Every three levels (14th, 17th and 20th), the Holy Gun gets another deed, so you end up with 5 deeds overall. Good deeds to choose are Dead Shot (think turning your full attack action into a Vital Strike, but with a firearm), Targeting (multiple disabling effects), Utility Shot (for the Blast Lock effect), Bleeding Wound (for the ability bleed damage), Lightning Reload (requires no Grit and allows swift, or free, reloading) and Evasive (so as long as you have Grit, you have Evasion).

Holy Slinger: Nothing really changes, except the banishment effect applies only when making a Smiting Shot. Note, of course, that this means the Holy Gun ALWAYS can attempt to banish an evil outsider when doing so, and if done correctly, you can stop worrying about losing your mark when hitting an Evil outsider.
Stacking Archetypes: Holy Guide, Warrior of the Holy Light
Stacking Oaths: Oath against Fiends, Oath of Chastity
Ask your GM: Divine Hunter. Both Archetypes lose Heavy Armor Proficiency, require the Divine Bond to apply to a ranged weapon (a firearm is a ranged weapon), and Holy Gun technically doesn’t replace Aura of Justice. Big chance that it’s a “nope, no can do”, but Divine Hunter further helps the Holy Gun archetype. Sword of Valor should also technically stack, though it has the same predicament as Divine Hunter.

Holy Tactician: This archetype makes the Paladin a leader of troops, in a way much like a Cavalier. You replace nearly all auras and your immunity to disease (plus your Divine Bond), but you get a lot of abilities that relate to leading people in battle.
Weal’s Champion: This feature replaces your mark. You lose the AC gained from the mark, and your damage is halved, but each time you hit, you provide your allies with a very good buff to attack rolls and damage rolls. While it starts with a +1, it eventually grows to a +5. The key, however, is this: while its duration is limited, you get to affect ANY evil creature within area. By the time you get four uses of it (10th level), the amount of damage you and your allies deal will far outscale what you can do with the mark. This exchange is GOOD, REAL GOOD.

Tactical Acumen: This feature replaces both your Divine Health and your Divine Bond. Free feats! You only get to choose between teamwork feats (good that I have a whole section on them, no?), so plan with your party carefully. The loss of immunity against disease hurts a bit, but you have a huge amount of Fortitude to resist it, no? You still also get your mercies and your Lay on Hands, so no worries there.

Battlefield Presence: This ability replaces your Aura of Courage. While the loss of immunity to fear is sad, it’s no biggie compared to the ability to spread a teamwork feat you possess as a standard action. The best part is that, while it begins as a standard action, it remains for as long as they’re near the Holy Tactician, and changing the feat is a swift action. It also works regardless of requirements, which is a big bonus. Remember: you need one other person to offer the Teamwork feat, so that means one less feat your allies have to worry about.

Guide the Battle: This ability replaces Aura of Resolve. Being immune to charms can hurt, but this benefit is actually pretty good. 5 ft. of movement that doesn’t provoke attacks of opportunity means you can just stand there and hit from afar while your allies can reposition effectively, setting up flanking opportunities or moving away from targets. At 15th level, this also allows them to ignore difficult terrain, which makes it a “super 5-ft. step”.

Weal’s Wrath: This ability replaces your Aura of Justice. Your Weal’s Champion ability now lasts for a lot of rounds, so the Holy Tactician needs only to hit its targets once, and let the rest end up the battle quicker than expected (and with a good boost to their attack rolls, to boot!)

Masterful Presence: This ability replaces the capstone Holy Champion. You no longer get maximized Lay on Hands or DR 10/evil, but you get to coordinate which teamwork feats apply to which character and you auto-confirm critical threats…the latter if you use Weal’s Champion. That last one should work with the keen weapon enhancement and other abilities that explicitly don’t stack with Bless Weapon, so you effectively grant the Bless Weapon effect to yourself and every other ally.
Stacking Archetypes: Holy Guide, Warrior of the Holy Light

Hospitaler: This archetype makes you a “better” combat healer, at the expense of some of your fighting capabilities.
Paladin’s Mark: You still gain this ability, but you get only four uses overall instead of seven. You get your first one at 7th level, and then every six levels (rather than three).

Channel Positive Energy: Instead of spending uses of Lay on Hands, you get your own uses of Channel Positive Energy, but at a reduced effective Cleric level.

Aura of Healing: This ability replaces Aura of Justice. You can turn one use of your Channel Positive Energy into a longer-lasting aura, which automatically stabilizes, grants immunity to all forms of bleeding damage, and grants actual healing if the character spends at least 1 full round within the 30-ft. aura. The healing is static, but overall worse than expending one use of Channel Positive Energy (to note: every two levels, Channel Positive Energy heals 1.5 hit points on average more than what you heal a person with the same HD as the Hospitaler’s level). You can only heal once per use of the ability. Also, you can allow an ally once per day to make a saving throw against any (and apparently all) afflictions undergoing them if it happens to get healed by your aura. All in all, you replace a very good class feature for one that’s…not really so good, but useful.
Stacking Archetypes: Divine Defender, Holy Guide, Warrior of the Holy Light
Stacking Oaths: Oath against Fiends, Oath of Charity, Oath of Chastity

Sacred Servant: This archetype grants some additional spellcasting potential to the Paladin, in exchange for some of its offensive potential.
Paladin’s Mark: You still gain this ability, but you get only four uses overall instead of seven. You get your first one at 7th level, and then every six levels (rather than three).

Spells: You gain a domain, exactly as a cleric would. Your limited spellcasting progression means you’re limited mostly to 4th level spells as your highest, but you get a free domain slot for them. You also gain access to their domain power exactly as a Cleric of your class level -3. Your choice of domain makes this option either weak or insanely powerful. For example, the War domain’s first power is so-so, but the second power is a free combat feat, which immensely helps with the class’ feat starvation, and the spells are quite good (not to mention: Divine Power is different here, so the Paladin exploits it more than a Cleric would).

Divine Bond: This class feature works like the normal Divine Bond, but it works you’re your holy symbol instead. This provides the Sacred Servant with an interesting set of boosts, which include a +1 to the save DC of Channel Positive Energy, +1d6 to the amount of damage healed or dealt by Channel Positive Energy, an extra use of Lay on Hands per day, or the most important of all: a +1 to your caster level. You gain one choice at 5th level, plus an additional one every three levels (8th, 11th, 14th, 17th and 20th), meaning you get six choices. If ALL of your choices go to caster level, you end up with a CL three levels higher than any other spellcaster. Of course, you have to protect your holy symbol, and the extra uses of Lay on Hands aren’t so bad (remember: 2 uses of Lay on Hands = 1 use of Channel Positive Energy).

Call Celestial Ally: This feature replaces Aura of Resolve. Similar, and at the same time different from the Empyreal Knight’s Celestial Ally. Unlike the Empyreal Knight’s Celestial Ally, it only works once per week, but that’s about the only drawback. The main benefit is that you have, by 16th level, near-unlimited access to a wide variety of outsiders (no chaotic or evil outsiders, though, since you can’t cast Chaotic or Evil spells), for a very nice duration, and in occasions for no cost whatsoever. The task must be reasonable in order to get it as a freebie, so you can’t just say “here, fetch!” to a Hound Archon and hope it obeys you. However, if you’re in the Nine Hells and you seek your deity’s aid for a frickin’ Planetar, that’s not just “for free”, that’s probably one the Celestials will owe you, since that’s probably exactly what they’re asking for. That, or stopping a really big and bad evildoer whose plans threaten the safety of the Multiverse. The definition for “reasonable request” is iffy, but the key isn’t the fact that you get it as a freebie; the benefit is that you can call the outsider in the first place. Sure, it may cost 18,000 gp to summon a Planetar for about 2 weeks and a few extra days, but that’s two weeks’ worth of traveling with the equivalent of a 9th level Cleric with better everything, and maybe you even get a Hound Archon with Paladin levels, or a Couatl with Sorcerer levels, or something like that. Just remember: the way you handle this free use of Planar Ally depends greatly on your GM and your imagination.
Stacking Archetypes: Holy Guide, Sword of Valor
Ask your GM: The Sacred Servant’s addition of a Domain may conflict with the extra spells you get from Oaths, so by strict definition a Sacred Servant can’t make any oath. If the GM rules that there’s no conflict (both modify spellcasting by adding, not subtracting), then you may choose Oath against Corruption, Oath against Grotesquery, Oath against Savagery or Oath of Vengeance.

Sacred Shield (SnB): This archetype sacrifices the Paladin’s offensive capabilities to reinforce its defensive properties and that of its allies, with its trusty shield as a focus.
Bastion of Good: This feature replaces the Paladin’s mark. Instead of dealing large amounts of damage, anyone within 10 ft. of the Sacred Shield instead receives half damage from the marked target. The Paladin takes full damage, but has a much higher deflection bonus than what it’d gain from the mark itself. A bad trade, since it focuses on one target to the exclusion of others, and you lose the easiest way for a Paladin to deal damage.

Holy Shield: This feature replaces Channel Positive Energy. You sacrifice 2 uses of Lay on Hands to provide allies a shield bonus based on your own shield, plus the effect of a Light or Daylight spell. At first it starts with all adjacent creatures, but eventually it grows to a respectable 20 ft. The trade is fair, since you probably will use Channel Positive Energy as emergency healing, while this feature allows you to use Lay on Hands to provide solid defense. The duration is reasonable, since with your Charisma that means at least 5 rounds of protection.

Divine Bond: This class feature works like the normal Divine Bond, but it works with shields instead. Note, though, that the shield bonuses work defensively, rather than offensively. The shield can gain the reflecting property (1/day Spell Turning effect), and the effect recharges each time the spirit is summoned, making this property much better than the others.

Improved Bastion: This feature replaces Aura of Justice. The Bastion of Good effect now has a better range. Yay?

Perfect Bastion: This feature replaces the capstone, Holy Champion. The good news? You get regeneration, potentially the most broken defensive trait ever (how about recovering 10 hit points per round, you can’t die no matter how much damage you take, and you can regrow any limb or even your head?). The problem? The target of your Bastion of Good bypasses it. In essence, you become invulnerable to nearly everything, and when the target of your Bastion hits, your allies take half damage and you take full. So, in essence, it will focus on you, to the extent of everyone else, since you’re the only one who gets full damage. With a 20 ft. range, that means the party can be spread out quite well. It all depends on whether the target of your Bastion of Good focuses on you, or spreads its action to others, because that way your allies are effectively unkillable.
Stacking Archetypes: Holy Guide, Warrior of the Holy Light
Stacking Oaths: Oath against Fiends, Oath of Chastity

Shining Knight (MC): This archetype focuses on the warrior atop its trusty steed, fighting the good fight.
Skilled Rider: This feature replaces Divine Health. You lose your immunity to disease, but your mount has now awesome saves. You also ignore ACP for Ride checks, but the protection your grant your mount is paramount (pun oh-so-intended!).

Divine Bond: You’re forced to take the special mount Divine Bond. Pretty simple.

Knight’s Charge: This feature replaces Aura of Justice. When you charge, your movement provokes no attack of opportunity, so you can charge safely. The kicker is when you charge against your marked target, because you impose the panicked condition on the target for half your class level, and with a pretty hefty save. So, you can pretty much lock a target in place by making a single charge. Not the greatest move, but still decent.
Stacking Archetypes: Holy Guide,Warrior of the Holy Light
Stacking Oaths: Oath against Chaos, Oath against Fiends, Oath of Chastity, Oath of Loyalty.

Sword of Valor: This archetype focuses on honor above everything else. You act first and act decisively, and your honor causes opponents to surrender.
Devout Worshiper: This feature restricts whose deities you can follow, as they must be gods of valor, loyalty or bravery. In short: most Swords of Valor will follow Iomedae.

First into Battle: This feature replaces Divine Grace. You can spend your smite in a surprise round, and you add your Charisma to your initiative. Your saves will suffer, but at least you go first than pretty much everybody else!

Prayer of the Fourth Act: This feature replaces one of your Mercies, specifically the one gained at 6th level. If you spend 1 minute in prayer and then expend 2 uses of Lay on Hands, you grant a huge amount of temporary hit points for 1 hour. So, in essence, you “pre-heal” your allies before they enter into battle. On average, that’s 3-4 temporary HP per dice of Channel Energy.

Worthy Enemy: This feature replaces Aura of Justice. Instead of spreading uses of your mark to all allies, you have the chance to make the target of your smite surrender on a critical hit. Yes, you heard right. It’s similar to a suggestion spell, but with a save DC based on your class level and Charisma modifier. Somewhat weird feature, particularly since enemies immune to compulsion or mind-affecting abilities are also immune to this effect, and you can’t attack the target anymore or else it regains its composure and may choose to fight again. You only get one chance of success; else, the target becomes immune to this ability. Compared to the Aura of Justice, this effect is too weak.
Stacking Archetypes: Holy Guide, Sacred Servant
Stacking Oaths: Oath against Chaos, Oath against Fiends, Oath against Grotesquery, Oath against the Wyrm, Oath of Charity, Oath of Loyalty

Temple Champion: This archetype replaces spellcasting for a handful of divine powers granted by your deity. It has the problem of being strictly worse than Sacred Servant, which is thematically similar.
Domain Granted Power: A strange benefit, this grants you the 1st level power of your chosen domain, so choose wisely. You get some things that Sacred Servant doesn't, such as using your Charisma instead of your Wisdom and your class level as your Cleric level, but you don't get the 8th level benefit (which is a true shame, since they could use it). This for your entire spellcasting potential, on the other hand, is often a losing proposal. Purple because you could get extraordinary builds with careful thinking.

Blessings: Replaces Divine Bond and Aura of Justice. You not only gain the 1st level granted power of your chosen domain, but the blessings related to the same domain (both minor and major). You get about 13 uses of your blessings by 20th level, so you get various uses. Again, it all depends on your choice of domain, but most are related to empowering your weapon with certain traits or getting some decent benefits (say, the benefit of a Summon Monster V spell or Fly for 1 minute). Certainly a fair trade for Aura of Justice, but nowhere near a fair trade for spellcasting and Divine Bond can be pretty solid.
Stacking Archetypes: Holy Guide

Undead Scourge: This archetype focuses on a single kind of creature almost to exclusivity: undead. Against undead, they deal greater damage and potentially slay them in one blow.
Paladin’s Mark: Works the same, but you don’t get the benefit against Evil outsiders or evil dragons. You gain…nothing in exchange. Really. Nothing. Nada. Zip.

Aura of Life: This feature replaces Aura of Resolve. The range is rather short, and the penalties are somewhat weak; a -4 to Will saves against positive energy means you and your allies can probably deal full damage when using Cure X Wounds spells and even Heal. Furthermore, undead creatures can’t heal with Channel Negative Energy, so they lose a strong support. All in all, the trade is somewhat equal, though the immunity works best in the long run.

Undead Annihilation: This feature replaces Aura of Justice. Instead of spreading your mark to your allies, you can spend one use of your mark to instantly kill an undead creature. Not that useful, but it’s deadly against the really tough undead, like Liches.
Stacking Archetypes: Holy Guide, Divine Defender, Empyreal Knight, Warrior of the Holy Light
Stacking Oaths: Oath of Charity, Oath against the Wyrm

Warrior of the Holy Light: This archetype gains a series of supernatural powers, but eschews spellcasting in exchange.
Power of Faith: This feature replaces your entire spellcasting progression. Instead, the Warrior of the Holy Light gains a “nimbus of light” that can be activated as a standard action by using one daily use of Lay on Hands (you get one free use each time it gains a new ability, BTW). The nimbus starts by providing light and a mild morale bonus to attack & damage rolls, saves and AC for 1 minute. Later on , you get to heal ability damage, grant resistance in the area of the nimbus, and light fortification. The 20th level ability is doubling everything about the nimbus: the range, the morale bonus, the ability damage, the energy resistance and the protection. Evidently, while the ability is pretty decent, it will NEVER replace the power that comes from Paladin spellcasting, no matter how limited. You can’t even use spell completion or spell trigger items, which is horrible, and you have to wait until 20th level to get something else. A trap choice, no matter how you look at it.

Shining Light: This ability replaces aura of faith. Up to 3 times per day, you can unleash a 30-ft. burst that deals damage to all evil creatures equal to your Channel Positive Energy ability plus a blindness effect, while allies are instead healed AND given a sacred bonus to nearly everything except damage. Undoubtedly better than the Aura of Faith, and a great ability on its own, but gained too late to justify losing all your spellcasting.
Stacking Archetypes: Divine Defender, Empyreal Knight, Enlightened Paladin, Holy Guide, Holy Gun, Holy Tactician, Hospitaler, Redeemer, Sacred Shield, Shining Knight, Undead Scourge.
Ask your GM: The Warrior of the Holy Light replaces all spells, which makes the Oath-gained spells inaccessible. If you’re there for the powers, you may ask your GM if s/he can ignore the added spells and just add the powers, which would make accessible all Oaths save for the Oath of Grotesquery.

T.G. Oskar
2014-05-14, 06:07 AM
Racial Archetypes
Redeemer: This archetype, exclusive to Half-Orc Paladins, believes in redemption of evil creatures, save for those that are irredeemable (and even then, it will try to), and thus holds its strength when facing evil mortals.

Merciful Mark: This feature modifies the Paladin’s mark. This ability is not so different from the Paladin’s mark, except that you can choose to deal nonlethal damage without penalty if the target is an evil mortal (neither undead, nor evil outsider, nor an evil-aligned dragon). A mild, fluffy improvement but otherwise indistinct to the mark.
Monstrous Rapport: This feature replaces Detect Evil. You no longer detect evil in creatures, but you gain a mild bonus to Diplomacy checks against non-humanoids considered monstrous creatures, such as orcs and goblins. More often than not, this bonus is just too bland to work, and Detect Evil is generally better on that regard.
Pact of Peace: This feature replaces Aura of Resolve. You are no longer immune to charm spells (not a big loss, really), but you gain the ability to effectively cast Lesser Geas for free, though with some restrictions, lasting for 1 month per level and only when a creature surrenders. While a fluffy power more or less, it can help by providing a hefty penalty if the creature violates its pact, so it’s formidable when taking someone arrested. Actually a fun move, despite what it replaces and what it represents.
Aura of Mercy: This feature does to Aura of Justice what Merciful Mark does to the Paladin’s mark; everyone gets a use of Merciful Mark instead.
Code of Conduct: You get a more relaxed Code, specifically on the area of associates. You have the need to nag the creature towards goodness, but otherwise you don’t have to seek Atonement every now and then.
Stacking Archetypes: Divine Defender, Empyreal Knight, Holy Guide, Warrior of the Holy Light

Stonelord: This archetype is exclusive to Dwarven Paladins. These dwarven warriors eschew most of the Paladin’s divine powers, instead drawing their strength from stone. Most of the acquired class features progress by class level rather than by Charisma, leaving the Stonelord free to rely less than usual in a stat that’s key for Paladins.

Stonestrike: This feature replaces the Paladin’s mark. You gain the ability to treat your weapon as magic and adamantine, and add a mild bonus to attack, CMB and damage rolls that starts slow and grows to be less-bad. However, the mark offers a greater bonus, and lasts for a longer action; Stonestrike only lasts for 1 round, but you get far more uses per day than usual. Had the damage or the duration been better, this would have been a great contender for the Paladin’s mark.
Heartstone: This feature replaces Divine Grace. Your saves aren’t as strong, but you gain natural armor bonus and a hefty amount of DR (bypassed by adamantine weapons). The natural armor bonus increases, and the DR easily reaches 10 by 20th level, so you’re much, MUCH harder to kill, but you depend on other ways to boost your saves. Take note that your Reflex saves will take a dump.
Stoneblood: This feature replaces Divine Health, and all Mercies you’d otherwise gain. You gain an increasing fortification effect, plus immunities to petrifaction and bleed effects; given that your Fortitude save will be pretty good (not stellar, but well…), this is a nice trade.
Defensive Stance: This feature replaces your spellcasting. All of it. Instead, you gain Defensive Stance, which forbids you to move in order to get a bonus to Strength and Constitution, a slight bonus to Will saves and AC. The Defensive Stance works like Rage (small reminder: Rage is now turn-based, rather than having daily uses) and you get access to unique Defensive Powers (which range from a variety of immunities, self-healing, extra attacks with shields or even make AoO against a target whether it provokes it or not by moving into your threatened area). Had it replaced something else (the Paladin’s mark, maybe), then it’d have been a good power, but it replaces one of the most flexible features of the Paladin, which really hurts.
Earth Channel: This feature replaces Channel Positive Energy. Instead of channeling positive energy, you channel energy that heals or harms earth-elemental creatures. You don’t count as an earth-elemental creature, and neither does your allies, so this is a strict nerf.
Stone Servant: This feature replaces your Divine Bond. You gain the ability to summon an LG Earth Elemental that starts small, but eventually gets to Elder at 20th level. It also has the Celestial template tacked in for free. The elemental starts kinda weak, but eventually it grows to a size where it’s a problem at dungeons, though fortunately Earth elementals can glide through earth, so it can still probably assist.
Stonebane: This feature replaces Aura of Justice. When using Stonestrike, you also add the bane effect, but against constructs made of earth or stone (read: Stone Golem, but not Iron Golem) and creatures with the earth subtype (like your own Earth elemental). Really poor bonus, compared to what you usually get.
Phase Strike: This feature replaces one of your Mercies. If you spend 2 uses of stonestrike, the attack is treated as if a touch attack, but cannot affect constructs, objects or creatures with the earth subtype. While decent, it burns through your uses real fast, so it’s not desirable.
Mobile Defense: This feature replaces one of your Mercies. At last, by 18th level, you can move while using Defensive Stance…a whopping 5-ft. step. So much for movement, right?
Stone Body: This feature replaces the capstone, Holy Champion. You gain most of the immunities and traits of elementals, such as immunities to poison, paralysis and stunning (great immunities), complete immunity to critical hits and precision damage (in effect, full fortification), and you no longer need to eat, drink, breathe or sleep. Quite an impressive capstone, but you need to plow through mud to get it, which is not fun.
Ask your GM: Since Stonelord eliminates your spellcasting, this means you may have a conflict, but otherwise you can swear the Oath against Grotesquery.

Tranquil Guardian: This archetype is exclusive to Aasimar Paladins. These celestial scions eschew violence, preferring peaceful methods of conflict resolution.

Touch of Serenity: This feature replaces the Paladin’s mark. Instead of marking a target for death, you deliver a touch based on your dump stat (Wisdom) to deny an opponent the ability to cast spells or attack. While the Tranquil Guardian gains the same uses as any other, the duration eventually improves, up to 4 rounds by 18th level. You effectively get about 6 uses worth 4 rounds each, which is decent but not overwhelmingly great, particularly since you’ll also need Charisma to work. Unfair trade.
Serene Strike: This feature replaces Aura of Courage. Now, you can make a nonlethal critical hit (when you threaten a critical hit, that is) which also delivers Touch of Serenity. The immunity to fear is a big loss, though not as much; in this case, the acquired boon is not that great.
Divine Bond: This feature only affects if you choose a weapon as your bond. The weapon bond is mostly the same, but you cannot add abilities that deal lethal damage (not even holy); only features that are mostly nonlethal or inoffensive.
Aura of Calm: This feature replaces Aura of Resolve. You no longer gain immunity to charm, but the [emotion] descriptor is wider. You lose access to some cool buff spells this way, but you can’t be enraged, despaired, and even shaken (most fear spells are [emotion] spells as well). Roughly an equal trade.
Waves of Peace: This feature replaces Aura of Justice. You affect creatures in area with the Touch of Serenity effect, but the range is brutally small, almost pointless. You need to be adjacent to the target in order to make it work. The Touch of Serenity trade is bad, and this does nothing to fix it (not even an extra use…)
Apostle of Peace: This feature replaces the capstone, Holy Champion. It works mostly like Holy Champion, except the banishment effect is replaced by a nice bonus: even if the target makes the save, it still has a chance of having its effect denied, though it requires yet another Will save (though this time using your Charisma modifier). Nice, but not enough to make Touch of Serenity useful.
Stacking Archetypes: Holy Guide, Warrior of the Holy Light
Stacking Oaths: Oath against Grotesquery

Oaths
Instead of (or as part of) taking an archetype, a Paladin can swear an oath against a certain enemy, or an oath to preserve a specific aspect. All oaths are quite similar, and a Paladin may take as many oaths as possible, so as long as the oath does not replace another class feature (which means that a Paladin can gain access to multiple spells).

All oaths contain two aspects that they all share: a change to the Code of Conduct, and a set of 4 spells (one per level) that they all share. The first set involves oaths to combat things the Paladin opposes, while the second set includes oaths to protect things the Paladin considers important. Some oaths overlap (the Oath against Grotesquery seeks to protect beauty not by eliminating ugliness, but by facing the innately and emotionally grotesque; the Oath of Vengeance pursues the great evils that others cannot face), but for the most part they belong to one of these two sets. Because of the subjectivity of the Code, none of the changes will be color-coded.

Ask your GM: Because all Oaths grant spells, they may conflict with the complete loss of spells from the Warrior of the Holy Light. Ask your GM if they are still allowed, or if the modification of spellcasting conflicts.

Oath against Chaos: A Paladin swearing this oath is the agent of law wherever it steps; it spreads order while stopping anarchy, but doesn’t stoop into tyranny.
Detect Chaos: This feature replaces Detect Evil. Other than detecting chaotic creatures, this ability is no different; a Paladin can spend a move action to fully sense chaos.

Paladin’s Mark (Chaos): This feature replaces the alignment of the Paladin’s mark. Otherwise as functional as the mark, the Paladin now targets chaotic creatures. Chaotic outsiders, chaotic-aligned dragons and aberrations are especially vulnerable to the Paladin’s mark. Chaotic creatures are lower in number, but it includes one-third of all evil outsiders, and aberrations can be quite nasty (nastier than Undead, mind you).

Order of Good: This feature replaces Channel Positive Energy. By spending a use of Lay on Hands and the Paladin’s mark, the Paladin recovers his/her ability to mark evil creatures.

Oath Spells: 1st—Command, 2nd—Calm Emotions, 3rd—Suggestion, 4th—Order’s Wrath

Code of Conduct: The Paladin must face the agents of chaos everywhere, and help spread the law, but as long as the law is just. Generally it will overlap with the Paladin’s own code, but it doubles the number of the Paladin’s enemies.
Stacking Oaths: Oath against Corruption, Oath against Fiends, Oath against Grotesquery, Oath against the Wyrm, Oath of Charity, Oath of Chastity
Stacking Archetypes: Divine Defender, Divine Hunter, Shining Knight

Oath against Corruption: A Paladin who swears this oath takes the fight directly against aberrations, without losing its power against other evil creatures.
Aura of Purity: This feature replaces Aura of Courage. You lose your immunity against fear in exchange for gaining a decent bonus against the spells and effects of all aberrations, and your allies get a fourth of the bonus. The replacement isn’t that great, since while the bonuses will make you functionally invulnerable (or extremely resilient, that is) to the effects of aberrations, they can still affect you provided their save DC is obscenely high.

Cleansing Flame: This feature replaces Aura of Justice. Instead of granting everyone the ability to mark a creature, you instead empower your weapon in order to impose a penalty on aberrations. Sadly, the sacred bonus from the weapon’s flame doesn’t stack with that of your Aura, and while you won’t gain any bonus, your allies will only get a +1 additional bonus if they stay nearby. Thus, you effectively impose only a penalty, and only against aberrations. Poor trade.

Cast into the Void: This feature replaces the capstone, Holy Champion. Functionally similar to the capstone, but the banishment effect works only on aberrations. Unlike with fiends, aberrations are banned from entry, making this ability thematically awesome.

Oath Spells: 1st—True Strike, 2nd—Acute Senses, 3rd—Touch of Idiocy, 4th—Spell immunity

Code of Conduct: You must also prevent aberrations from causing harm, but very few aberrations are non-evil, so you’re safe there. The danger is with those non-evil aberrations, who may just harm people because they need to feed, or because they simply can’t comprehend that’s wrong. The rare good aberrations are potentially targets as well, and apparently the most noble thing is to destroy or banish them (?)
Stacking Oaths: Oath against Chaos, Oath against Fiends, Oath of Charity, Oath of Chastity, Oath of Loyalty
Stacking Archetypes: Divine Defender
Ask your GM: Sacred Servant, if your GM allows adding Oath spells and the domain (both directly replacing spellcasting but otherwise being functionally different)

Oath against Fiends: The Paladin who swears this oath declares all fiends as mortal enemies, incapable of redemption. While they don’t directly kill the possessed, they otherwise are relentless in their pursuit.
Anchoring Aura: This feature replaces Aura of Resolve. While the loss of immunity against charm spells may seem like counter-productive to someone who fights the insidious fiends, the replacement makes it all the more difficult for manifested fiends to escape. So as long as the fiend is within 20 ft. of the Paladin, the fiend finds it difficult to escape via teleportation, as if under Dimensional Anchor. Alternatively, the Paladin may spend one use of its mark to impose the actual Dimensional Anchor condition (no mention of whether the Paladin has to make a ranged touch attack or if the effect is immediate, though it’s mostly irrelevant unless the Paladin has extremely poor Dexterity or rolls a natural 1 in any case).

Holy Vessel: This feature replaces one of your Mercies (the 9th level one). This feature only works if your divine bond is with a weapon, and what it does is offer a limited version of the effect of the Divine Defender and Sacred Shield archetype bonds. The total bonus can be spread between weapon, armor and shield, or some of it can be expended to add some traits to the armor or the shield (such as bashing, any of the fortification properties and any of the amounts of spell resistance).

Oath Spells: 1st—Resist Energy (lowered to 1st), 2nd—Detect Thoughts, 3rd—Invisibility Purge, 4th—Plane Shift

Code of Conduct: Rather easy to follow – destroy all fiends, banish those you can’t kill, and purge the evil from the possessed. This usually means RP-heavy exorcism sessions to battle the possessing fiend…or simply casting Protection from Evil and give the job to someone better.
Stacking Oaths: Oath against Chaos, Oath against Corruption, Oath against Grotesquery, Oath against Savagery, Oath against the Wyrm, Oath of Charity, Oath of Vengeance
Stacking Archetypes: Enlightened Paladin, Holy Gun, Hospitaler, Sacred Shield, Shining Knight

Oath against Grotesquery: The Paladin who swears this oath isn’t necessarily vain; it seeks and protects beauty from corruption and perversion. Particularly, it seeks to protect inner beauty as much as external beauty.
Beauty Unyielding: This feature replaces Divine Health. You’re no longer immune to disease (wait a sec: don’t boils make you look ugly…?), but you gain spell resistance!!! …Except only against non-harmless transmutation effects (that means: Polymorph is in, Baleful Polymorph and Disintegrate are blocked). You also gain “damage reduction” against Charisma damage and Charisma drain, but only reduces 1 point of damage.

Restore True Beauty: This feature replaces Aura of Faith. By spending 2 uses of Lay on Hands, you gain the ability to use Break Enchantment or Restoration, but limited to what you’d be otherwise protected from by means of the Beauty Unyielding class feature: you can dispel non-harmless transmutations (like Baleful Polymorph) or remove Charisma damage/drain as per the Restoration spell without material components. Pretty fair trade, considering you’re effectively getting two Mercies for the cost of beating DR.

Oath Spells: 1st—Sanctuary, 2nd—Make Whole (W), 3rd—Banish Seeming; 4th—True Form

Code of Conduct: This addition to the Code enters a gray spot – to what extend does the respect of “innate beauty” reaches? Externally it’s simple: if something’s ugly, then it’s not beautiful; if something’s beautiful, then it is. However, it’s when dealing with “inner beauty” and how someone can be beautiful outside but ugly inside where the gray spot rears its ugly head (pun delightfully intended). To what extent does someone is, or not, beautiful? If someone wishes to use surgery to fix his/her features to reflect his/her inner beauty, would that be considered “deformation”? Apparently that wouldn’t be the case with harmless transmutation, but what about Polymorph Any Object? Furthermore, you’re sworn to protect objects of art, though you’re given leeway (so as long as it isn’t you, it’s no problem; that said, you’re duty-bound, not oath-bound, to repair the damage later on, which is why you get Make Whole in the first place). Oh, and forget about Charisma damage; that’s deformation, you know…
Stacking Oaths: All
Stacking Archetypes: Divine Defender, Divine Hunter, Empyreal Knight, Enlightened Paladin, Holy Gun, Hospitaler, Redeemer, Stonelord, Sacred Servant, Sacred Shield, Sword of Valor, Tranquil Guardian, Undead Scourge

Oath against Savagery (LD): The Paladin who swears this oath becomes the paragon of civilization, facing the savage nature and the encroaching sin within the hearts of the cities.
Holy Reach (LD): This feature replaces Divine Grace. The trade is unfair for one reason – you lose one of your best traits to get one that’s very useful, since natural reach is always formidable. On the other hand, the loss of a save booster early on can be bad, and it requires trading a use of your mark. The trade favors Lockdown builds more than others, since spending a use of the mark to impose battlefield control is a fair trade for them, and if the opponent can’t act, there’s less need for saving throws.

Hordebreaker (LD): This feature replaces Aura of Justice. Look at it from two sides. On the side of just about everyone else, this isn’t a fair trade; you lose the ability to grant marks to everyone for the ability to be better with attacks of opportunity, so you have to take attacks of opportunity into focus. For Lockdown builds, this is heaven: so many AoO they can’t certainly use them all, and the extra damage is always nice. The more use to attacks of opportunity you can do, the better.

Oath Spells: 1st—Deathwatch, 2nd—Protection from Arrows, 3rd—Haste, 4th—Divine Power

Code of Conduct: Pretty simple – if a community is endangered, you ALWAYS go to its aid, but if it’s against orc hordes or something like that, you make double haste and go to their aid. Likewise, you’re always the kind to be the first to reach and the last to leave, but if it’s a settlement, you’re probably dying there, or kill the invaders, or leave once everyone else is gone. This last one can be a pain, because it doesn’t seem to consider that you may not know if you’re really alone or not, so it may end up with stuff like “oh, you forgot about the innocent prisoner that you never knew about until I’m telling you right now, so you lose your powers. Poof!”
Stacking Oaths: Oath against Fiends, Oath against Grotesquery, Oath against the Wyrm, Oath of Charity, Oath of Loyalty
Stacking Archetypes: Divine Defender, Divine Hunter, Holy Gun, Hospitaler, Sacred Servant
Ask your GM: While the class features aren’t entirely replaced, ask your GM if the Paladin’s mark version of the Oath against Chaos functions normally or if you have to also spend a use of Lay on Hands to make this worthwhile.

Oath against Undeath: The Paladin who swears this oath becomes the sworn enemy of all undead, refining its techniques to better fight them. Notable because it doesn’t stack with Undead Scourge…
Detect Undead: This feature replaces Detect Evil. It otherwise detects undead as per the ability, and you can immediately sense the power of the undead with a move action. Note, also, that you can recover this feature via the Sin Seer feat, so it’s often not a big loss.

Ghost Touch Aura (SnB): This feature replaces two of your Mercies (the 3rd and 9th level ones). Your armor, and eventually your shield, add their bonuses against incorporeal touch attacks, which is great. The 9th level benefit is pointless if you wear no shield, but it’s always useful.

Aura of Life: This feature replaces Aura of Resolve. You’re no longer immune to charm, but very few undead creatures use charm (though one of the classics, the Vampire, does; likewise, the Lich may have charm spells in its repertoire). You get a bonus to the same thing Death Ward makes you immune, and you spread half of this bonus to close allies, which isn’t really a fair trade (particularly once you get Death Ward).

Superior Channeler: This feature replaces Aura of Justice. This ability helps you weaponize your Lay on Hands, but it’s as conditional as Channel Smite. That said: ask your GM if this also applies to Channel Smite, which would completely weaponize your Lay on Hands.

Oath Spells: 1st—Sanctify Corpse (W), 2nd—Darkvision, 3rd—Searing Light, 4th—Halt Undead

Code of Conduct: Pretty simple to follow – destroy undead (whether turned against their will or not), prevent undeath from spreading. The corollary to the first (unwilling undead) might be a tad controversial; perhaps some undead accept their new life but attempt to be better than most undead (like the glittery vampires, for example; no, Pathfinder doesn’t have them, just in case, unless I’m mistaken), and thus the Paladin may enter into a conflict. But, for the most part, it’s a simple code.
Stacking Oaths: Oath against Grotesquery, Oath against the Wyrm, Oath of Charity, Oath of Loyalty

Oath against the Wyrm: The Paladin who swears this oath becomes the mortal enemy of all dragonkind, specifically against evil dragons. However, because all dragons can be proud and haughty, even good dragons could become enemies.
Breath Evasion: This feature replaces Channel Positive Energy. You gain great protection against the worst weapon of dragonkind, but you can’t heal in area (or harm undead in area). A generally fair trade, though you need to ask your GM if it allows using Evasion with medium or heavy armor.

Divine Bond (MC): This feature is a modification of the two primary bonds of the Paladin. Weapon-bonded Paladins replaces three weapon properties (brilliant energy, disruption and merciful) but allows you to add only one (bane [dragons only]). Paladins with special mounts grant them their immunities, at the cost of providing no benefits from the auras to allies. Mounted characters have it slightly better.

Dragon-Slaying Strike: This feature replaces the capstone, Holy Champion. No maximized Channel Positive Energy, but instead you can insta-kill dragons (as per the Holy Word spell, which BTW got sorta nerfed as it no longer auto-kills). Otherwise, as the capstone, including DR 10/evil.

Oath Spells: 1st—Enlarge Person, 2nd—Bear’s Endurance, 3rd—Fly, 4th—Stoneskin

Code of Conduct: Not that difficult – slay evil dragons, and also others that might be dangerous (dominated good dragons, normally good dragons that go evil, dragons in a rampage, etc.) It doesn’t tell you that you HAVE to kill good-aligned dragons, but you can certainly roleplay that they’re not to be trusted. Likewise, you have to prevent the mingling of dragons with other creatures (so: prevent the creation of half-dragons; watch out because they can transform…oh, and probably neuter Sorcerers with the Draconic bloodline!), and protect the innocents against whatever dragons use to belittle them (even if that means a hungry good dragon that provides protection for tribute, though the good dragon may settle for a magic item that creates food). The conflict comes in two sides: one, when you travel with a Sorcerer with a Draconic Bloodline, and second, when the dragon acts just like you (Silver and Gold Dragons tend to be somewhat paladin-like, so expect a Gold Dragon to act paternalistic but still protective). The conflicts, however, can be solved creatively, rather than violently.
Stacking Oaths: Oath against Fiends, Oath against Grotesquery, Oath against Savagery, Oath against Undead, Oath of Chastity, Oath of Loyalty
Stacking Archetypes: Redeemer, Sword of Valor

Oath of Charity: A Paladin who swears this oath prefers to give than to take. Generally poor, but they don’t usually care; if others have what they need, then his/her job is done, provided they really needed it.
Charitable Hands: This feature modifies Lay on Hands. You heal less than you would normally (half of it), but you heal others half as much as they would (150% of healing). In numbers, that means you heal about 7 HP for every 4 dice, while you heal 10-11 HP per 2 dice.

Charitable Mercy: This feature replaces Divine Bond. Rather than choosing to bond with a spirit, you gain the ability to replace mercies as needed. The loss of a shiny new weapon or a sturdy mount can hurt. At most, it covers for what you need, but you need to plan carefully, so you’ll probably default to a certain group of mercies each day (sorta like spellcasting).

Oath Spells: 1st—Magic Stone, 2nd—Make Whole (W), 3rd—Magic Vestment, 4th—Imbue with Spell Ability

Code of Conduct: Strangely, you don’t have to be a poor beggar to follow it. The first tenet is something the Code already helps (aid the needy), while the second is actually quite flexible (you don’t have to give alms to every single beggar; just donating to a church is pretty much enough).
Stacking Oaths: Oath against Chaos, Oath against Corruption, Oath against Fiends, Oath against Grotesquery, Oath against Savagery, Oath against Undeath, Oath of Chastity, Oath of Loyalty, Oath of Vengeance.
Stacking Archetypes: Hospitaler, Redeemer, Undead Scourge

Oath of Chastity: A Paladin who swears this oath chooses to prove its purity by eschewing marital love in exchange for unconditional love; why to devote oneself to a single person when so many need to be loved? A chaste Paladin isn’t devoid of love; it simply chooses to love everyone equally, and that means not engaging with anyone. The chaste Paladin admires and respects love in all ways, but prefers a more pure form of love.
Pure of Mind: This feature replaces Divine Grace. You still get one-third of the protection (Charisma to Will saves), but focus that protection towards charms and illusive figments by adding a further +4 bonus. With good Constitution, you may ignore the loss from your Charisma, but the loss to Reflex can be painful.

Pure of Body: This feature replaces Aura of Resolve. The loss of immunity to charm effects is somewhat minimized by your insanely high Will save against them (you still fall on a natural 1, something that the above ability should have remedied…), but you get Moderate Fortification. The loss simply can’t compare to the gain, but there’s this little feeling that we’ve got shafted somewhere…

Oath Spells: 1st—Remove Fear, 2nd—Confess, 3rd—Heroism, 4th—Freedom of Movement

Code of Conduct: The simplest, and yet the easiest to break. Beware of GMs that think that all what men want is sexual pleasure, because this’ll make you lose your powers real fast. Doubly worse if that includes an Enchanter casting Charm Person non-stop just to see you get a natural 1 and fail. Erm…what? Well, if you consider “losing your powers” a suicidal act…you probably still gonna fall because you’ll probably find flirting interesting. Notice where the headache begins and where the Paladin ends?
Stacking Oaths: Oath against Chaos, Oath against Corruption, Oath against Grotesquery, Oath against the Wyrm, Oath of Charity, Oath of Vengeance
Stacking Archetypes: Divine Defender, Holy Gun, Hospitaler, Sacred Shield, Shining Knight

Oath of Loyalty: A Paladin who swears this oath places absolute weight in his or her word. The Paladin will never break a promise made; to him (or her), all oaths are as sacred as this one.
Loyal Oath (LD): This feature replaces the Paladin’s mark. Instead of dealing mondo damage against evil, you instead choose to protect one ally, granting it the benefit of your Divine Grace (mostly the Cha bonus to all saves) and a bonus to AC, both of them sacred bonus (so they won’t stack with some spells, but it’ll work with others). However, you can, at any time your ally is struck, make an immediate attack against the opponent, which ends the oath. The ally has to be adjacent to you in order for it to work. Somewhat unfair trade since you can kill most opponents faster, but Lockdown builds will like this because they can take the chance to make immediate attacks as a last-ditch resort to lock them down when they’ve bypassed all your “traps”.

Loyal Guardian (DR): Rather than make an attack, you can instead have the attack hit you, but this still ends the Loyal Oath. Technically it doesn’t replace anything, but it’s at the same level as Aura of Resolve. Furthermore, you still take Aura of Justice, except it doesn’t work anymore.

Oath Spells: 1st—Wrath, 2nd—Aid, 3rd—Helping Hand (W), 4th—Sending (W)

Code of Conduct: Very simple – never break your oaths. None of them. Even those that don’t affect your code of conduct (though you should especially care about those, because that involves a double violation and makes you fall even FASTER). Also, you’re always true to your word: you promise something, you do it. This probably makes you return as a ghost or a sort of revenant eventually, so that’s pretty cool so as long as you don’t end up being evil. And powerless.
Stacking Oaths: Oath against Corruption, Oath against Grotesquery, Oath against Savagery, Oath against Undeath, Oath against the Wyrm, Oath of Charity, Oath of Vengeance
Stacking Archetypes: Divine Defender, Empyreal Knight, Shining Knight

Oath of Vengeance: The Paladin who swears this oath is ruthless in his or her methods to vanquish evil. The petty thief is no concern; the cult leader, the fiend in disguise, the evil king…those are the people you seek, and you know they won’t repent, so you’re left with only one thing. Total and complete annihilation. No, you’re not Mr. Nice Guy (or Ms. Nice Gal); you’re the Punisher, and you’ve come here to mete justice.
Channel Wrath: This feature replaces Channel Positive Energy. Probably the best trade ever; spend 2 uses of Lay on Hands, get one use of your mark. You need to have the Paladin’s mark, though, so that means a lot of people will probably find this useless, but if you keep the mark, you can mark them freely. Ask your GM if this Archetype mingles well with the Sacred Servant, since that means you effectively bypass one of its big problems.

Powerful Justice: This feature alters your Aura of Justice. The effect is similar, but half-powered; they still get your AC bonus and, most specifically, your damage bonus. They won’t get your attack bonus or the ability to eat through their DR (the biggest loss). What makes it different, then? You need to spend only one use of your mark, instead of two. That’s a pretty fair saving, particularly if you can mix it with Channel Wrath.

Oath Spells: 1st—Wrath, 2nd—Confess, 3rd—Blessing of Fervor, 4th—Order’s Wrath

Code of Conduct: You…never let lesser evils distract you. Seriously. This isn’t just a lax code; this is an actual boon! In fact, I’m going to make an exception and color-code this just because of what it represents. Think about this: this is an exception to the rule hard-coded into Paladins. Orc baby? Do it without worry, because you’ve already slain the greatest evil around…and then, you leave it in an orphanage because you’re looking for the greatest evil. And if that Orc Baby turns out to be the Half-Fiendish Orc Warlord Prophesized by Legend to End the World? Well, it turned into the greatest evil you’ll face, and the look on it when you tell it “I could have killed you when you were in your diapers, and now you’re gonna get the spankin’ of your lifetime” will be priceless.
Stacking Oaths: Oath against Fiends, Oath of Charity, Oath of Chastity, Oath of Loyalty
Stacking Archetypes: Divine Defender
Ask your GM: As mentioned in Channel Wrath above, if your GM allows, then mix it with Sacred Servant to gain even more spells and cover for one of the weaknesses of the archetype.

Killer Angel
2014-05-14, 06:23 AM
I must take deep exception to your ranking the paladin's capstone so highly (the highest ranking, in fact). It's actually a nerf to the class, and any sane person would multiclass out rather than take 20th level of Paladin.



First off...by RAW, the smite ends whether the banish succeeds or not. That's just horrible.
Even if you go with the supposed "intent" -- that it only ends the smite if you do banish the outsider...I don't WANT to banish the outsider! Banishing means it comes back in a week. Killing it means it has to reform years later on its home plane and most likely take a huge dive in rank, going by the 3E fiends books (has PF changed how outsiders dying on other planes works?). Also...you don't get the treasure. Banishment is an unwelcome addition to a situation it's certainly not needed (if you're smiting it, it's dead...), and there's no choice in whether you want to use it or not.

I tend to agree with StreamOfTheSky on this.

T.G. Oskar, can you explain your line of reasoning on this? (that said, this guide is an impressive work. Kudos)

T.G. Oskar
2014-05-14, 07:12 AM
Optimal EquipmentA big part of all adventurers, particularly combat-focused ones, is the equipment they possess; Paladins, naturally, are no exception. Quite probably the biggest section (competing greatly with the Optimal Feats section), I find it important to resume it as good as possible, since there are a LOT of options running around.

The section on Weapons and Armor will include both mundane and magical equipment. Weapons will detail the best choice for each combat style, while the Armor section will collapse Shields as well, which will have their own sub-section. Wondrous Items will have their own section, divided by body slot, except for Rings which will have their own section. Rods will also be analyzed separately. Each of the parts (Weapons, Armor, Wondrous Items, Rings) will have Psionics tacked in, rather than as a separate section of its own. Alchemical Items will be dealt with separately. No Cursed Items, Intelligent Items or Artifacts will be dealt with, and since only a few Paladins may deal with Use Magic Device (those who chose the Dangerously Curious trait and put levels in it), Wands and Scrolls will mostly be ignored (those ones that matter for Paladins are mentioned in the Optimal Spells section.

WeaponsBeing a primarily combat-focused character, every Paladin must have a weapon. IMO, a Paladin should have at least four weapons: its primary weapon, two good secondary weapons that deal the type of damage the primary weapon doesn’t deal, and a decent ranged weapon. This may change based on the combat style, but for the most part a melee weapon and a ranged weapon are always a must. Instead of combing for all weapons, I’ll just go with each Combat Style and mention the best weapons for them.

3.5 veterans will recall very well two materials that often comprise every weapon: alchemical silver (-1 damage) and cold iron (+2000 gp to enchant). Both items bypass the damage reduction of certain creatures, thus making them necessary to fight some opponents (like, say, demons or devils, or fey, or lycanthropes). They still exist, and they still have the same price.

That said, there are some newcomers to the fray. Between them, there’s the Blood Crystal (+1 damage when making any bleeding damage), Elysian Bronze (+1 damage to magical beasts and monstrous humanoids, +1 attack to a certain magical beast or monstrous humanoid on a successful hit for 24 hours or until another such creature is struck), Fire-Forged (+1d4 fire damage if weapon is exposed to fire damage) and Frost-Forged (+1d4 cold damage if weapon is exposed to cold damage) Steel, Greenwood (self-repairs damage at a rate of 1 hp/hour when in contact with fertile soil and damp), Living Steel (self-repairs 2 hit points of damage per day) and Whipwood (+2 to sunder CMD). As usual, you can only have one special material apply to the weapon.
Unarmed: While the ideal weapon of the Unarmed Paladin should be its own unarmed strikes, you shouldn’t ignore the effect of certain other weapons. Mostly, you’ll gravitate to Gauntlets or Spiked Gauntlets, since they directly modify your unarmed strike, but you’ll definitely want the Cestus for its increased threat range and its choice of damage (bludgeoning or piercing). When fighting with range, use a Composite Longbow for power or a Heavy Crossbow for range (both range increment and critical threat range).
Fencing: The traditional weapon of the fencer is the Rapier, for it works with Weapon Finesse and deals good damage with a great threat range. A Kukri deals 1 less point of damage but it’s good for slashing and has the same good threat range. Edging out the trusty Shortsword, the Gladius is functionally identical except it can also do slashing damage, making it formidable. If you have access to Exotic weaponry, the Elven Curve Blade deals fascinating damage, has a wonderful threat range, is a two-handed weapon, AND it applies for Weapon Finesse! The trusty Spiked Chain also works with Weapon Finesse, and has reach, for when you want to mix Fencing with Lockdown. With the right feats, the Whip can also be rather nasty. Finally, the Wakizashi has better threat range than the Gladius while being otherwise functionally similar.
Sword & Board: Familiarize well with the shield bash rules, though make sure to make your shield a Spiked Shield for added effectiveness (extra damage). You need a good one-handed weapon: the Longsword is a fair choice, but the Scimitar definitely wins here because of the threat range (even if it deals one less point of damage in average). A formidable secondary weapon is the Morningstar, which has two damage types and deals a fair amount of damage. Great exotic weapons include the Falcata, which has one of the most sickening critical stats of all time (19-20/x3, combining the benefits of a longsword and a battleaxe). The Nine-Section Whip deals good bludgeoning damage, has a good threat range and a bunch of nice traits, but it doesn’t stack with your shield bonus when fighting defensively. You can make your shield a Throwing Shield, but it won’t stack with your spikes and will leave you defenseless. A Javelin can be thrown at a distance of 30 ft. and deals decent damage, and it’s super cheap to boot; bound with the Amentum, it is functionally similar to an Atlatl in terms of damage and range. However, nothing can compare to a Heavy Crossbow in one hand, even despite the penalty to attack rolls and the inability to load it with one hand (ideally, you use it for 1 round and then move to melee range).
Two-Hander: There are two things a Two-Hander Paladin should always have: a solid primary weapon, and a good reach weapon. The classic here is the Greatsword, with its unbeatable 2d6 base damage and its 19-20 critical threat range, but another strong weapon is the Falchion with its 18-20 threat range, even if it deals 2 points less damage than the Greatsword on average. For a bludgeoning weapon, an often unconsidered weapon is the Heavy Flail, which deals decent damage but has a 19-20 threat range, ideal for bashing skulls. A surprisingly good weapon is the Nodachi, which has a 18-20 threat range and deals both slashing and piercing damage, dealing roughly 1.5 less damage per hit than a Falchion. The reach weapon with the best traits definitely involve the Lucerne Hammer, which deals damage as per a Greataxe but dealing bludgeoning or piercing damage. The greatest advantage of a Two-Hander is that most of the good weapons are Martial weapons, so they need no Exotic Weapon Proficiency to be efficient. An exception to this is the Fauchard, which has a beautiful threat range and has reach, and the Tetsubo for having an unusual combination of 1d10 damage and x4 critical multiplier.
Two-Weapon: A Two-Weapon Paladin will require not one, but two good weapons to work, and generally they stand between the Sword & Boarder and the Fencer in terms of good weapons. For slashing weapons, the Scimitar & Kukri combination is very good, both having the best critical threat range for slashing weapons while still keeping a one-handed/light profile. As for piercing weapons, generally the default goes to Rapier & Shortsword, having the best critical profile and being pretty much standard issue. The difficulty comes with bludgeoning weapons, because they often have poor critical threat ranges and their damage rarely exceeds 1d8 unless going two-handed; the winning combination is either the Warhammer or Morningstar & Light Mace for maximum damage (the Warhammer has a better critical multiplier; the Morningstar has a dual attack profile). If having access to exotic weapons, then the Falcata & Kukri are a dream match, while the Two-Bladed Sword is generally the most cost-efficient and best of the double weapons.
Mounted Combat: If you choose to go mounted, the choice is very, very, VERY simple: Lance. Nothing can compare to a weapon that deals double damage while charging.
Throwing: Primary Weapon Throwers should always have three kinds of weapons: a weapon they can use for melee and throwing, a primary set of throwing weapons, and eventually a secondary throwing weapon for when they’re unable to use their primary. For primary weapons, the one with the most range is the Atlatl, or a Javelin with Amentum bounded in (50 ft. range increment). A good secondary throwing weapon in terms of reach and damage is the Chakram, which deals a respectable 1d8 points of damage and has a range of 30 ft. For thrown weapons that also work in melee, few things beat a one-handed Shortspear or a two-handed Spear; with a 20 ft. range increment and respectable damage, they’re fine weapons. With access to exotic weaponry, the Weapon Thrower has access to the respectable Brutal Bolas which can be used for ranged trip attempts, and the Boomerang for its respectable damage and good range increment (just note that they aren’t naturally-returning weapons).
Archery: Archers are also very easy to work with – no weapon is better for them than a Composite Longbow fit for the wielder’s Strength. The trick is on the arrows, since while the respectable common arrow is the usual choice, there are a lot of trick arrows an Archer can use. An Archer can use Blunt Arrows to deal bludgeoning damage (and also nonlethal damage without penalty), the Durable Arrow for long-lasting arrows, the Tanglefoot Arrow to deliver a long-range entanglement effect at early levels, and the Trip Arrow for ranged trip attempts. Don’t get enticed by the lure of the Bleeding Arrow; the Thistle Arrow deals your damage as bleeding damage for several rounds.
Gunner: Also very simple. You have proficiency with all firearms, so your choice is between one good gun and one gun that does good spread damage. Going with early firearms, the Double-Barreled Musket is the clear winner, allowing two shots or a single double-shot at a 40-ft. range. The Blunderbuss deals good damage and has a 15-ft. range when firing pellets in a cone area. If you need a firearm that can also double as a melee weapon you can choose an Axe Musket or Warhammer Musket for the job, though note that the damage dealt by the bullet is reduced to 1d8 and its range increment is 30 ft. shorter. If you’re lucky enough to work with advanced firearms, the clear winners here are the Pepperbox Rifle and the Double-Barreled Shotgun, hands down. For one-handed pistols, the winner here is the Pepperbox, because of its great capacity, and the Dragon Pistol as a way to deal scatter damage. In terms of ammunition, the Alchemical Cartridge increases the misfire chance but loads faster; the Dragon’s Breath deals some fire damage in a cone range, the Flare Alchemical Cartridge can blind an opponent (or dazzle on an easily-passed Fort save) and the Entangling Shot Alchemical Cartridge can deal damage and entangle in an area.
Lockdown: Not a combat style, but Lockdown builds have their own set of preferred weaponry, more often than not polearms. The Stand Still Lockdown build will prefer polearms with reach and a good damage rate, which makes the Bardiche the definite winner (1d10, 19-20). The Lucerne Hammer is also a great weapon, since it deals a lot of damage and can deal either Bludgeoning or Piercing damage. Trip Lockdown builds don’t need the trip quality to make trips, but they can prevent being counter-tripped this way; this leaves the Guisarme and the Horsechopper as viable choices, with the latter dealing .5 additional damage on average (that means about 1 damage per two blows on average over the more “reliable” Guisarme). With access to exotic weapons, the Scorpion Whip combines an insanely long reach (15 ft.), trip, and respectable damage; the Fauchard is the ultimate weapon for Lockdown builds (1d10, 18-20 threat range, and it has both reach and trip), while Stand Still Lockdown builds will enjoy greatly the Flying Blade (1d12 damage, x3 critical multiplier and +2 to attack rolls on AoO), the Dwarven Longhammer (2d6 damage and reach) and with the right feats, a Dwarven Dorn-Dergar (Dwarven Chain Flail) in conjunction with a shield (1d10 damage + reach; the feats let you use it on one hand). Since most of your weapons have reach, you’ll need a secondary weapon like Armor Spikes or Spiked Gauntlets for when someone approaches you, though they’re at best weapons to deploy Stand Still or Dazing Assault (or a similar Lockdown feat) while making an AoO.

Armor & ShieldsSince they’re combat-focused characters, every Paladin must have one suit or armor. Some Paladins may choose to wield a shield early on, and for Sword & Boarders, this is their primary focus. The following are the best choices for each weight category (Light, Medium, Heavy).

Amongst 3.5 veterans, the two most known material are Mithral and Adamantine. Mithral, a reference to the archfamous series of The Lord of the Rings, is a lightweight material that reduces the weight of an object, increases its Dexterity bonus and treats the armor as a weight category lighter (Heavy becomes Medium, Medium becomes Light). 3.5 was pretty lax in how the armor worked, but Pathfinder clears things out: you can’t wear a Mithral Breastplate if you don’t have Medium Armor Proficiency, or a Mithral Full Plate Armor if you don’t have Heavy Armor Proficiency. Thus, one of the key benefits of Mithral was nerfed (though, IMHO, it’s a fair assumption; it felt more like an exploit than what was intended). Since most Paladins will require quite a bit of Dexterity (Sword & Boarders, Two-Weapon combatants, Archers, Gunners and Fencers), Mithral will be the definite choice.

There’s also Adamantine, a nigh-indestructible weapon with the trait of granting damage reduction. With a heavy armor, you get damage reduction 3/-, which means virtually nothing can bypass it. However, it’s prohibitively expensive, costing between 4,000 and 6,000 more than Mithral. Two-Handed Paladins will prefer this weapon instead, as will do Mounted Combatants (particularly on their mount’s barding). The damage reduction from Adamantine will be pretty low, but since it essentially cannot be bypassed except by specific circumstances (not even Adamantine weapons can bypass it), it’s a good secondary form of damage reduction.

Pathfinder also includes new special materials, but they’re not as interesting as the weapon ones. Good ones include Fire-Forged and Frost-Forged Steel (fire or cold resistance 2, double duration and increase damage of weapon with same material weapons to 1d6) and Living Steel (Fortitude DC 20 or break a weapon on a natural 1). If your campaign includes a lot of monstrous humanoids and magical beasts, Elysian Bronze works exactly as Adamantine for a fifth of the cost.
Light Armor
Haramaki: Most likely, you’ll never wear it because you have better forms of protection, but this one is unique because it’s, alongside Silken Ceremonial Armor, one of the few pieces of armor without a top to the maximum Dexterity bonus you can equip. Also, it’s incredibly cheap (3 gp), so it tops Silken Ceremonial armor. Ask your GM if you can add Adamantine to it for maximum fun. Considered “Oriental” armor, though.
Leaf Armor: Unique because it can be worn without worries, as it has no armor check penalty. You, however, always have at least Light Armor Proficiency. Expensive, though.
Studded Leather: Better than leather armor for its properties, and its armor check penalty can be further reduced with Darkleaf Cloth. Pretty cheap, as well.
Chain Shirt: Best protection offered around. With Mithral, you can make a reliable suit of armor.

Medium Armor
Breastplate: The best protection for this weight category. As always, add Mithral to make it be considered Light armor and offer incredible defense (adding up to 5 points of Dexterity). There is an Agile version which reduces the ACP for Climb checks by 3, but its 200 gp costlier.
Four-Mirror: One less maximum Dexterity bonus and an additional Armor Check Penalty, but about 30% cheaper. It’s considered “Eastern” or “Oriental” armor, so it may not be accessible around.

Heavy Armor
Banded Mail: Second-cheapest of all forms of heavy armor, and has at least a +1 to Maximum Dexterity bonus. Its ACP is one less than the norm for heavy armor. A cost-conscious choice.
Tatami-do: Expensive, but excellent protection all around. Covers as much as Banded Mail, but has +3 to Maximum Dexterity bonus. It’s made of metal, so it’s probably the ultimate Heavy Armor option for most people (+5 to Maximum Dexterity and essentially half the ACP). An “Eastern” armor, so pray that there’s an Oriental corner on a trading city.
Field Plate: As Banded Mail, but one less ACP overall. Pretty expensive, though.
O-yoroi: Samurai “Great Armor”, this armor provides good protection with a decent combination of MDB and base armor bonus. Quite expensive, though less than Hellknight Plate
Full Plate: When you’re looking for protection, nothing beats a full plate armor. A small surprise from its 3.5 incarnation is that all Medium and Heavy Armor have their base AC increased by 1 compared to their counterparts, which means you can easily reach an AC of 20 with a Dexterity of 12 with nothing else.
Hellknight Plate: If you happen to be on one of the cities that have Hellknights (think people like you, except they don’t care about evil so as long as Law is maintained), you can get this plate. It’s effectively Masterwork Full Plate, but it can be turned masterwork on its own for an ACP of -4. With Mithral, this Plate can reach a coveted ACP of -2, making it more efficient than Full Plate for an additional 500 gp. If you happen to enter into the Hellknight (Commander) prestige class, the armor is even better (+3 to MDB, a reduction of 3 to ACP, and full speed movement).

Shields
Light Shield, Quickdraw (SnB, MC): The material doesn’t really matter, though light steel shields can be made of Adamantine. Best for everyone since it allows you to store your shield as a swift action while moving. For Sword & Boarders, the damage is little for their worth. A Mounted combatant can equip a light shield and bear a Flag on the same hand while holding a Lance on the other, in case you have the Flagbearer feat.
Heavy Shield (SnB): The material doesn’t really matter, though heavy steel shields can be made of Adamantine. The weapon that deals most damage with Sword & Board, so always have it available.
Tower Shield (SnB): If you somehow get proficiency with Tower Shields, you have amazing protection all around. Tower Shields provide total cover, so they grant a bonus to AC and Reflex, and also block line of effect of certain spells (you’re still affected by ranged touch spells, though). However, you can’t attack with the shield, which makes it worthless to Sword & Boarders.

Frosty
2014-05-14, 01:28 PM
I tend to agree with StreamOfTheSky on this.

T.G. Oskar, can you explain your line of reasoning on this? (that said, this guide is an impressive work. Kudos)
The capstone is written TERRIBLY. The way I run it, the Paladin gets to CHOOSE when to use the Banishment effect. That actually makes the capstone good!

Angelalex242
2014-05-14, 02:29 PM
I would also change the rating of improved critical, for one important reason.

Improved Critical functions with bless weapon very well.

Keen (and Vorpal) explicitly does NOT function with bless weapon at all.

Hence, a Paladin gets quite a bit more use out of Improve Critical then any other class.

We might also discuss things like which exact weapon to use for each build.

If you're crit fishing on a THF build with improved crit/bless weapon, bonus damage per strike matters a whole lot more then 2d6 vs. 2d4, for example.

T.G. Oskar
2014-05-14, 05:14 PM
Weapon Special Qualities
Arguably one of the better changes in Pathfinder involves how magic weapons work. Originally, the enhancement bonus only added to attack and damage, and treated the weapon as magic (self-explanatory; you’re enchanting the weapon) for purposes of bypassing DR. Thus, Greater Magic Weapon was arguably better than properly enchanting the weapon, as you’d get more properties by having a +1 weapon with a +9 enhancement bonus worth of properties, then stack Greater Magic Weapon for the +5 bonus. Pathfinder sought to change this, and thus made higher levels punch through some forms of DR. For example: a +3 weapon can punch through DR as if it were made of cold iron or alchemical silver (but without its penalties), a +4 weapon can punch through DR as if it was made of adamantine (but not through hardness; that’s why adamantine weapons are still great), and a +5 weapon bypasses all alignment-based DR. Note that this effect is cumulative, so a +5 weapon can beat nearly all kinds of DR save for Epic DR and untyped DR (the type of DR that has a “—“ after the number). Thus, you’re probably looking for a +3 weapon at least, since that lets you bypass those pesky kinds of damage reduction. Still not as completely effective as Metalline, but it’s a good freebie nonetheless.

Adaptive (Arc): A bow-exclusive property that costs a mere 1000 gp (the equivalent of making a composite longbow work with a Strength of 30), and automatically adapts to the wielder’s Strength rating. Mostly a corrective trait for Archers to deal good amounts of damage.
Advancing: +2 enhancement melee-exclusive property. This allows you to make another 5-ft. step as a swift action, but imposing a -2 penalty on attack rolls. A Fencer may find this useful for the added movement, but this is killer on Lockdown builds.
Agile (Fen): +1 enhancement melee-exclusive property. This allows you to replace Strength with Dexterity on damage rolls with light weapons, plus any weapon where the Weapon Finesse feat applies. With the cheap cost, this makes Strength a thing of the past, though make sure to take care of the weapon!
Allying: +1 enhancement property. This property allows you to transfer your current enhancement bonus to the weapon of one ally, which is somewhat pointless as there’s far better ways to do so, and it doesn’t stack with an ally’s bonus. It doesn’t allow you to transfer enhancements, either.
Anchoring (LD) +2 enhancement melee-exclusive property. You get the equivalent of an immovable rod, except you can use it to pin a target in place. The target must either destroy the weapon or spend a full-round action to keep it in place, making it a beautiful way to keep a target immobilized. Lockdown builds will find this ability formidable, but maybe as part of a durable, cheap item while they unleash their true weapon.
Axiomatic: +2 enhancement property. The weapon becomes lawful-aligned and still deals 2d6 points of damage against chaotic creatures, like in the 3.5 incarnation. Chaotic creatures are pretty scarce, but if you find one, it’s a nice damage booster. Better on a weapon bond than as a fixed property.
Bane: +1 enhancement property. Against one target, this weapon is a killer, boosting the enhancement bonus of the weapon by 2 and dealing an extra 2d6 points of damage. Undead bane is a reliable enhancement, and so does human bane because most enemies will probably be humans. It really relies on what kind of opponent you face the most.
Benevolent: +1 enhancement melee-exclusive property. You add your weapon’s enhancement bonus to any Aid Another check to improve attack rolls. Thus, you spend a round you could be attacking to…make your ally hit with somewhere between a +3 and a +7 bonus? Decent, but you could do better. Someone like, say, a Cleric or a Wizard could wield this for you instead. Or a follower.
Blood-Hunting: +1 enhancement property. Just as Bane, except against a creature with a bloodline, which includes Sorcerers and Bloodragers. Randomly gained, it's painful (only ONE bloodline), but if built, you can make it work against all bloodlines, making it better. Just...not as good as Bane.
Bloodsong: +1 enhancement melee-exclusive property. Gain keen effect while under a raging song, and critical hits grant temporary hit points that last until the song ends. It's great if you have a Skald with you (or a character who can use a Raging Song). Has the same limitations as keen. In the case you have a Skald, it's Keen+; otherwise, it's useless.
Brawling (US): +1 enhancement melee-exclusive property. Add enhancement bonus of item to CMB. Since you already add your enhancement bonus to your CMB because you add any bonuses to attack rolls, that means you actually add twice your enhancement bonus (once for attack bonus, once from this property). Very cheap and very useful; a shame it can't be added to gauntlets. It's an enhancement bonus, which could make it irrelevant instead.
Breaking: +1 enhancement property. Sorta like Bane, except against objects and crystalline creatures, and it happens to ignore objects. Obviously the ultimate weapon for Sunder specialists, but you only want the weapon broken, not destroyed.
Brilliant Energy: +4 enhancement property. You can make touch weapons with the attack, but undead and constructs are unaffected. Generally, constructs are the creatures with the annoying defenses, and undead are the most numerous creatures, so you’re at a disadvantage there. Still too costly to work.
Called (Thr): +1 enhancement property. Summon your weapon into your hand as a swift action. As things go, this property is actually decent since it automatically arms you, but it’s better on Weapon Throwers because it allows a second attack with the same weapon on the first turn drawn (make one attack, then swift action, then make the second attack). Great when combined with the returning property.
Compassionate: No mention of cost whatsoever. Take someone to -1 hit points, you can stabilize them automatically. Obviously meant for when you don’t want to kill people, unless you take them over the threshold. No practical use, though.
Conductive: +1 enhancement property. You can deliver special attacks through your weapon. In the case of a Paladin, that means you can spend 2 uses of Lay on Hands to make a “Channeled Smite”, as per the feat. So…you save one feat (good), but it still sucks (bad).
Confounding (Fen): +1 enhancement property. On critical hit, spend 1 panache point to make free combat maneuver (disarm, reposition, sunder or trip) with bonus to CMB equal to enhancement bonus; combat maneuver provokes no AoO. If you have Amateur Swashbuckler, this is an awesome ability, since you have enough daily Panache, and you're probably aiming towards boosting your combat maneuvers to be worthwhile. Curiously not limited by weapon, so in theory you could use it with a Whip and get reach, or with a weapon that has reach AND good critical hit range, for more uses. Useless if you don't have Amateur Swashbuckler, but it begs the question of why not.
Conserving (Arc): +1 enhancement ranged-specific property (save for firearms). If you missed your shot, the arrow or bolt isn’t consumed. This is great, because that means you can use those expensive arrows without worry of them being consumed on a miss.
Corrosive: +1 enhancement property. Probably the most reliable of the elemental-damage properties, since acid damage is hardly resisted.
Corrosive Burst: +2 enhancement property. As corrosive, but it deals extra damage on a critical hit.
Countering (Fen): +1 enhancement melee-specific property. Makes your weapon harder to disarm or sunder (the +2 bonus is kinda weak, tho), and if they fail, you can counter-disarm or counter-sunder them. If you specialize in disarm, this is a nifty way to exploit that maneuver, but you’ll rarely see enemies attempting to disarm you.
Courageous: +1 enhancement melee-specific property. Your enhancement bonus becomes a morale bonus to saves against fear effects, which is pointless on you. The real benefit is when you gain another kind of morale bonus, since that one increases by half your enhancement bonus (mostly you gain another +2 bonus on top of it, which is fairly decent).
Cruel: +1 enhancement property. Despite the name, the weapon is actually quite good: you sicken (automatically) any target with a fear effect. The temporary hit points you gain by knocking a target unconscious or killing it isn’t that great, but stacking penalties is just dandy, particularly if an ally of yours (or even yourself) specializes in Intimidate. Particularly nasty in conjunction with Cornugon Smash; a -4 penalty on saving throws is just plain nasty.
Cunning: +1 enhancement property. It only works with critical threats, and ONLY if you have 5 ranks or more in the Knowledge skill applicable to the opponent. Too expensive for its benefit; pass.
Dancing: +4 enhancement melee-exclusive property. For 4 rounds, your weapon moves and fights on its own, as if it were you who attacked. No change from the 3.5 version, and it’s still as expensive as heck, though it works as a surrogate Spiritual Weapon of sorts (it hangs over you, and it deals damage as you would).
Deadly: +1 enhancement melee-exclusive property. If you have a whip, you don’t have to spend a feat to make it deal lethal damage, though you’re still considered as if having a ranged weapon (therefore, no AoO). There’s few other non-lethal weapons that happen to be melee; the sap is the other, and the sap exists so you can deal sneak attack non-lethally.
Deceptive (Fen): +1 enhancement property. Add your enhancement bonus to feints, and if you make a critical hit, you can feint as an immediate action. Pretty cool item if you specialize in feinting, but not otherwise.
Defending: +1 enhancement melee-exclusive property. Transfer all your enhancement bonus into a bonus to defense. The usual trick with this is to put the property on armor spikes or gauntlets, and then add that property to your AC, for a free +5 bonus. It still works like this in Pathfinder, so exploit it as you can. Hope your GM agrees with that idea, though.
Defiant: +2 enhancement melee-specific property. You add your weapon’s enhancement bonus to a few checks, such as your stabilization check and your saving throws to end poisons or Hold Person (also on diseases, but you probably are immune to them). It gets better with specific feats, because it grants extra uses of them (as many as your enhancement bonus allows). Chances are you don’t have access to those feats, so you’re stuck with a meh bonus.
Dispelling: +1 enhancement property. Store a Dispel Magic on your weapon, deploy with a bonus to the dispel check equal to your enhancement bonus. This is great to save some time, particularly by imbuing the spell days before. If you were a Barbarian or a Magus, you’d have a greater benefit, but you’re a Paladin; still, it’s pretty decent.
Dispelling Burst: +2 enhancement property. As Dispelling, but you can also store Greater Dispel Magic, and you can spend a swift action to cast Dispel Magic (technically into the weapon, and THEN as a free action cast it). Somewhat expensive, but nonetheless quite good.
Disruption: +2 enhancement melee-exclusive property. Only bludgeoning weapons gain this benefit. It’s otherwise the same as per the 3.5 version. Have one on your trusty undead-beater for this reason alone; every hit risks the undead making a natural 1 check that auto-kills it.
Distance (Thr, Arc, Gun): +1 enhancement ranged-exclusive property. Any ranged combatant can benefit from this property, but this is godlike for Gunners because it allows ranged attacks at a much longer range. With Muskets, a Gunner can make touch range attacks at 80 ft., which is roughly the range of a shortbow. Weapon Throwers will also appreciate this bonus on its main throwing weapon.
Distracting: +1 enhancement property. For 1 minute, impose a penalty of 5 on the concentration check DC when casting spells or activating special abilities or items. While interesting since concentration checks are notoriously difficult to boost in this game, you don't cause the target to make a Concentration check with it, thus you could end up rarely debuffing an enemy. It's cheap, and it requires no saving throw, which is good.
Dry Load (Gun): An ammo-exclusive property that costs around 30 gp per ammunition (but it’s usually enchanted for 50). You can use your firearm underwater with these, though note that they’re available only to alchemical or metal cartridges.
Dueling (Fen): A melee-exclusive property that costs a whopping 14,000 gp. Your weapon not grants you a +4 to initiative checks, a +2 to disarm and feint checks, a +2 to disarm CMD and +2 to the DC to feint you. The last few properties are so-so, but the initiative checks are essential. Only works with light weapons and those few that work with Weapon Finesse (Rapier, Whip, Spiked Chain, etc.), so they’re obviously formidable for Fencers.
Endless Ammunition (Arc): +2 enhancement bow- and crossbow-exclusive property. You’ll never need to buy (or reload) a bow or crossbow again, since the weapon produces one for you. This doesn’t make crossbows easier or faster to load; you must still spend a full-round action to reload, but you don’t need the ammunition (thus, it’s not that great for people that don’t specialize in crossbows). Loading your bow with arrows isn’t any faster, so you’re mostly sacrificing a +2 enhancement bonus worth of effects for infinite ammunition, when the cost of several quivers eventually becomes a non-issue. You could do quite a bit with +2 enhancement bonus worth of properties, IMO.
Exclusionary: A property costing 3,750 gp. Up to (Wis mod + enh. bonus) creatures attacked are excluded from your Channel Energy effect for 1 minute. This is the equivalent of a feat tax on an item, since you can't use Channel Positive Energy reliably otherwise. The ability allows you to choose which enemies to affect, so you suddenly don't make Undead immune to your channeled energy. Since it doesn't consume one of your precious enhancement bonuses, it's a steal.
Exhausting: +3 enhancement melee-exclusive property. On critical hit, exchange extra damage for exhaustion. Exhaustion can be a nasty penalty...for melee characters, to be honest, and you're sacrificing extra damage for it. Not only that, it's expensive, and it won't activate all times unless you're a crit-fisher.
Fate-Stealing (Fen, Gun): +1 enhancement property. Steal 1 grit or panache point as swift action. Few monsters have grit or panache, so this is really murder against Gunslingers, Swashbucklers, and anyone with Amateur Gunslinger/Swashbuckler or an archetype that grants these. It's a third way to recharge these power point pools, so it's useful to have, and it's somewhat cheap judging by the alternatives.
Fervent: +1 enhancement property. The weapon gains a series of benefits, which are of dubious benefit to Paladins. The first is a +4 insight bonus to three skills that aren’t exactly class skills or important for Paladins (Bluff, Disguise, Sense Motive); the second is a +2 bonus to confirm critical hits, and the third is the one that works best, but it’s too weak: you may shaken a flat-footed target for 1 minute, but it may pass a Will DC 13 save to succeed. Note, though, that this implies the target follows any religion, and one that’s not yours. This weapon seems designed for Inquisitors (or religious stealthy characters); the one worthwhile benefit is the shaken effect, and it can only be done when battle starts (you probably might not beat initiative fast enough for it to work), in the few occasions a target becomes flat-footed, and ONLY if their Will save is pathetically low. Way too specific.
Flamboyant (Fen): +1 enhancement melee-exclusive property. The equivalent of Lucky for purposes of Panache.
Flaming: +1 enhancement property. Probably the least reliable of the elemental-damage properties, since fire damage is easily resisted.
Flaming Burst: +2 enhancement property. As flaming, but it deals extra damage on a critical hit.
Flying: +5 enhancement melee-exclusive property. As Dancing, but allows you to attack creatures 30 ft. away, and you can call the weapon up to 500 ft. away as a swift action. The calling function is cool, and the range is somewhat better, but it's prohibitively expensive.
Fortuitous (LD): +1 enhancement melee-exclusive property. Make second AoO at -5 penalty against same creature 1/round. Arguably one of the best enhancements in the Advanced Class Guide at the moment. Any Lockdown build worth its salt without this property is sinning and should have its Paladin powers revoked; even with the penalty, this maximizes your damage potential manifold.
Frost: +1 enhancement melee-exclusive property. Cold damage is the second most resisted damage type, but it can be useful in some cases.
Furyborn (LD): +2 enhancement melee-specific property. Somewhat pointless; not since Greater Magic Weapon is better than this, but because you need to hit an opponent twice in order to make this benefit worthwhile. If the weapon is already +4 or higher, then the enhancement is worthless because it limits you to +5 (so don’t add it to a +5 weapon in any case). Note, though, that if the weapon remains a +1, the enhancement bonus should technically apply to DR-beating, so it makes it better than the GMW spell. It really depends on the interpretation, though, since otherwise you’ll end up with +2 enhancement bonus worth of properties lost. Lockdown builds rely on locking down multiple opponents, so they’ll never get a better enhancement.
Ghost Touch: +1 enhancement melee-specific property (though it *can* be added to ammunition. A necessary tool to deal full damage to incorporeal creatures, and doubly necessary…for ghosts and other incorporeal creatures. Incorporeal creatures can be pretty annoying.
Glamered: A property that costs 4,000 gp. While making it a fixed cost is nice (it lets you stack this property as it has no enhancement bonus), the benefit is entirely pointless for you. Your Code will forbid you from hiding weapons, since that’s dishonorable (accounts for not cheating, particularly if you gave your word that you’d be without weapons), but it’s decent when you’re trying to lay low (which is something a Paladin can do, particularly on an Evil-dominant plane) and someone can track you with Detect Magic, because it can suppress your weapon’s aura. Even then, you’d prefer an actual casting of Magic Aura to suppress all your auras, including your Aura of Good.
Glorious: A +2 enhancement melee-specific property. Every hit you make dazzles the creature, which is a meh debuff for its cost. The kicker here is when you deal a critical hit, since then you blind the opponent. The problem is the Will save (DC 14 is pretty low, even though the main targets of this weapon will probably have low Will saves), and its duration (1 round + 1 round per critical multiplier above x2). As a +1 enhancement property, it would have been decent; this is too expensive for its cost.
Greater Designating (Arc, Gun): A +4 enhancement ranged-specific property. Let’s face it; this looks like too expensive, but it’s not. It’s the best possible ranged enhancement I’ve seen, for many reasons. It works like Lesser Designating, but its attack roll bonus increases by 2 and its damage bonus increases by 4. The amount of attack and damage you grant is very good, and if you choose to attack those opponents your party is facing, they’ll thank you for the huge boost in damage.
Greater Distracting: A +2 enhancement property. As Distracting, but the penalty to concentration DCs is 10 instead. Still doesn't enable Concentration checks, making this somewhat less useful than it should be; if you can, though, go for it.
Greater Flamboyant (Fen): A +3 enhancement melee-exclusive property. As Greater Lucky, but for panache users.
Greater Lucky (Gun): A +3 enhancement firearm-specific property. As lucky, but you get a reservoir of 3 grit points. The cost is a tad high, though, but nothing that might worry a Gunner.
Greater Reliable (Gun): A +3 enhancement firearm-specific property. As greater reliable, but the misfire chance is reduced by 3 instead. More often than not, the reduction will be wasted as you’ll only need a reduction of 1. Also, expensive as frell.
Grayflame: +1 enhancement melee-specific property. This is Channel Smite done right: instead of dealing all the damage in one hit, it instead works like a “lesser” form of Bane that hits only non-Good creatures, and the duration of this effect lasts for as many rounds as you have damage dice. In short: you turn 2 uses of Lay on Hands (or 1 use of Channel Positive Energy if you’re a Hospitaler) into a boost to attack and damage for a very decent duration. Since its duration is in rounds, it means you can potentially do more damage than you would with Channel Smite if you choose to attack every round and make a full attack at least ONCE (the bonus to attack will make this viable). It also counts as good (easy to get) and silver (all of the DR beating, none of the damage penalty!) while at it. The sheer amount of bonuses could have made it a +2 trait and STILL be fair-priced. Get one ASAP.
Grounding: A +1 enhancement melee-specific property. This is somewhat similar to the Terran weapon property from 3.5, except it replaces 1d6 damage for some minor properties. For starters, you can touch electrically-charged surfaces (it makes your weapon non-conductive to electricity), and it grants a +2 bonus to air effects and electricity spells, which is fair. Not only that, your weapon is immune to electricity damage. All of the benefits are pretty minor, but it’s an essential weapon if you’re in the Elemental Plane of Air.
Guardian: A +1 enhancement melee-specific property. This works like the defending property, except for saving throws instead of AC. Equip it on a different weapon (say, Gauntlets?) and enchant them to +5 for unbeatable bonus to saving throws. Note the conflict between defending and this property are only if they’re on the same weapon, but not if they’re on different weapons.
Heartseeker: A +1 enhancement melee-specific property. Ignore concealment when striking, but only against creatures having a heart. This affects most outsiders, but not those with an elemental (air, earth, fire or water) subtype, and also some of the annoying creature types (aberration, oozes and plants lack hearts; undead and constructs are non-living). Cheap, but it’s even more restrictive than brilliant energy, which begs the question of whether the latter should have that excessive cost…
Heretical: A +2 enhancement property. This is a paradoxical weapon: against members of other faiths, it grants weak bonuses, but against members of your own faith, it grants the bane property? Maybe if it was against the members of other faiths other than yours, it’d have been fantastically good, but it then wouldn’t be Heretical, right? Again, this has the class “Inquisitor” in mind, not “Paladin”.
Holy: A +2 enhancement property. A classic, and definitely your kind of weapon. +2d6 against evil creatures, arguably the most numerous kind of opponent you’ll face, makes this a reliable weapon to have. You also always bypass DR X/good, though you may still have problems with DR X/cold iron or DR X/silver (or DR X/adamantine), provided your weapon isn’t a +4 weapon.
Huntsman: A +1 enhancement property. This adds your enhancement bonus to Survival checks to track, and adds a measly 1d6 damage if you tracked the creature. Screams of “RANGER!!!”, but you could make some use out of it since tracking is no longer restricted.
Icy Burst: +2 enhancement property. As frost, but it deals extra damage on a critical hit.
Igniting: A +2 enhancement property. Works as a flaming weapon, but with the added effect of causing a target to catch fire with a successful critical hit. The best part is that it’s automatic (no save attached), so it’s another way to deal 1d6 fire damage, but since energy resistance applies to both forms of damage separately, it means you don’t deal that much damage overall. Better on targets that have no fire resistance or immunity, as you can deal pretty decent damage, but fire is the easiest type of damage to resist.
Impact (THF): A +2 enhancement property. As keen, but with bludgeoning…oh, my bad, that’s the 3.5 version. This one increases the damage of your weapon (Nice!) as if it were a size category larger (most likely an increase of +1 or +1.5, unless you’re wielding a greatsword which then increases by a respectable +3.5), and adds your enhancement bonus to Bull Rush checks. Respectable, but obviously Two-Handers will feel the love.
Impervious: An enhancement property worth 3000 gp. The “successor” to 3.5’s everbright weapon, and costlier, but for one reason. To explain why: the weapon gains protection against rust, cannot be warped, and is effectively indestructible to everything except acid (there’s another property for that). The weapon also gets doubled hardness and hit points, and adds twice its enhancement bonus to break DC and sunder CMD. Thus, it makes the weapon virtually indestructible. The cost is pretty fair, even though it’s only 1/3rd of 3.5’s everbright, whose cost was…around 2000 gp (everbright grants the weapon immunity to acid and the same critical rider effect as glorious). Nevertheless, ALWAYS add it to your weapons.
Invigorating: A +2 enhancement melee-specific property. You kill or cause an opponent to be dying, you recover some “stamina” in terms of reducing fatigue or exhaustion, or getting a 1-round bonus to attack rolls (+2 morale) and a burst of speed. A +2 weapon generally costs 8,000 gp, and a +3 weapon (to make a proper invigorating weapon) costs 18,000 gp. That’s enough for…24 purchases of Wand of Lesser Restoration? The only meaningful bonus is the temporary boost, and that’s almost a joke when you have stuff like Haste and lesser designating provide an equal or better bonus. Too costly; pass.
Keen: A +1 enhancement melee-specific property; can only be added to slashing or piercing weapons. This is the feat-saving property that makes you more liable to deal critical hits. As a reminder: a threat range of 20 becomes 19-20, one of 19-20 becomes 17-20 and one of 18-20 becomes 15-20 (a reason why a +1 keen falchion deals greater damage overall than a +1 keen greatsword). Note that it doesn’t stack with Improved Critical.
Kinslayer: A +1 enhancement property. This one is great, but way too fluffy: against your own family, you add the bane property. It doesn’t say how far away, so the general rule is up to the 4th generation or those who share your surname (if any). Good if your brother or sister or mother or father or grandfather or twice-removed cousin became unrepentantly evil or an Antipaladin; otherwise, disappointing.
Legbreaker (LD): A +2 enhancement melee-specific property for bludgeoning weapons. A lesser form of Lockdown as it reduces speed rather than nullify it. The critical hit portion is decent, particularly for Lockdown builds who happen to have a Bec de Corbin or a Lucerne Hammer (though note that you don't want to fail the trip, since no bludgeoning weapon in PF has reach AND trip). If you compromise your reach, then this property is perfect on a heavy flail.
Lesser Designating (Arc, Gun): A +2 enhancement ranged-specific property. While the cost may seem a tad excessive, this is easily one of the greatest properties seen overall. You gain no benefit from it, but when you hit a target, all allies gain a morale bonus of +2 to attack and damage rolls with melee weapons. If most of your allies use melee weapons, that means you provide a very solid buff (you probably have a real high attack bonus, so you’ll hit reliably) to your allies, who’ll thank you greatly. Seriously: for +2 enhancement bonus, you become one of the most reliable buffers around. Wonderful property.
Lifesurge: A +2 enhancement melee-specific property. You add your weapon’s enhancement bonus to necromantic effects, any effect of undead creatures that would deal ability damage/drain or energy drain (with a +4 item, that’s practically Death Ward for you) and to temporary hit points. The key benefit is when you’re facing undead, since you treat the weapon as keen (despite undead creatures not being vulnerable to…oh wait, they are!) and deals an additional 1d8 points of damage (+1d8 per point of critical multiplier over x2), which can be used to heal yourself (half the roll; that is about 2 hit points per critical hit, with a chance of 3 HP per four hits) or deal that damage to the opponent (4-5 HP per blow). Obviously great against the most numerous enemy type, but the cost is a tad high.
Limning: A +1 enhancement property. Similar to the revealing property from 3.5, except it doesn’t mark creatures hidden by fog or other completely nonmagical means. Bit of a nerf, but when you can pinpoint those creatures easily, that’s completely irrelevant.
Lucky (Gun): A +1 enhancement firearm-specific property. You get a reservoir of 1 grit point you can use for any deed you know, or for its own property; the ability to re-roll an attack that would result on a misfire (that means rerolling a 1, which is awesome). This is a great aid for Holy Guns at a start, because they have a very small amount of Grit around, and it effectively lets them make more Smiting Shots early on.
Menacing: A +1 enhancement melee-specific property. You don’t need to be flanking the opponent, but the opponent must be flanked. This increases the bonus granted by flanking by 2, which is a fair boost (+4 to attacks is not that bad), though you’ll definitely want to take advantage of it. Not the greatest buff, but it’s cheap nonetheless.
Merciful: A +1 enhancement property. You deal extra damage with your weapon, but all your damage is automatically non-lethal. Great to knock opponents real quick. You can suppress the property and deal lethal damage (without the bonus, that is), as per its 3.5 incarnation. Not the greatest, but it won’t hurt you a bit.
Mighty Cleaving (THF): A +1 enhancement property. You can hit one more target with the Cleave feat, though it can’t be one you already hit. This is only useful if you have the Cleave feat, but if you have the Great Cleave feat, then it’s pointless.
Mimetic: A +1 enhancement melee-specific property. Each time you hit an opponent, you gain energy resistance up to 30 to an energy type your opponent is either resistant or immune (your choice with multiple targets). Since most of the time the target’s immunity is because they use the energy type (or have an elemental subtype), this is awesome defense against some of the most pesky opponents (like dragons or elementals). IMO, way too cheap for its benefit.
Negating: A +2 enhancement melee-specific property. You reduce alignment-based DR by 5 whenever you deal damage despite the DR, so at most this is tantamount to +5 damage against those creatures. It still doesn’t work when the DR has to be bypassed by two components rather than one. A +5 weapon (or a +4 with an alignment) works far better for this. Ignore.
Neutralizing: A +1 enhancement melee-specific property. It works a lot like the grounding property, but it has two good traits. The first is the ability to neutralize non-magical acid (thrust a +1 neutralizing rapier into acid flasks and make them harmless water!), and the second is that the weapon is completely immune to acid damage, making it the bane of oozes everywhere. This makes it better than its peers, specifically for that last trait. Oh, and it has a strong earth trait, so the bonus goes against acid and earth attacks, and the extra damage against earth-elemental creatures.
Nimble Shot: A +4 enhancement ranged-specific property. There’s several ways to ignore attacks of opportunity when making ranged attacks, the simplest being making a 5-ft. step away. This enhancement is a trap no matter how you look at it, and not even Weapon Throwers will find this viable.
Nullifying: A +3 enhancement melee-specific property. Each time you hit, you reduce the target’s SR for 1 minute, and with a critical hit, you instead reduce the target’s SR by the weapon’s critical multiplier. This is very similar to 3.5’s shattermantle effect, though its focus is different; rather than reducing SR for 1 round, it reduces it for 1 minute. Note that the reduction stacks, so it ends up applying far more than before. The only reason this trait isn’t so great is its cost: 3.5’s shattermantle was a +1 enhancement bonus equivalent, making this far too expensive even if the duration is multiplied by 10.
Ominous: A +1 enhancement melee-specific property. You add your enhancement bonus to Intimidate checks (ANY Intimidate check, which is formidable!), and you can shaken your target on a critical hit (with a poor save DC of 13 against Will). You’re not looking for the rider effect, but for the free boost to Intimidate.
Patriotic: A +1 enhancement property. This is exactly as the fervent property, except it works against people of other nationalities.
Phantom Ammunition (Arc, Gun): An ammunition-exclusive property costing 2,000 gp per stack of 50 (40 gp ea.) Destroys ammunition, attack leaves no wound. This has two big problems: one, if you fail the attack, the ammo is destroyed, meaning you just wasted 40+ gp. Second, if the weapon had some sort of bleeding property, the wound won't bleed, making that property worthless. This is a purely fluffy property, and not the kind that a Paladin, who fights in open view, would need.
Phase-Locking: A +2 enhancement property. The benefit it offers is circumstancial, but it blocks some of the most annoying movement forms. Somewhat costly, though, but far better than its 3.5 equivalent of the binding property.
Planar: A +1 enhancement property. In effect, this is a +5 to damage rolls against outsiders, but only to punch through DR. You have far better and more reliable ways to deal damage against them, and with some spells and effects you can bypass DR altogether, so this isn’t that great. Advantage involves its cheap cost (relatively speaking).
Prehensile (Fen): A whip-exclusive property costing 2,500 gp. Use whip as impromptu grappling hook; as free action, spend 1 panache point to extend reach to 20 ft. for one attack. A proper swashbuckler gains additional benefits, but even someone who lacks proficiency with whips can use one a la Indy. If you have panache, the reach is fairly good, particularly if you have the Whip Mastery line and can do free trips with whips.
Quenching: A +1 enhancement melee-specific property. Works like the grounding and neutralizing properties, except it applies against fire creatures, spells and effects, and it extinguishes non-magical fires. If used creatively, you can use a quenching weapon to negate the effect of catching on fire (that’d be creative). There’s also a decent amount of fire subtype creatures, so this is the one that deals most reliable damage, but not by that much. A must in the Elemental Plane of Fire.
Reliable (Gun): A +1 enhancement firearm-specific property. This weapon reduces or negates the misfire chance of a firearm. It’s cost isn’t that prohibitive, so it’s always good to add to any firearm you wield, but it should have been fixed-cost IMO.
Repositioning (LD): A +3 enhancement melee-specific property. You gain a +2 enhancement bonus to Reposition checks (rather than add your enhancement bonus to the Reposition check…), and you can reposition opponents as part of a critical hit, except it provokes an attack of opportunity nonetheless. There’s no reason why you’d want this, except for Lockdown builds as they can deal damage, get a free reposition and probably provoke no AoO in exchange as you have the enemy right where you want it. Even then, the cost is too prohibitive (+3!?).
Returning (Thr): A +1 enhancement thrown weapon-specific property. No change from 3.5 (returns before your next turn), so you can’t use it for full attacks, but with enough weapons of the same kind (and with an endless wallet, that is), you probably can. Other people might also find the item useful.
Runeforged: A +2 enhancement property. This is actually a collection of seven different kinds of weapons that specialize against one kind of school of magic. The base benefit is the bane effect against specialists of a school and another representative of the school: Abjuration and creatures with an Abjuration effect; Conjuration and summoned creatures (no Summoners, though); Enchantment and enchanted creatures (aka charmed, dominated or mind-controlled); Evocation and fire-subtype creatures; Illusion and creatures from the Plane of Shadow; Necromancy and undead created by necromancy; Transmutation and shapechangers. All weapons also have a bonus based on the type of spell school they oppose (in order: fire resistance 5, negate 3 harmful transmutations per day, negate 3 negative levels from energy drain, Dispel Magic on illusions 3/day with an automatic strike, Dispel Magic to dispel an enchantment + heal 6d6 HP if successful; negate one Dispel Magic cast on you, or Dismissal effect on a critical hit 3/day). You also gain a +2 insight bonus to Initiative and a +1 dodge bonus to AC if you happen to follow the same virtue as the weapon (Charitable, Commanding, Compassionate, Generous, Liberal, Symbiotic or Trusting), but you can’t wield more than a weapon of this type. The bunch of “ifs” makes these weapons kinda unreliable, so the cost is really all the way from “too expensive” to “just right” (rarely “too cheap”).
Sacred: A +1 enhancement property. Weapon counts as holy symbol. If you have the blessings ability (through, say...the Temple Champion archetype, if you're insane enough to take it), you can activate a minor blessing when using Channel Positive Energy. In the latter regard, it's moderately useful, but otherwise you can do better with another kind of holy symbol, which is far cheaper.
Seaborne: A +1 enhancement melee-specific property. This allows your weapon to function well underwater, and you also get a bonus to Swim checks equal to twice your enhancement bonus (which works to suppress or negate the penalty from your armor’s check penalty on the same skill). On aquatic campaigns, this trait is formidable; otherwise, pointless.
Second Chance: A +4 enhancement property specific to bows only. You can reroll 1 attack once per round as a free action. The problem with this is the cost; it’s a great ability, but perhaps way too expensive for its own good. As a +2 or +3 enhancement property it would have been nice, but otherwise it barely plays well.
Seeking (Thr, Arc, Gun): A +1 enhancement ranged-specific property. You ignore miss chance from concealment when using ranged weapons, though you still have to hit the right spot. Limning is obviously better, but the cost is roughly the same, so there’s no real loss here.
Shattering: A +2 enhancement property. Remember how breaking was like the bane property? Well, this is [elemental] burst for the breaking property.
Shock: +1 enhancement property. The second-most reliable of the elemental-damage properties, since electricity damage is not so easily resisted.
Shocking Burst: +2 enhancement property. As shock, but it deals extra damage on a critical hit.
Speed: A +3 enhancement property. You can make an extra attack on a full-attack, but the effect doesn’t stack with Haste or a similar effect. This is just as bad as it was on 3.5, so don’t feel bad because the effect sucks.
Spell-Stealing: A +3 enhancement melee-specific property. If your Code allows this (remember: no stealing!), then this is a pretty awesome property. Think of it as follows: you cast a targeted Dispel Magic when making a critical hit (a free one, not like the Dispelling property version), but you automatically know how the target is affected. Then, you make a caster level check, but you instead use the weapon’s CL (generally 13th, but it can be higher if your weapon has a different property) plus your enhancement bonus (did you know that, with a +5 weapon, that means a caster level check of +20?). If you succeed on the dispel check, you steal the effect for 1 minute or until the effect expires. If your critical multiplier is higher, then you can steal more than one effect. The cost is fair: the effect is just TOO good, since you debuff the enemy and buff yourself. It works on any buff, though you may be denied the benefit of some spells because of racial requirements or whatnot. Normally, it’d be light-blue (it’s THAT good), but the conflict with your code might make it pointless to get. Ask your GM about it, and if s/he agrees it doesn’t let you violate the code, then by all means get it!
Spell-Storing: A +1 enhancement property. Store a spell, cast it on a creature you hit; exactly as its 3.5 incarnation. Not much to say, really.
Spirit-Hunting: +1 enhancement property. As Bane, except it works against Oracles and Shaman, specifically. Unlike Blood-Hunting, it doesn't have an "all" option, making this item strictly worse.
Stalking: A +2 enhancement property. This is mostly like the Assassin’s Death Attack, except you deal more damage rather than instant kill or paralysis (1d6/round of study, to a total of your enhancement bonus). Best on an ambush, but you’re probably against them (or rather, you’re too poorly equipped to set an ambush). Also, real costly.
Thawing: A +1 enhancement melee-specific property. Works like the grounding, neutralizing and quenching properties, except it all applies to cold, not necessarily to water. Probably poorer than the grounding property.
Throwing: A +1 enhancement melee-specific property…which makes weapons capable of being thrown. Or rather, ignores the penalty when using melee weapons at a distance. No different from its 3.5 incarnation, and even there, it was a pointless enhancement.
Thundering: A +1 enhancement property. Exactly as its 3.5 incarnation; sonic damage (almost no one has innate resistance to it) on a successful critical hit, and a chance of deafening the target. The damage itself is the good part, though you probably won’t see it firing that much. If put on a weapon like a scimitar or falchion, then you’ll see a decent increase in damage. Deadliest on a falcate, with its beautiful critical stats.
Transformative: A melee-specific property costing 10,000 gp. Seems a tad hefty, but it allows you to transform any weapon into another of the same size and handed-ness. Actually one of the better versions compared to its 3.5 predecessor, the morphing enhancement, if only because of its fixed cost; prohibitive at first, but later on it becomes hilariously cheap. One weapon, multiple uses. Lockdown builds will see heaven, with the bunch of polearms they can access, but still useful to other combat styles (save for Unarmed, probably). Can’t be turned into a purely thrown weapon, though (it can be turned into a thrown weapon usable in melee, such as a dagger or a shortspear).
Unholy: A +2 enhancement property. You can’t wield this! Why is it here? Well…
Redeemed: For this, that’s why! For an additional +1 bonus, you turn any unholy weapon into a holy weapon with an additional +5 competence bonus to Knowledge (planes) checks to identify evil outsiders and the weapon’s enhancement bonus as a sacred bonus to saving throws against attacks of evil outsiders. Technically, this makes the redeemed quality the only Paizo-official synergy property. Otherwise…well, kinda mild, though a +1 enhancement property for additional saving throw bonuses against one of the most dangerous opponents around is kinda worth the cost…
Vicious: A +1 enhancement melee-specific bonus. A reliable way to deal damage, but note that you also take that damage. Think of it: for a +2 enhancement, you deal 7 points on average while taking between 3-4 damage (again, on average), so while you’re probably risking it, you can defeat an opponent faster. Not a must-have, but between its price and the fact that you’re one of the best self-healers around, the bonus is probably worthwhile.
Vorpal: A +5 enhancement melee-specific bonus, and only for slashing weapons. You snicker-snack the heads of enemies on a natural 20 (not a critical hit, BTW). It was bad, hilariously expensive, and somewhat pointless in 3.5, and here…it’s still bad, hilariously expensive and pointless.
Wounding: A +2 enhancement melee-specific bonus. This, unlike virtually ALL OTHER weapon enhancements straight from the Dungeon Master’s Guide of 3.5, unequivocally got nerfed. You deal 1 point of bleed damage (which is kinda meh, but it stacks anyways), which isn’t multiplied on a critical hit. The original? 1 point of Constitution damage. Notice why it’s a nerf now? Sure, you can affect creatures with immunity to ability damage now, but you lose one of the most powerful ways to kill a creature with nothing but melee attacks. *sigh*

T.G. Oskar
2014-05-15, 01:00 PM
Psionic Weapon Special Qualities

Bodyfeeder: A +3 enhancement property. On a critical hit, you gain temporary hit points based on the total damage you deal; that means all the weapon damage, multiplied because it’s a critical hit, and as many bonuses to damage you can stack it on. A funny note is that 3.5 had this same property (at the same cost), but it got nerfed into a version that only added a portion of the damage at the same cost, so this is a rectification.
Collision: A +2 enhancement property. You deal 5 extra points of damage. Boring, yes, but the cost-to-damage ratio is very good (2.5 points of damage per point of enhancement bonus).
Coup de Grace: A +5 enhancement property. Same as 3.5, but the core effect is pretty decent. DC 27 is very hard to resist, though paralysis is rather easy to become immune to. The cost is a tad high for what it offers, but in most cases it’s fairly good.
Dislocator: A +3 enhancement property. 3/day, you can attempt to teleport an enemy up to 100 miles in a random direction if it fails a Will save with a fairly decent DC (17). Note, though, that the attack can fail and the effect be wasted, so make sure you know what you’re doing. Overall, you want the enemies close to you, not far from you.
“Dueling” (Fen, LD): A +1 enhancement melee-specific property. Note that this property shares its name with the Dueling weapon property from Ultimate Equipment, so ask your GM if it applies. Add twice your enhancement bonus to disarm and trip CMB checks, and also to disarm and trip CMD. Note that the enhancement bonus already applies to those weapons, so that means three times your enhancement bonus (the largest bonus you could ever imagine). It also applies to dirty trick and reposition checks. This is the best gift you can give to any Fencer or Trip Lockdown build, since the bonus stacks fairly fast, and by the moment you have a +5 enhancement bonus, that means you get a +10 to your CMB and CMD with those four combat maneuvers. In fact, you could promote Stand Still Lockdown builds to integrate Trips into their fighting styles.
Energy (Arc, Gun): A ranged-specific property that costs 12,000 gp, but does not apply to thrown weapons. This allows you to, effectively, create ammunition that deal damage entirely as a specific type of energy (cold, fire or electricity only), but otherwise act as normal ammunition. Despite being pretty costly, free ammunition is more than worthwhile. You still need to make the reloading action (bad for Gunners), but it gives you quite the breadth of options. You effectively spread the bow properties on its ammunition. Note that, if you load the weapon with ammunition, this effect doesn’t work. The cost can be pretty hefty, but it’s far, far cheaper and far, far better than endless ammunition if only because you can punch through DR and deal energy damage with your weapon with horrible ease. 3.5 players may recall one such weapon called the Energy Bow…which had a similar effect, and that was based off the key weapon of Hank, one of the kids from the Dungeons & Dragons cartoons. Holy obscure references, Batman!
Great Dislocator: A +4 enhancement property. As dislocator, except instead of Teleport, it’s Plane Shift. So, it can range between an effective Banishment effect to its home plane, to stranding the opponent in a place where it’ll die instantly (undead in the Positive Energy Plane, a water elemental in the Elemental Plane of Fire, a demon going straight into Heaven to be dispatched by archons…), though the Will save is kinda low (DC 20).
Greater Energy (Arc, Gun): A +4 ranged-specific enhancement property (doesn’t work on thrown weapons). The difference between the energy property and this one, aside from the excessive shift in cost, is that you instead turn ammunition into energy. This may seem like a trap, but it isn’t: this allows you to add ALL of the ammunition’s benefits into the attack. For example: a +2 greater energy composite longbow of greater designation can turn a +5 holy ghost touch silver blunt arrow into energy, dealing the damage from the +5 enhancement, the holy effect, the ability to punch through incorporealness, AND the ability to grant a bonus to allies without worries for DR, and the rest of the damage becomes either cold, fire or electricity damage. This is better if you’re accustomed to using trick arrows or alchemical cartridges (how about using the Dragon’s “Frost” alchemical cartridge by changing the damage from the cartridge into cold damage?). Somewhat prohibitive, though, which makes the energy property way, way more cost-effective.
Linked Striking (TWF, LD): A +2 enhancement property. In effect, this is the bane quality, but it adapts to the fought creature. Excessively cheap for what it offers, so as long as you only attack one creature. Since any weapon with this enhancement wielded by you shares this link, a Two-Weapon combatant needs only to hit once to have its main and off-hand weapon gain this benefit, which is awesome synergy. Lockdown builds will find this less savory, because their idea is to hit as multiple enemies as possible.
“Lucky” (Gun): A +1 enhancement property. You’ll notice that this has the same name as the lucky property from Ultimate Equipment, so there may be a conflict (hence the quotation marks); make sure you speak this to your GM. If the GM approves, you get the ability to reroll 1 attack per day as a free action. Quite good, even if limited. Obviously not as good with guns, which get the other lucky property.
Mindcrusher: A +2 enhancement property. Obviously meant for combat against psionic creatures, this allows you to deal damage to the target’s power points when hitting, though only the base damage counts and only half the amount is considered. A psionic creature devoid of power points takes Wisdom damage on a failed Will save (DC 17) instead. Rarely psionic creatures will have no PP whatsoever, but it’s entirely possible; in that case, they also take the Wisdom damage. Against non-psionic creatures…talk to your GM, but the most likely explanation is “doesn’t apply”.
Parrying: A property that costs 8,000 gp. You get a +1 insight bonus to AC and saving throws for a fixed cost. What’s not to like?
Psibane: A +2 enhancement property. Like bane, but it affects anyone with the psionic subtype. If your campaign is based on psionic creatures, this means you have a very solid weapon (but even then, linked striking has a clear advantage; however, it’s not clear if the bonus and the damage stack because the properties are different). On a non-psionic campaign…this trait probably doesn’t exist.
Psychodisruptive: A +3 enhancement property. The Will save DC is pretty low (DC 16), but if it hits, the target can’t use powers or psi-like abilities for 1 round. This may seem like pointless, except for a little thing called “psionics-magic transparency” (in a nutshell: a spell works like a power, viceversa, and Dispel Magic can dispel a psionic effect); because of this, the effect can also apply against spellcasters. However, this is only good if you can deal multiple hits, because by higher levels you’re mostly expecting the target to fail on a natural 1.
Psychokinetic: A +1 enhancement property. Works like the elemental properties (corrosive, flaming, frost, shock), except the damage is 1d4, no element, and bypasses damage reduction. Being ectoplasmic, it means it also punches through incorporeality. The damage may be somewhat small, but the effect is otherwise formidable.
Psychokinetic Burst: A +2 enhancement property. As corrosive burst, but dealing psychokinetic damage of one die size lower (d4 instead of d6, d8 instead of d10).
Rebounding (Thr): A thrown weapon-specific property that costs 12,000 gp. You can use a thrown weapon to attack multiple opponents, though all attacks count as your iterative attacks for the round. Thus, this allows you to make a full attack, so as long as you can keep hitting opponents (your range increment penalties will apply because the total distance traveled by the weapon is considered for the purpose of range increment penalties on subsequent attacks). Somewhat costly, but it’s one of the few “legal” ways for Weapon Throwers to attack multiple opponents with one weapon. The fixed cost makes its worth somewhat better.
Soulbreaker: A +3 enhancement property. You impose negative levels on critical hits. That alone should tell you that it’s good; the better part is that the Fortitude save is only to purge them. Therefore: it will always debuff the opponent. For a crit-fisher, this is debuff nirvana.
Sundering: A +1 enhancement property. You gain the Improved Sunder feat for free, no strings attached. Erm… The fun part is that it applies to any kind of weapon, even thrown weapons, bows and guns…
Suppression: A +2 enhancement property. Apparently, the item uses the wielder’s manifester level for the property, so it’ll be of less utility to you. In any case, it’s like the dispelling property except it has a lower check bonus but applies to EVERY attack. So, it replaces a sure dispel for dispelling by attrition, and the weapon stops being useful by…say, 5th level? If you can increase your manifester level (debatably, but it might happen), you can draw some more juice out of it).
Teleporting (Thr): A +1 enhancement thrown-weapon specific property. Effectively the same as the returning property, except it teleports to you rather than move around. The reason why this is better is because you can move after the attack and it’ll return, unlike the returning property. The problem is that if the area is blocked from teleportation, so will your weapon.
Wrrenching (Thr, Arc, Gun): A +2 enhancement ranged-specific property. You can make ranged reposition attempts, but only directly towards you. This…is a bad idea if you want to keep opponents at bay, but decent if you want to get them towards you for…whatever you intend them to do. It’s also better when you attempt to move opponents away from your allies.

Specific Weapons

Instead of going through each weapon, the following are the most likely to be considered by a Paladin.
Blade of Binding (THF, LD): +1 greatsword. If you hit, you can do a special grapple check to bind the creature with the sword’s blade. You can either maintain the grapple (with a +5 bonus on the check), keeping the target at bay, or turn it into a magical chain that keeps the target entangled by releasing the handle. The sword can be broken with a DC 28 Strength check or by a simple sunder attempt, and the entangle effect isn’t that strong against spellcasters, but if you have enough strength, you can keep the enemy grappled for a long time. Lockdown builds will probably have another weapon they can use (the armor spikes or the gauntlets) to deal additional damage while grappling.
Blade of the Rising Sun: +1 glorious undead bane katana. It technically has the limning property when you make a critical threat (whether it succeeds or not), which deals damage to undead creatures. The special ability is the sacrificial smite, which works as a combined Sunburst + either Mass Cure Serious Wounds or an Aoe Breath of Life spell (10-ft. radius), with a serious CL. This can be used as a standard action or as an immediate action before dying, but it destroys your body with only a 50% chance of Reincarnation. The effect is pretty awesome, but if you fall on the bad half of probability you’ll need to make a new character or get a True Resurrection spell on your behalf. No matter what, the effect is quite good, and since it’s a last-ditch effect, it’s pretty reasonable for its cost.
Bloodletting Kukri (TWF): +1 kukri. You deal 2 points of bleed damage with a critical hit, which become temporary hit points. If you can further upgrade it, a +1 keen wounding Bloodletting Kukri can be a reliable way to gain temporary hit points. Two-Weapon wielders may even choose to get a pair!
Bloodstone Impaler: +1 keen spear. If you confirm a critical hit, you can attempt 1/day to petrify a creature, except the weapon gets stuck in it. You’ll probably find it stuck on a petrified creature, and you’ll know the reason why. If you don’t get it: the effect doesn’t last forever, so it probably sucks.
Bloodthirst Dagger (TWF): +2 wounding dagger. You deal extra damage per bleeding wound, up to a maximum of +10 to damage (and since each weapon deals a bleeding wound, which means a full-attack stacks the damage real fast!). If you land a critical hit, you can instead deal 1d6 points of damage per wound (max 5d6), but that heals all bleeding wounds. While the wounding property is no longer that awesome, it’s vital for this weapon. The total damage may be a bit of a let-off for any Paladin, but a Two-Weapon combatant might do wonders with another weapon having the wounding property as your main weapon.
Boulderhead Mace: +1 heavy mace. 1/day, reminisce one of the famous daring escapes of Indiana Jones…but with the enemy running away! The created boulder only moves up to 60 ft. before creating difficult terrain at a 10-ft. radius (earlier if it can’t surpass an obstacle). You have no weapon until a day after, when the mace grows a new head. Use this weapon (which is pretty cheap, actually) as a 1st-round move, then switch to a proper weapon afterwards.
Cutthroat’s Apprentice: +1 dancing shortsword. You can’t send it to dance all day (only 2/day), but the duration is doubled. Furthermore, it creates flanking opportunities, so as long as you strike the last creature the weapon hit. Kinda meh, but good if you rely on CMB for the increased bonus.
Dagger of Doubling (TWF, Thr): +1 dagger. You can create a duplicate of the dagger, which you can throw normally. It’s unclear what happens if you try to double a modified version of this weapon, but if going through strict RAW, it’ll be a waste of time and money (it turns into two identical +1 daggers, not two identical copies of the weapon, so the other enhancements are immediately lost). Weapon Throwers can find this a good way to make all attacks, as with Quick Draw you can duplicate the weapon as a free action.
Demonsorrow Curve Blade (Fen, THF): +3 cold iron holy demon bane elven curve blade. Expensive, but against demons it’s one of the greatest weapons. Any demon (and only demons) within 60 ft. suffer from a Dimensional Anchor effect, without a saving throw, making it impossible for them to escape without moving away.
Devil’s Key: +2 redeemed longsword. Formerly an evil weapon, this allows you to kill the creature permanently. When fighting an evil outsider, 1/day as a swift action as part of an attack you can use Plane Shift to the creature’s home plane. Kill it, and the sword makes another Plane Shift with uncanny precision back to your spot. Obviously you’ll use it on the toughest, meanest evil outsider you find, right after it gets debuffed to Hell (or Abyss; the target can resist the attempt with a DC 20 Will save), and the one that you marked. Fun fact: if you use it to fight a Balor, you can avoid its death throes.
Disarming Blade (Fen): +1 dueling rapier. You gain a mild version of the Greater Disarm effect, which is somewhat disappointing.
Dragon’s Tail (THF, LD): +2 dragon bane guisarme. Each time it hits, the target must make a Fortitude save (DC 20) or become staggered; against a dragon, its first stun then stagger (and the dragon is always staggered no matter what). Even if you never face a dragon, the Fort save DC is good enough to stagger anyone (and with multiple hits, that means it’ll have to roll low at least once), so you can control it at your leisure. Lovely on Lockdown builds, specifically Stand Still Lockdown builds even though it’s a better weapon for Trip Lockdown builds.
Dragoncatch Guisarme (LD): +1 dragon bane guisarme. The one and only weapon that allows “tripping” a flying opponent (not just dragons!), making them fall to the ground. Trip Lockdown builds should make this weapon the basis of their signature weapon, even if they never fight a dragon in their life.
Duelist's Comate (Fen): +2 countering dueling rapier. You're essentially paying 3,000 gp for using Pommel Strike Deed 3/day, except you don't get to make your opponent fall prone. Well, you replace that for a +2 to damage rolls, but the idea is there; the feat is better, since it has no such limitations. It's a swift action, though, meaning it's a free attack, but still...
Dwarfbond Hammer (Thr): +1 warhammer. A Dwarven Thrower’s little brother. One less enhancement bonus, 10-ft. less range, and 1d8 less damage against giants (and no damage against others). Roughly about half the cost, so it’s decent.
Dwarven Thrower (Thr): +2 warhammer. If you’re a dwarf, this is a great weapon if you ALSO happen to be a Weapon Thrower (or if you’re a Human with the Racial Heritage feat, or you have a high UMD check). With a 30-ft. reach and the returning quality, it’s a very solid throwing weapon. The best part is that it deals an additional 1d8 points of damage while thrown. Better against giants.
Earthenflail (THF): +1 shattering heavy flail. The weapon can temporarily (as a swift action until your next turn) ignore all cover except total cover provided by stone or earth structures, so they can’t hide from a wall, but you can’t sunder stone weapons of any kind. The effect is kinda meh for a decent bludgeoning weapon.
Everflowing Aspergilum: +1 battle aspergillum. These weapons are effectively light maces with the ability to deploy holy water, which in this case has its own self-refilling reservoir. Furthermore, you effectively have infinite holy water flasks with it though only for purposes of throwing them (you can’t collect the holy water). A fun combined weapon, but nothing to really celebrate.
Fighter’s Fork: +1 trident. A combination between a longspear and a trident, which can be shortened to each as a swift action. The problem with it is the swift-action requirement itself, since that means the weapon can’t be used to attack up close and at reach, which is the big problem of Lockdown builds. Others will probably seek a better weapon.
Firedrake Pistol: +1 flaming pistol. 5d4 cone of fire as a standard action rather than shooting a bullet, or make the bullet deal fire damage instead. In effect, a poor man’s +1 energy dragon pistol, though the damage from the cone is much larger. Remember that fire damage is easily resisted, but if the target has no energy resistance, then it becomes a great way to punch through DR.
Flametongue: +1 flaming burst longsword. Once per day you can duplicate the effect of a CL 3rd Scorching Ray, which is functionally pointless by the time this weapon is acquired. You could do better by using a wand of Scorching Ray instead.
Ghoul’s Lament: +1 ghost touch disrupting warhammer. 3/day you can use it to knock an opponent prone if it fails a DC 20 Fortitude save; recall that undead creatures have poor Fortitude saves, and depending on their Charisma score, they may have a poor bonus to Fortitude saves as well, so this is a pretty decent rider effect.
Grudge Blade (Fen): +1 rapier. Each time you hit a target, you gain a +1 to damage rolls (maximum +5) which stops only when you hit another creature or when you stop hitting the target for 1 round. Cheap, and the benefit is quite good.
Guarding Blade: +1 dancing short sword. If you’re unconscious, sleeping or dead, the weapon activates the dancing property whenever someone tries to steal it. Otherwise, no special trait.
Headsman's Blade (THF): +1 keen greatsword. 1/day, you can study a target for 1 round, then attempt an assassination. Going strictly by RAW, a Paladin cannot do an assassination attempt unless it has sneak attack damage dice (the slayer advanced talent mentions you must make a sneak attack, THEN mentions the target must have its Dexterity bonus to AC negated); however, assuming you don't actually need SA dice...it's still weak. The save DC is laughably low (DC 15, which can be passed 50% of the times with a +5 bonus, which most monsters achieve just by their Constitution by 3rd level or so) and the execution is slow as all heck. That said, you'll rarely say no to a keen greatsword.
Heartswood Spear (Thr): +2 undead bane spear. Lacks the reach, but it can be used as a quarterstaff with the disruption property as well, so you have two weapons in one (and a thrown weapon as well).
Holy Avenger: The one. The original. The Paladin’s sacred weapon. The…disappointing one, really. Alright, so this isn’t really a “Bear with Me” thing, but here’s the deal: the Greater Dispel Magic at will is pretty cool, the SR is a good freebie (though a tad weak to my taste), but it could be something better. I know, I know, “don’t look a gift-horse in the mouth”, but with the class having improved so much, might as well also improve its signature weapon, no? Note, though, that the Holy Avenger can benefit from the weapon bond, which effectively solves all these problems…but when you don’t have the weapon bond, it doesn’t have anything else to make it attractive. Particularly with, say, Lockdown builds or any ranged build, as they’ll rarely use a longsword. Still: considering it’s a Paladin exclusive, and you get to make free Greater Dispel Magic (the area version, which is what you essentially lack; too bad about the lack of the targeted version), it’s nonetheless THE weapon to look for.
Horseshoes of Sacred Silver (MC): These horseshoes modify your mount’s hoof attacks, giving them the holy property and some other traits. You also gain a +2 sacred bonus on bull rush, drag and overrun, an additional +2 to overrun if you use the Trample feat (the hoof attack also deals holy damage if the target is evil), and you may stagger the target if you hit with two hoof attacks in the same round (Fort DC 16 negates). Obviously, if you can find a way to have your mount attack with you, you should make your mount hit the best way it can; note, though that it’s either let your mount attack or make a charge and kill the target in one blow.
Impaler of Thorns (LD): +1 longspear. 1/day, attack a foe and deploy a Crushing Despair effect for 6 minutes if they fail a DC 16 Will save; the target of the attack also gets nauseated for 1 round if it fails the save. The weapon may seem evil, but it really isn’t; thus, the penalty can be quite good, and the nauseated effect even more since it effectively locks a target in place. Mostly, though, you look for it as a way to further debuff a target. Because of this, it’s better for Lockdown builds.
Javelin of Lightning (Thr): A consumable javelin that turns into a CL 5th Lightning Bolt, but gets consumed. Sorta cheap, but it gets stale real quick. A thrower may deploy multiples of them each round, so they might get to play Zeus for a while.
Knight-Captain’s Lance (MC): +2 silver lance (but without the damage penalty). 3/day after a successful attack, you grant a +2 morale bonus to attack rolls at all allies within 60 ft. that also attack the target for 1 round; remember this also counts for CM checks, so it’s a decent buff. That is, if you don’t kill the target first with your ubercharge. Ask your GM if the pennon could count as a flag for purposes of the Flagbearer feat, which would make this weapon even more awesome.
Lance of Jousting (MC): +1 lance. Mostly useful to forcefully dismount other riders, but otherwise pointless. In fact, never use it on a tournament or jousting contest if you don’t want to lose your powers. Actually, try to make sure the lance is non-magical before using it, because this weapon is just bait for sadistic GMs trying to take your powers away (“oh, Sir Monty the Rider has used a magical lance in the tournament! He has cheated!” *crack-a-real-smite* “The gods have declared him a cheater and therefore left him powerless! Now bend to the will of Dark Lord Skrooyuh!”).
Lash of the Howler (LD): +1 vicious scorpion whip. If you have the tricks to treat the scorpion whip as a whip, and a whip as a reach weapon, then this is a particularly nasty weapon. Aside from the added damage (which you can heal easily), the weapon has a chance of lodging a quill with every hit (though the Reflex save DC is easy to pass, being 14). The quill sickens the target, which imposes a nice penalty for subsequent debuffs. Certainly, the weapon doesn’t seem like one that would be used by a good guy, but the benefits of this weapon sometimes require being the dour guy.
Lesser Mace of Smiting: +1 adamantine heavy mace. The weapon is formidable against constructs (surprise surprise: constructs are vulnerable to critical hits!), boosting the enhancement bonus of the weapon and also its critical multiplier by 2. It also boosts the critical multiplier of the weapon by 1 against outsiders. In essence, the little brother of the original mace of smiting, with one-fifth its cost.
Lizardmarked Blade (Fen, TWF): +1 shocking gladius. You get a sort of Detect Magic effect that senses lightning resistance/immunity, but that’s somewhat irrelevant for you (it lets you know when the weapon isn’t going to be that effective). The increase in damage, though, is fairly good, particularly since the duration is quite good and it stacks with other size-increasing spells, like Enlarge Person or Righteous Might (in case it’s not too clear: with two size increases, the weapon’s damage grows to 2d6, which is a reasonable increase in damage).
Luck Blade: +2 short sword. You get a +1 luck bonus on saving throws and a free reroll, which works with any kind of roll. Just there, it’s a pretty good weapon, but you’re not looking for this weapon for those reasons. The true reason you want this weapon is for the free Wishes they offer. Consider yourself lucky (pun delectably intended) if you find one, though beware that you’ll have lots of people attempting to steal it from you. At the very best, you’ll make the party Rogue (or Ninja, or Bard) sleepless.
Mace of Smiting: +3 adamantine heavy mace. Since constructs are no longer immune to critical hits (nor sneak attacks…), the uniqueness of this weapon is kinda lost, but it still auto-kills constructs (in addition to the +2 increase to enhancement bonus). No difference from its 3.5 version, up to the x4 critical multiplier against constructs.
Mace of Terror: +2 heavy mace. Technically not an evil weapon (you can still be terrifying and good; think of sir Peter Fairgrave, the Powder Keg of Justice), but the use of Fear may have some negative connotations. Only 3/day and the Will save doesn’t increase, so it’s at best an early weapon that should be discarded later on.
Machete of Clearing: +1 short sword. It’s only true use is to defoliate terrain. Strangely enough, Paizo treats the machete as a short sword, when it can’t be used to slash (short swords pierce), so this is a mistake on their part. Had it been a cutlass, now that’s a fair use of a machete. Do note that a machete can have a curvature almost like a scimitar. Mistake or not, it’s kinda meh, though it has an improved version (which is still meh) that adds animal bane or plant bane.
Marrowcracker: +2 mighty cleaving warhammer. Since bludgeoning weapons require a natural 20 to make critical hits, seeing this property at work will be slim. The Strength (or Dexterity) damage is decent, but not that great (2-3 points of damage per critical hit), and it doesn’t have a saving grace like applying the damage to skeletons (hey, they are corporeal creatures with a skeletal system; they’re frickin’ animated skeletons, for goodness sakes!). Not an exciting weapon.
Oathbow (Arc): +2 mighty (+2 Str) composite longbow. The original bane weapon, so to speak; strange that the weapon wasn’t updated with the adaptive enhancement (to make it more attractive, that is). 1/day, make your weapon bane (with a free +1 increase to the enhancement bonus on top!) and add a +1 to its critical multiplier against one target, while making your weapon worthless against the rest. Between this and your mark, you should kill the target in record time. Don’t let it escape, though, or else you’ll get a silly penalty for a whole week.
Pistol of the Infinite Sky (Gun): +5 pistol. As you may know, a +5 weapon can bypass a lot of methods of damage reduction, so that’s its own benefit. That said: it reloads freely, and most importantly, after being fired. That means you can fire the weapon as a full-attack action, bypassing one of the big penalties of firearms. Also, it gets greater reliable for “free”, without even factoring into the weapon’s cost!
Rapier of Battlefield Movement (Fen): +2 rapier. The bonus to Acrobatics is competence-based, meaning it won't stack with items that also improve Acrobatics. The secondary ability requires Amateur Swashbuckler, and it continues the trend of enabling skirmishing, though the distance is fairly good compared to others (10 ft. to the usual 5 ft.)
Rapier of Puncturing (Fen): +2 wounding rapier. Originally, this weapon was pretty nasty because it always dealt Constitution damage. Now…it only deals that damage 3/day. Had they made this weapon deal Constitution damage with every hit, it would have been a good choice. As it stands, it’s still good, but not as great. Still reeling from the big change to the wounding property, that’s for sure.
Ricochet Hammer (Thr): +1 returning light hammer. A weapon with the rebounding property integrated…and 2,000 gp more expensive (a +1 rebounding returning light hammer costs 18,301 gp). Only worthwhile when psionics aren’t allowed.
Sacrificial Sword: +2 bastard sword. Three times overall, you can transfer the life force of one creature to another, effectively duplicating the Breath of Life spell but quickened. You can use your own life-force if necessary. Since it can’t be recharged that easily, it’s very situational, but even then, it can be useful. There’s better ways to get Breath of Life, though. Remember you can wield a bastard sword as a Martial two-handed weapon; the one-handedness is only if you have the Exotic Weapon Proficiency feat for it.
Sadist’s Lash: +1 wounding whip. Yes, the name is all wrong, but the benefits aren’t half-bad. You can extend the reach of any enchantment spell with a range of touch, but the real kicker is the penalty to Will saves when hitting (though it requires the target to fail a Will save of its own, and the DC is somewhat easy to pass, so it’s either have someone weak-willed have their Will drained further, or a strong-willed character withstanding bleeding wounds and pain). If you use lots of enchantments (surprise: the Paladin has a lot of enchantments!), then you might want to consider it, but if you’re smart, then you’ll notice the amount of work to make this work is too much work for the reward (redundancy and pun intended; excuses for compounding with a science joke).
Scimitar of the Spellthief: +1 keen heartseeking spellstealing scimitar. You get a bonus on Spellcraft (eh) and Use Magic Device (!!), plus free use of Detect Magic by touching a creature. If your GM flies with the spell-thievery, this is a pretty nice weapon. CL 13, so you’ll have a +14 bonus on the caster level check.
Shatterspike: +1 longsword. Still as worthless as in 3.5; counts as +4 longsword when making a sunder attempt, but you don’t automatically bypass its hardness.
Shieldsplitter Lance (MC): +1 keen lance. The bane of all shield-wearers everywhere; charge, hit, and the shield also gets destroyed in one blow! Well, it’s not my fault you deal that much damage in a single charge! The shield’s hardness helps, but you’ll almost undoubtedly break the shield (and with one or two more hits, destroy it entirely).
Starbow (Arc): +3 composite longbow. The weapon bears the adaptive weapon property as a tagalong ability (no enhancement bonus cost), and also shoots “sunrod arrows” that cause penalties to light-sensitive creatures. 3/day, you can shoot a sort of cone-shaped Searing Light with an extended limning effect (1 minute duration), which is pretty cool as area of effect attacks go. About 11,000 gp more expensive than a +3 adaptive composite longbow, but otherwise pretty fair.
Summoner’s Sorrow: +2 cold iron glaive. Bearing half of the bane bonus against summoned creatures, this is best when facing Yuna and her Aeons the Summoner and its Eidolon (note: summoned, not called, creatures). Furthermore, you can attempt to use Dispel Magic to dispel the summoning spell (or an illusion spell, which includes Shadow Conjuration and its ilk) 1/round (though again, on summoned, not called, creatures; doesn’t work on the Eidolon either), and attempt a Dismissal 1/day instead of dispelling. The weapon has some utility as summoners (both the class and the build) can be annoying enemies, and this makes it a piece of cake to defeat them.
Sun Blade (TWF): +2 bastard sword. Another hallmark of 3.5, this weapon hits like a bastard sword but is light as a short sword, which means you can dual-wield them (hence, great for TWFers), and applies Weapon Focus if you have it for bastard swords or short swords. It has a bunch of other nifty benefits, such as +4 against evil creatures and double damage/+1 critical multiplier against Negative Energy Plane creatures. It…also retains its “sunlight” power 1/day, which is great against vampires and light-sensitive creatures. You’re mostly looking for the damage and critical stats and its mild bonus against evil creatures, which still makes it great.
Swashbuckler's Rapier (Fen): +1 rapier. Requires Amateur Swashbuckler, but having a flexible Bane effect against nearly all humanoids (arguably one of the larger and more difficult to defeat types) is a nice bonus. Not only that, it's cheaper than a +1 humanoid bane rapier.
Sword of Life Stealing: +2 longsword. Cheaper than a +1 soulbreaker longsword, and it also allows you to generate temporary hit points with it. Make it keen post-haste, to deliver more negative levels. Note that a negative level, as the use of negative energy, isn’t inherently evil (the sword certainly isn’t), so you’re on a gray line here. If your GM finds it fine, and you don’t use it on innocents (only evil creatures), then you get a solid debuffing weapon.
Sword of the Planes: +1 - +4 longsword. As with 3.5, the bonus of the weapon depends greatly on the wielder’s location and which opponent it faces. The cost corresponds roughly to that of a +3 longsword with the added benefit. Also hard to determine which is its actual enhancement bonus, so might be difficult to determine how it can be improved. Its effect is not so great, IMO.
Sword of Vengeance (THF): +1 holy greatsword. 1/day, you can duplicate a holy smite spell cast by a 9th level caster, which is a pretty awesome ability. Between this and Bastard’s Sting, you may realize why I’m kinda disappointed at the Holy Avenger. Had the Holy Avenger and the Sword of Vengeance merged, it would have made a really awesome weapon. The cost of a Sword of Vengeance is effectively that of a +4 weapon, so the only thing you need is to add the difference between a +8 weapon and a +7 weapon, multiplied by .3 (the reduction for being a Paladin-only weapon). If your GM does this, give him (or her) a pretty frickin’ nice gift, like a brand new car or something.
Sylvan Scimitar: +3 scimitar. Normally a bit pointless, but in specific areas and climates, it grants you a free feat and deals extra damage. Since Cleave now works differently, it’s clearly better than its 3.5 incarnation, but its reliance on climate and location hinders its usefulness.
Ten-Ring Sword: +2 nine-ring broadsword. This weapon lets you add special rings to bypass properties, or lets you hold an extra ring. Between this and a hand of glory, you have 4 ring slots, which is pretty awesome. Even just this weapon is pretty awesome for the extra ring slot.
Traitorous Blaster (Gun): +1 double-barreled pistol. Reduces the penalty for making a double shot with a single pistol, and can make a single attack against a flanked creature (you still eat the double AoO, though). The name is just for the kickback the weapon produces, not because it’s evil.
Valor’s Minion: +2 holy bastard sword (Batman! Sorry, couldn’t resist!) Spend 2 uses of your mark, add +3 to your damage. Somewhat disappointing benefit, since I was expecting something like…I dunno, the Triadic Smite? (3.5 players will know about the Knight of the Triad and the “expend three smites to deal triple smite damage” thing)
War Lance (MC): +3 lance. Never wear a shield anymore: the lance adds a +2 shield bonus when mounted, which is exactly what you’ll do. With one hand free, you can do lots of things, probably including wielding a flag and getting the Flagbearer feat for extra buffs. Or cast spells, actually. Whatever floats your boat.
Warbringer (THF): +3 keen vicious falchion. Pretty awesome weapon: you confirm a critical hit (how you’re not going to!), get 1 round of rage and the opponent is compelled (if it fails its Will save against DC 14) to attack its nearest ally. The weapon should have been chaotic, but it isn’t: used correctly, the Two-Hander can deal even MORE damage and also happen to lead to infighting between enemies. If a Wizard or another spellcaster happens to fall victim to this effect, it’s doubly satisfying. With a 15-20 critical threat range, that’s roughly one of four attacks you make, thus making this weapon a must-have for any discerning two-hander.

T.G. Oskar
2014-05-15, 01:35 PM
Armor & Shield Special Qualities

Adhesive (LD): An armor-exclusive property worth 7,000 gp. For 10 rounds per day, you gain a climb speed of 20 ft. and a +2 bonus to various combat maneuvers (disarm, grapple, reposition, steal or trip). Despite the short duration, it’s a great property, particularly for Trip Lockdown builds since it also helps with their trip checks. Fortunately, you don’t have to consume them all at once, so use them sparingly.
Amorphous (Fen): A leather/fabric armor-exclusive property worth 4,500 gp. +5 competence bonus on Escape Artist checks, +5 competence bonus on CMD vs. grapple attempts; 1/day turn into viscous liquid and cross through narrow areas. The daily ability is very cool if you need to escape, which is the whole purpose of the armor in the first place. It doesn't apply to the large majority of armor suits, though.
Animated (SnB): A +2 enhancement shield-exclusive property. This property got nerfed from its 3.5 incarnation, as it now lasts for 4 rounds per use, like the dancing weapon property, but it’s still more reliable than actually wielding a shield. Just plan to end the battle in 4 turns and enjoy! If you have a Quickdraw Light Shield, you can actually add the Animated Property and store it as a swift action for the next battle. Did I mention I hate this property (I’m a fan of Sword & Boarding), but I consider it a necessary evil? Another change from 3.5: it no longer works on a Tower Shield. C’est la vie, mes amies.
Arrow Catching (SnB): A +1 enhancement shield-exclusive property. You gain a +1 deflection bonus to ranged weapons (but no ranged touch attacks, for some reason), and any projectile or thrown weapon shot at an adjacent ally instead hits you. The range sucks (why you can’t understand that a good defensive build must cover more than 5 ft.!?), but it’s a decent maneuver. The secondary property only works if the weapon’s enhancement bonus is equal or lower than the shield’s base AC, so Shield Focus directly improves this but not your shield’s enhancement bonus. Best on a Tower Shield, of course, since with one Shield Focus you can catch just about any projectile or thrown weapon, and with Greater Shield Focus you can catch Epic weapons!
Arrow Deflection (SnB): A +2 enhancement shield-exclusive property. 1/round, you can make a Reflex save to deflect a single projectile or thrown weapon (no splash weapon, projectile of a size larger than you are, or rays/ranged touch magical attacks). The bonus is the same as in 3.5: DC 20 + projectile’s enhancement bonus, which is somewhat prohibitive to most classes. Paladins have the fortune of applying two saves to the same bonus, so between a good Dexterity (needed for S&B) and Charisma, you can probably deflect more arrows than others. Fairly good feat.
Balanced: A +1 enhancement armor-exclusive property. +4 to CMB against overrun or trip, +4 on Acrobatics checks to maintain balance. The bonus definitely doesn’t cost a +1 property, and it only works on Light and Medium armor, not Heavy Armor (which you’ll most likely wear). Furthermore, you have to take a move action to fall prone, so it’s horrible for Gunners who prefer that setting to firing while standing aloft. Bad property, bad!
Bashing (SnB): A +1 enhancement shield-exclusive property. The way a shield goes from “meh damage” to “essential tool” for Shield wearers. Obviously you can’t use it on Tower Shields or Bucklers (you can’t bash with those), and other, newer shields deal their own damage. On a Heavy Shield, this deals as much damage as a +1 longsword for a cheaper price, though you’re sacrificing one of your enhancement slots in the shield for it.
Benevolent: An armor-exclusive property worth 2000 gp. When you use Aid Another to provide a bonus to AC, you also add the armor’s enhancement bonus to its AC. This + Bodyguard = you make your ally untouchable. Even then, it’s a fairly good & cheap property to add.
Bitter: A +1 enhancement armor-exclusive property. The save DC is pretty low (DC 14), but against creatures that swallow whole, this is a nasty debuff…that happens to be a poison effect. Screw the low DC; this effect goes against your Code! …Which is ridiculous, actually.
Blinding (SnB): A +1 enhancement shield-exclusive property. Just as in 3.5; 2/day, blind anyone within 20 ft. for 1d4 rounds unless they fail a Reflex save. The save DC is too low (DC 14) to be worthwhile, and the people you definitely want to see blinded (Rogues, Ninjas) won’t care because their Reflex save will be far, far higher than yours. Could have been better.
Bolstering: A +1 enhancement property. +2 competence bonus to saves when you damage someone. That’s fairly good defense, and for a cheap price. Doesn’t work on light armor and bucklers, but fortunately there’s Mithral for that?
Brawling (US): A +1 enhancement light armor-exclusive property. A +2 bonus on unarmed attack rolls (and grapple CMB, though technically it should also apply to other hand-based CMB like trip), unarmed strikes count as magic weapons, but you still need Improved Unarmed Strike to make your unarmed strikes deadly. Only works on Light Armor, though, which is a shame.
Burdenless: An armor-specific ability worth 4,000 gp. Increases your carrying capacity. Pointless even if your DM is stingy with Bags of Holding, but it can be useful if you need to move a boulder or something like that.
Calming: A +1 enhancement armor-specific property. As swift action, create 5-ft. aura for up to 10 rounds (non-consecutive) that may suppress emotion effects (DC 15 resists). The save DC is somewhat low (as with all fixed-DC items), particularly for the kind of people you want to use this against (Barbarians and Bloodragers, to suppress their rage effects). Cheap and useful, though. Can be used to suppress Crushing Despair, as well.
Champion: A +1 enhancement armor-specific ability. +2 sacred bonus to AC when you’re marking the target, but only against the target. IMO, too expensive for its cost because you already get a deflection bonus from it, and there’s other ways to get better sacred bonuses to AC (your spells, for example). Had it been cheaper, maybe. MAYBE. Works best for Cavaliers, who probably need it the most.
Clangorous (SnB): A +1 enhancement shield-specific ability. As an immediate action, duplicate the effect of a thunderstone, or Sound Burst (DC 13 Fortitude partial) on a critical hit. The Fort save DC is pretty low, but on a critical hit you’re capable of dealing good damage and potentially stun opponents. It’s a shame the DC doesn’t raise, because otherwise this would be phenomenal. As it stands…still pretty cool.
Comfort: An armor-specific property that costs 5,000 gp. While a bit expensive, it has a few nifty tools, but specifically helps you to never remove your armor unless necessary (so you can be always armored). It’s another way to reduce ACP by 1, which is great for Heavy Armor as well. Not exactly the greatest enhancement, but it’s better than others because it doesn’t consume one of your precious enhancement bonuses.
Creeping: An armor-specific property that costs 5,000 gp. If you use Stealth, this is the armor for you. Otherwise, ignore.
Deathless: A +1 enhancement armor-specific property. Kinda boring, but not by much: you gain resistance 10 against positive or negative energy, and a 25% chance to ignore negative levels (small, but decent for the bonus). It doesn’t block healing, which is a plus.
Defiant: A +1 enhancement property. Works like bane , except that instead of +1d6 to damage you get DR 2/- (IMO, should have been at least DR 3/-, since that’s closer to the average). Doesn’t stack with Magic Vestment, which is a terrible shame.
Delving: An armor-specific property which costs 10,000 gp. The 10-ft. burrow speed is cute, but nothing spectacular. You still need a way to breathe, so you can’t use this movement offensively. The other is a +4 bonus on saving throws against very situational things, so for the most part, you get this benefit for the burrowing speed.
Determination: A property which costs 30,000 gp. One of the best life-savers around, since it gives you the Breath of Life effect 1/day at CL 10th (5d8+10 is around 27-28 points of healing per day) for what’s essentially 150% of the cost of a use-activated item (which is, of course, right on the money). Add it to your armor AND your shield (if any; probably that Animated Shield that hangs around you) for double the goodness, though make sure to wield the shield after you use the armor version. Seriously: 30,000 gp for a 1up? Priceless!
Energy Resistance: A property which costs 18,000 gp. Resistance 10 against one energy type on your armor, permanently. Others may appreciate it, but you have Resist Energy to work things out, and it intrudes on other armor property you may want to buy (like, say, Determination?) You can’t change the resistance, sadly, which would have made this much, much better.
Etherealness: An armor-exclusive property which costs 49,000 gp. Somewhat cheaper than a command word item of Ethereal Jaunt, plus the duration is effectively indeterminate (as long as you want, in fact!). Becoming ethereal means being incorporeal, which means nifty miss chances and most of the time a “you can’t hit me!” Arguable when the recovery time starts: if it requires 24 hours to recover, then it’s bad, but if it’s based on a time of day, you could deactivate it before the 24 hours pass and THEN activate it again a few hours later. No matter what, it’s an awesome ability. Make sure you have a ghost touch weapon with you.
Expeditious: An armor-exclusive property which costs 4,000 gp. 3/day, you get a burst to speed for 1 round. This may sound kinda bad, but it adds the boost to all kinds of speeds. Climb speed from adhesive? Burrow speed from delving? Both get the speed boost, and so does your flight speed as well. It’s not as bad as you may think, and it’s actually quite cheap.
Fortification: A property that ranges from +1 enhancement (light), +3 enhancement (medium) or +5 enhancement (heavy). 3.5 veterans, prepare to cry: Heavy Fortification no longer grants complete immunity to critical hits or sneak attacks, but it retains the same cost. The reasons why are unexplained (maybe it’s to throw a bone to the Rogue, but hurting everyone else in the process!), but it happens. There’s no extraordinary way to add fortification, and obviously the enhancements don’t stack. Medium also lost 25% of its fortification. The once-king of armor (and shield) properties lost the crown.
Ghost Touch: A +3 enhancement property. Add your full armor/shield AC to the attacks of incorporeal creatures, and incorporeal creatures can wear the armor while crossing through solid places. As costly as in 3.5, but still worthwhile.
Glamered: An armor-exclusive property that costs 2,700 gp. Your armor now looks like whatever you want to make it look. Good if you want to play an archetypal JRPG hero or if you want your armor to look dashing while keeping its protection, but you can’t deny that armor has that look and design that definitely suits the Paladin. Thus..cheap, but pointless for you.
Greater Energy Resistance: A property which costs 66,000 gp. Resistance 30 against one energy type on your armor, permanently. This is the moment where the cost, the offered resistance and the duration simply surpass that of Resist Energy. If you know what kind of attacks are most numerous (hint: if I say everything has fire resistance and I say it so many times, it’s because monsters ALSO love using fire attacks. Ergo, Fire Resistance), then this ability is good. Otherwise, keep with Resist Energy for those unusual cases.
Grinding: A +1 enhancement property. No, it doesn’t increase (or reduce) your acquired experience each battle. Your armor (or shield) counts as if it had spikes, and you deal damage to a grappling target equal to your enhancement bonus (so, a maximum of +5). Why not…you know, get real armor spikes instead? The damage is meaningless, even if automatic.
Harmonizing: An armor property that costs 15,000 gp. The only benefit you get is the +5 to Perform checks and the -5 to Stealth checks, plus the sonic vulnerability. Obviously a bad idea.
Hosteling (MC): A property that costs 7,500 gp. In short: a glorified Pokéball in armor (or shield) form. You can store your animal in the armor (or shield) for up to 1 day, and the creature is considered asleep during that moment. Then, when you release it, it awakens and takes actions immediately (see, exactly as a Pokéball). Definitely a must for Mounted Combatants, but make sure to say “[Mount’s name], I choose you!” when doing so for extra hijinks.
Impervious: A +1 enhancement property. Similar to the impervious weapon property, except it doesn’t make your weapon automatically immune to rust. Also, expensive. If you can, go look for the blueshine or the durable armor enhancements in 3.5 and tell me why this property shouldn’t get the rating it deserves.
Improved Energy Resistance: A property which costs 42,000 gp. Resistance 20 against one energy type on your armor, permanently. Others may appreciate it, but you have Resist Energy to work things out, and it intrudes on other armor property you may want to buy (like, say, Determination?) You can’t change the resistance, sadly, which would have made this much, much better.
Invulnerability: A +3 enhancement armor-exclusive property. As with 3.5, the armor grants damage reduction 5/magic, which means that by the time you get it enemies will bypass it like nobody’s business (I mean, most high-level characters treat their natural attacks as magic weapons, or have actual magic weapons!), which means it’ll be worthless. Get a real form of damage reduction.
Jarring (SnB): A +2 enhancement property. 3/day as immediate action after being hit with a melee attack, cause attacker to be dazed for 1 round (Will DC 16 negates). As usual, fixed DC can be a problem, but the effect itself is pretty good. Since it applies to both armor and shields, you can get double the benefit by applying the property to both.
Jousting: An armor-exclusive enhancement that costs 3750 gp. A +5 to Ride checks means anyone save for Mounted Combatants can do a few mount tricks reliably. You automatically remain in the saddle and can guide it with the knees. If you see yourself in a mount constantly (but not as a Mounted Combatant), get it. Even as a Mounted Combatant it can be useful, though not expressively as useful because you’ll already have huge bonuses.
Martyring: An armor-exclusive enhancement that costs 18,000 gp. Get hit by a critical hit, 1/day you can activate a Mass Cure Light Wounds effect at CL 9th. Cute ability, but it requires that you deny ANY form of resistance or immunity to critical hits for it to work, which involves making you vulnerable…so that you can heal 13-14 HP once? Bleh. Channel Positive Energy heals for more, and without less hassle.
Merging: A +2 enhancement shield-exclusive property. Aiming to bridge the gap between Two-Weapon wielders and Sword & Boarders, this property fails at both. Lemme explain: you can wield a one-handed or light weapon in the same hand as the shield, and you can choose to use either the weapon or the shield during the round. If you attack with the weapon, you lose the shield property and gain a -2/-4 penalty depending on the kind of shield. If you defend with the shield, then…well, you gain no free attacks, but then you gain the shield protection. A Sword & Boarder will use the shield as a weapon, so it’s pointless for them. Meanwhile, a Two-Weapon wielder will prefer to attack all times with both weapons, and hence the loss of the AC when full-attacking and the additional penalty to attack rolls (the thing that Two-Weapon Fighting actually seeks to remove) is unfair. There’s no reason why a TWFer or a S&Ber should ever take this. Not only that, it blocks your hand from using anything else. Horrendous.
Mirrored (SnB): A +1 enhancement property. Allows rolling the miss chance to prevent gazes by averting eyes (pretty good) and adds the armor or shield’s enhancement bonus to the touch AC vs. rays. While most people will benefit from the armor property, any shield-wielder (hence, Sword & Boarders) will get the most of this property because this means a free +10 vs. rays, some of which can be pretty dangerous (Enervation, Disintegrate, Polar Ray, Dimensional Anchor, etc.).
Poison-Resistant: A property that costs 2,250 gp. You gain a measly +3 resistance bonus vs. poisons. You get this, and more, with a cloak of resistance +3, which costs four times this but increases your protection against poisons…diseases, death effects, area attacks, stun, paralysis, blindness, deafness, daze, sickness, nausea, fear effects…you get the idea. Too expensive for nothing.
Putrid: An armor-specific property that costs 10,000 gp. The good: you get the troglodyte’s stench effect that causes sickness for 5 rounds. The problem? Imposes a Fortitude save (against DC 14, very easy to pass), also affects your allies, and is a poison effect, so it goes against your Code. Why the fun effects have to be denied by what’s essentially a roleplaying tool? Besides, stench could easily be rotten-egg levels of stink or testosterone-fueled sweat levels of stink (some Paladins exude the latter).
Radiant: A property that costs 7,500 gp. Your armor and shields shine! 1/day, you can emit a Daylight effect for 1 hour. Not super-awesome, but if you’re going into the depths to face all those under…dark critters, this is fairly decent. It doesn’t cost you an enhancement bonus, just in case.
Rallying: A property that costs 5,000 gp. Since you have an Aura of Courage, you effectively merge the two benefits, providing a +6 morale bonus to fear saves up to 60 ft. away. It doesn’t cost a lot, and the range is fairly good. Could have been better, but it’s not horrendous like…well, the red-letters before this one.
Ramming (SnB): A +1 enhancement shield-exclusive property. Remember how Bashing makes a shield a nice weapon? This is what complements it: your shield’s enhancement bonus now applies to attack rolls, damage rolls, AND AC. That alone is a resounding “YES!”, but wait! There’s more! For the same cost, you can get the benefit of the Shield Slam feat 1/round (by spending your swift action), but as if you had made a charge instead (enhancement bonus +2 to the Bull Rush CMB). Thus, even if you have the shield, you can spend the action to get a hefty bonus (I mean, you already get 5 ft. of distance with it). Great property, particularly since there’s nothing like the sort on 3.5.
Reflecting (SnB): A +5 enhancement shield-exclusive property. Expensive as He—living costs in Manhattan, but worthwhile. 1/day Spell Turning makes the Wizard regret casting a spell at you. With the mirrored property, that means you can stave off until you know the Wizard prepares its uber-spell at you, then you bounce it back to the caster so s/he can suck it! Remember: no area spells, no effects, no touch-range spells (so only ranged touch or spells that target one creature at a distance). If you choose the Sacred Shield archetype, this allows for multiple uses of this, which makes it even better.
Restful: An armor-specific property costing 4,500 gp. Reduces resting time to 2 hours and can sleep in armor without being fatigued. Note that it doesn't consume your limited enhancement bonuses, making it an awesome property to have. Not as useful if your party already has a way to sleep safely, but still useful nonetheless.
Righteous (LD): An armor-specific property costing 27,000 gp. Yes, it’s really, really expensive. The benefit should be good, right? How about increasing your size, getting a +4 size bonus to Str and Con, a +2 enhancement bonus to natural armor and DR 5/evil for a minute? Lemme rephrase this for a moment: how about having your weapon get reach, hit better (that greatsword suddenly deals 3d6 tasty damage), gain a bonus to attack and damage that stacks with everything (also, CMB), a bunch of hit points and bonuses to Fortitude, and a bunch of other boons? If this still doesn’t convince you, allow me to point out that, unlike Enlarge Person, this works regardless of type. If you happen to be an Outsider (oh look, Aasimar are outsiders! So do Tieflings, by that matter…), this also applies to you. Perhaps it’s the 1/day tag or the 10 rounds duration, but let’s face it: you want that huge size for battle, and that’s where you get it. If you were saying no and you were thinking about making a Lockdown build…then this isn’t the class or the strategy for you, because this touches exactly EVERYTHING a Lockdown build needs. Yes, I am giddy with it.
Sensing (Arc, Thr, Gun, LD): A +3 enhancement armor-specific property. When blinded or within natural/magical darkness, gain blindsense 60 ft. and blindsight 5 ft. as long as you can be affected by it. Even if the property is costly, the benefits are invaluable. In fact, it's reason enough to be purposedly (and permanently) blinded; the blindsense effect allows you to pinpoint targets, and when you get close, blindsight kicks in and negates concealment.. Ranged attackers (even those with reach) don't gain the benefit of blindsight, though, making this less useful.
Shadow: An armor-exclusive property that comes in three flavors. The normal version (3,750) grants a +5 bonus on Stealth checks. The Improved (15,000 gp) and Greater (33,750 go) offer…a +10 and a +15 bonus on the same check, respectively. You still apply your ACP to the skill, so it’s worse with Heavy Armor. As usual…you don’t look for Stealth, so this is useless for you. All three of the properties.
Slick: An armor-exclusive property that comes in three flavors. This property works like the Shadow property, except for Escape Artist checks. The Slick and Improved Slick versions are so-so, but the Greater Slick version comes quite in handy for daring escapes, even though you have good strength.
Spell Resistance: A property that comes in four flavors. The SR you gain is equal to 9 + twice the enhancement bonus cost. None of them are good. At all. SR 19 is a joke, when you can get SR 25 or even SR 30 by other means.
Spell Storing: A +1 enhancement armor-specific property. Uh…what? Alright, it’s not that it’s bad; it’s all the opposite. The guys at Paizo really took a weapon enhancement and made it work the opposite way? For example: a friendly Wizard can cast, say, Shocking Grasp or…well, Shocking Grasp, and it’ll deal all that damage in one blow? That’s cool…but what about Ghoul Touch? It’s not an Evil spell, it works with as many touch attacks as possible (does that mean it works for as many attacks at possible, or I simply unload all of them at once?)… That wasn’t a disappointing reaction; that was a reaction of utter and complete disbelief.
Spiteful (Fen): An armor-specific property worth 7,000 gp. As immediate action after being dropped to 0 HP or less, spend 1 point of panache to make a melee attack against attacker. Obviously requires Amateur Swashbuckler, but if you do, you might still contribute. Doesn't consume enhancement bonus, which is a plus.
Stanching: A +1 enhancement armor-specific property. Acts like DR for bleed damage and you add your enhancement bonus to stabilization checks. Cheap and decent, but there’s better properties out there, and note that you get swift and reliable self-healing that makes the primary benefit somewhat pointless (it still works when you get ability damage or ability drain via bleed).
Titanic (THF, LD): A +3 enhancement armor-specific property. If you don’t care a bit about your ACP, this armor is wonderful! The main benefit is that you get a sort-of Powerful Build ability (treat yourself as one size category larger when beneficial) for abilities such as swallow whole and trample (fun fact: this also grants the +1 size bonus to CMB and CMD! They’re considered special attacks, no?). 1/minute, you add your enhancement bonus to a Strength check, CMB or CMD (formidable for any character that uses Combat Maneuvers, such as Two-Handers and Trip Lockdown builds, though note that Stand Still Lockdown builds also use CMB). Finally, 1/day you get Enlarge Person regardless of your actual type (hey look; it stacks with Righteous! So two uses of “Get me Big” with a side of “Powerful Build” on top). Righteous alone was worth this cost; the two combined are a must-have.
Trackless: A leather or hide armor specific property worth 7,500 gp. -5 penalty on Survival checks to track you, +5 competence bonus on Stealth checks. Twice as expensive as the Shadow armor property for an effect that's not really a boon to you. Pass.
Vigilant (THF, LD): An armor-specific property costing 27,000 gp. Like righteous, but you need to be lawful…hey look, you ARE lawful. Stack righteous, titanic and vigilant, and you get three uses of “Get me Big”. Don’t you love when a plan comes together?
Vouchsafing: A +1 enhancement armor-specific property. DR 5/- when nauseated, pinned, stunned or unconscious and unable to act. The DR stacks, but otherwise the reduction is not extraordinary.
Warding: A +1 armor-specific property. 1/day as immediate action, you’re no longer marked! This also acts against the Cavalier’s challenge (which can be annoying) or the Inquisitor’s Judgment (truly annoying), but the real use is to nag the finger on the Antipaladin and say “you can’t mark me!” Which will force it to use its mark again on you, but you can use another of your marks to block it again! Note, though: what’s equal isn’t a disadvantage, so if you abuse your Paladin’s mark, expect to see the GM suddenly adding the warding property to EVERY SINGLE ARMORED OPPONENT. So, this is the “anti-you” property, but aren’t you glad that guides like this exist so that you don’t depend on a single class feature?
Wyrmsbreath (SnB): A shield-exclusive property costing 5,000 gp. The shield, when crafted, gets attuned to one energy type (any but sonic). Every time you take 5 points of damage from that energy type, your shield gains 1 charge (up to 5 charges). At any moment, you can expend from 1 to 5 charges to deal 1d4 points of damage per charge of the same energy type to which the shield is attuned. In short: hope for an acid wyrmsbreath shield, and deal 5d4 damage every time hoping that people fail on the ridiculously easy Reflex DC 11 check. If it weren’t because of the ridiculously easy Reflex save, the attack could deal reasonable damage (about 12-13 damage per release); as it stands, the damage is too poor to work (the reason why we chose acid; it’s the least-resisted energy type around). Electricity wyrmsbreath shields are reasonable too. The problem is as follows: by high level, most opponents have good resistances against one or two elements and immunities to the rest, so you end up with a worthless ability that works mostly on mooks…which probably ALSO happen to have resistances and immunities. I want to see this ability work, but you rarely see Wizards deploying a 1st level spell by 10th level, and much less by 20th, unless it’s a reliable buff.
Psionic Armor & Shield Special Qualities

Aporter: A property costing 40,320 gp. To put it in perspective: this is a property that’s as expensive as a +7 armor, so it should better work. The effect…is mostly a Dimension Door effect the wielder can use 2/day, which is fairly good if you need to reach somewhere real fast. As expensive as it was on 3.5, but relatively good. If you have enough money in your pocket to burn, give it a try.
Averter (SnB): A shield-exclusive property costing 12,960 gp. 3/day, you can make a single creature get away from you if it fails a Will save. Generally, you want people near you, not away from you, but if the target is powerful enough and you need a breather, you can use it. The thing is, with the poor save DC (DC 14), that powerful creature will resist the effect easily, so chances are you’re using it on the mooks that you want near you so you can mete out true justice.
Ectoplasmic: An armor-specific property costing 10,800 gp. 1/day, you become ectoplasmic for 5 minutes. This involves losing all your armor and shield bonuses (as well as the ability to attack) in exchange for DR 10/psionics (meaning only physical attacks from psionic sources, such as psionic powers, but note that this may also mean magic weapons because of magic-psionics transparency), flight (20 ft., perfect maneuverability which grants a bonus to Fly checks), can’t activate wands or scrolls (or your own weapons), and you lose all supernatural abilities (that means your Auras, your ability to mark, your self-healing… The losses far, far, far outweigh your gains. This is meant to escape, not to fight (and it’s obvious why; this is the psionics version of gaseous form).
Floating: An armor-exclusive property costing 4,000 gp. You gain a +4 circumstance bonus to Swim checks and you negate the ACP for Swim checks, meaning you can move reliably underwater. For the cost, it’s not that bad.
Fusing: A +2 enhancement property. Sorta like Mithral, except as a magic armor/shield property, the ACP reduction (and max. Dex bonus increase) is only of 1, and it stacks with Mithral. Thus, you can take a Hellknight Plate from ACP -5 to ACP -1 in a heartbeat, and it’d gain a MDB of +4, a respectable set of stats. Less worthwhile if you don’t have much Dex, but it’s still useful if you want to have something of Mithral on an Adamantine Full Plate. Oh, did I mention that you now move at full speed and that your armor counts as Light for Evasion?
Gleaming: A +3 enhancement armor-specific property. Somewhat expensive, but you get permanent concealment. A 20% miss chance is nothing to laugh at. Note that it doesn’t stack with etherealness, but when you don’t have it applied, you’re still well protected.
Heartening: A shield-exclusive property costing 720 gp. 5 temporary hit points are meaningless, but the cost is somewhat fair; you can add it early on, when it’s still useful. They activate immediately, so they can serve to keep you alive if your negative hit point threshold is passed by a few points (1 to 4 points, to be precise).
Landing: An armor-exclusive property costing 4,000 gp. To note: a ring of feather fall costs cheaper, and goes the entire distance. Don’t bother with it unless two other rings are far, far better than this.
Linked: A property costing 6,000 gp. The value of having telepathic communication for strategic planning is often underwhelmed. If you’re the only one investing on it, then it’s worthless; however, if your party is willing to add this property to everyone, then the property becomes invaluable, particularly since the range is very good (10 miles) and can hardly be blocked.
Mindarmor: A property costing 24,000 gp. Since you have pretty good Will saves and you eventually gain immunity to compulsions, this effect is less useful to you than to others. Good at first, but eventually remove for something better.
Phasing: An armor-exclusive ability costing 65,520 gp. Allows you to move through walls, though the total distance is 60 ft. Good when you face walls and have someone who can determine the thickness of the wall, but for anything else, it’s not that good. Also, almost prohibitively expensive (cost as much as +8 armor).
Power Resistance: See Spell Resistance. Yeah.
Quickness: A +1 enhancement armor-specific property. You gain a +5 increase to your movement, which is not too shabby. The 3.5 incarnation is somewhat cheaper because it costs no enhancement bonus, but the original did had the same cost as this; difference in OGL, mostly.
“Radiant”: A +4 enhancement armor-specific property. This is mostly like energy resistance, except it applies to all energy types, so it’s pretty good. The light it emits is a nice gift, but not that great (though it has wicked range). As with other properties, this property shares a name with a Paizo-made property, so ask your GM if they coexist. Expensive, though, and doesn’t stack with Resist Energy.
Ranged (SnB): A +1 enhancement shield-specific property. In essence, this adds throwing and returning to your shield, allowing it to deal damage as per the bashing property with a nice touch of ramming on top. Lemme make this clearer: you gain the benefit of four traits on one. Sure, you lose your shield’s bonus and you can’t attack with it, but tell me if it’s not awesome to act like Captain America for a while? The range increment is pretty good, BTW.
Seeing: An armor-specific property costing 6,000 gp. You halve flanking benefits, but you don’t negate sneak attacks done by flanking. Furthermore, you gain a weak (but stacking) bonus to Perception checks, but a bad penalty to gazes. All in all, the benefits don’t really outweigh the losses, even if the cost is fair.
Time Buttress (SnB): A +5 enhancement shield-specific property. 1/day, you effectively become invincible. You can’t be healed nor you can benefit from buffs, but you’re invincible for 1 turn. It also delays bleed damage, damage over time and others, but also beneficial effects on you (such as your buffs), so use it when you know the enemy’s going to lay the smackdown on you. Costly as a condo on Los Angeles while paying an apartment in Manhattan, but it’s the equivalent of a 9th level spell, so what do you expect?
Vanishing: A +3 enhancement property. 2/day, you can become “invisible”, though only against one target and only if it fails a Will DC 13 save. This isn’t invisibility, though; you erase yourself from the target’s presence, so as long as you don’t do something stupid. It’s also mind-affecting, so it won’t work on everyone. For all the hassle, it’s not really worth it.
Wall (SnB): A shield-exclusive property costing 20,160 gp. 1/day, you create a wall of ectoplasm, which works somewhat like a Wall of Force but easier to beat up. It blocks line of effect to spells (and powers!), and incorporeal creatures can’t pass it. It lasts for a long time, as well. With the range and its durability (120 hp, hardness 5), it works nicely as a way to extend pre-battle buffing or as a breather for when the group needs healing.

Angelalex242
2014-05-15, 02:17 PM
Might want to take another look at keen. It's rated too high for something that doesn't stack with Bless Weapon.

Although it's up to you if that makes Bless Weapon suck or Keen less useful.

Seerow
2014-05-15, 02:46 PM
Still haven't finished: just going to keep this as a reminder so that I can post the rest of the content in its due order.

Since this is repeating a lot: the magic items section is easily the largest half of the guide, competing if not defeating the Feats section. Probably will take about 10 pages. Once that happens, the rest will be easier and I'll be able to answer.


Honestly, you should have figured out how many posts your thing would take from the start, then reserve that many and posted all at once, editing in as necessary. The way it is now, despite your repeated reminders that you're not done, there's still posts separating the guide.

(nevermind that a guide that takes literally 40+ posts to complete is probably too long to the point where nobody will actually read the whole thing. I thought it was already running long at the point where I posted earlier in the thread, and apparently that wasn't even the 25% mark!)

T.G. Oskar
2014-05-15, 05:35 PM
Specific ArmorArmor of Insults (Fen): +1 studded leather. 1/day you can lure people to attack you if they fail a DC 16 Will save, though they’re wary of traps. Nifty ability, but it has a few problems, including a fixed DC (not so low, though, and it targets a save most creatures have low bonuses at), mind-affecting and language-dependent. Also, it’s Light Armor (not the armor for a tank) and allows targets to act normally if they’d cross threatened areas that would otherwise provoke an AoO (so it’s horrendous for Lockdown builds). A Fencer may find this armor viable enough, though.
Banded Mail of Luck: +3 banded mail. 1/week, you can force a target to reroll its attack roll. Disappointing since other options allow you to do a daily reroll rather than a weekly re-roll, and that includes items that were transported from 3.5 into Pathfinder (like the luck blade).
Breastplate of Command: +2 breastplate. Gain a +2 competence bonus to Charisma checks (including Bluff, Diplomacy, Intimidate and Use Magic Device), and allies get a resistance bonus against fear (which is good since it has huge range, but most of your allies will eventually get a cloak of resistance +2 that’ll surpass this bonus. Also, you can’t hide for those benefits to work…but who said you’d hide, anyways? A decent armor for when you’re on celebration parades or to treat as a “negotiation armor”, but you’ll have better armor out there.
Breastplate of Vanishing: +1 mithral breastplate. You can hide on your breastplate, giving you enough air and light, but you can’t see what’s around you. Destroying or dispelling the armor returns you to your spot. The basic armor is pretty decent, but the added benefit is pointless to you in combat, and probably during sleep rounds because you’re probably the vigil. By the time a friendly character researches a safer way to sleep, you probably won’t need a vigil anymore.
Buccaneer’s Breastplate: +1 breastplate. You can walk on water almost constantly, which is pretty good. The armor you should get when traveling overseas, unless your armor is enchanted with the floating property.
Celestial Armor: +3 chainmail. A legacy item that provides the same protection as a chainmail, but with a far better Dexterity bonus (farther than a Mithral Chainmail offers, BTW), an almost inconsequential ACP, and grants the ability to fly, as the spell, for up to 5 minutes per day (at a 60 ft. speed, which is formidable). Always a nice armor to have, but there’s just one little problem…
Celestial Plate Armor: +3 full plate. This armor is all the Celestial Armor wants to be, but more. The highest defense you can have, a MDB two points lower (but still great), an ACP of -3 (1 higher, but still great reduction), and 8 minutes worth of the Fly spell (though at 40 ft.) The trade of MDB -2 and ACP +1 rarely, if ever, compares to a +3 additional armor bonus and 3 minutes of flying. A direct improvement in almost every single conceivable way. With the fusing enhancement, you even get the 60 ft. speed!
Daystar Half-Plate: +1 half–plate. Can use Daylight at-will, and 1/day Sunburst at CL 15th. The Sunburst effect is quite good, since as an 8th level spell it has a DC of 22 for the blindness, 6d6 damage in an 80-ft. burst is respectable, undead creatures and oozes take 15d6 damage, and insta-kill Vampires. Pretty cheap for its cost, particularly since it gives you a last-ditch AoE attack and free (and nice) illumination. Also, its enhancement cost means it can be altered further.
Death’s Preservation Banded Mail: +2 light fortitifcation banded mail. You get a small stone that acts like one of those apps that monitors your vitals. At the moment you flatline, the stone crumbles and takes you to a specific place (most likely an area where you can be resurrected), with an immediate 18-day Gentle Repose effect on your body (so anyone who knows about the sanctuary can go there with a Raise Dead or better spell). The cost of a +3 light fortification banded mail is about 9,400 gp, so you’re paying for a one-time effect with something that costs almost 1.5 times the armor itself, so the armor depreciates when the stone is crumbled. Cool item, but unless the price is reduced or there’s a way to recharge the item, it’s too costly for what it offers.
Empyreal Armor: +3 moderate fortification full plate. 3/day, you can create a Fire Shield that deals half-divine damage, so even creatures with fire resistance take damage. You also gain an Evasion-like effect against cold spells while this works, which is pretty good. Quite expensive, but the Fortification benefit is the most cost-effective, so it works out at the end. Fire Shield is an under-appreciated spell, and the fact that you can activate it once per battle for up to three battles per day is very nice.
Equestrian Plate (MC): +2 full plate (or +2 banded mail and +1 banded mail barding). Very subtle pun here, but no, it’s not made in Canterlot (jeesh!) Normally, this works as full plate armor, but as a move action, you can sacrifice 2 points of your AC (that’s what effectively happens) to give your mount complete protection. This protection is effectively a non-modified +1 banded mail barding, since any properties added to the armor apply only to you, not your mount. Once the armor expands to protect your mount, the mount’s barding can be given protective spells separately. Note that this only works with mounts one size category larger than you, but not any larger; however, it *can* create barding for exotic mounts. Also, both suits are vulnerable to sundering and breaking; if one breaks (or gets destroyed), the other does as well. All in all, a must-have for Mounted Combatants.
Field Medic’s Breastplate: +1 breastplate. 3/day, you gain DR 10/- and the effect of a Globe of Invulnerability that works until you do an offensive action, or after a minute (so, you should go healing or buffing). Furthemore, any cure spell adds an additional die, so a cure light wounds spell now heals almost as much as a cure moderate wounds spell. Not sure if this works well with wands, in which case the savings you get from effectively doubling the healing of the wand should cover for the costs. Mostly armor for your friendly Cleric, but that doesn’t mean you can do the healing duties every now and then. Provides quite solid protection, and for a good while, superb protection against spells.
Folding Plate: +1 full plate. At first, it may seem like pointless: you don’t get anything else with it? Over 10,000 gp for portability? And…yes, it’s 10,000 gp for portability…which is actually good. In many ways, you’ll rarely be unarmored (so as long as they don’t take your brooch), and being a blank slate, you can add anything you really want with it (+1 righteous vigilant titanic folding plate, anyone). The best part is that you don’t have to spend 10 minutes or so simply putting your armor during the day, so you just store your armor while sleeping, or when the ACP is too much to bear. Note that the armor also occupies your neck slot when in brooch form, which may cause conflicts with your existing neck item.
Full Plate of the Corpse: +2 full plate. You're permanently hidden from mindless undead, whereas intelligent undead can discern your presence with an easy Will save. Undead are numerous, making this a fairly good (albeit expensive) item.
Hellwasp Corset (Fen): +3 studded leather. Negate the first 20 points of damage you take, but once that happens, you get nauseated for 1 round. The effect allows a Fortitude save, one of the few occasions where a fixed save DC is a blessing rather than a curse. Thus, with good enough Fortitude (guess what’s one of your specialties!), you can ignore the effect pretty much always, and effectively gain 20 temporary hit points. Nifty, though not awe-inspiring.
Hero's Hauberk: +1 adamantine chain shirt. The only thing that applies to you is the stacking DR, which should stack with Aura of Faith. Otherwise, let your Barbarians, Bards, Bloodragers and Skalds benefit from it.
Invincible Armor: +2 impervious moderate fortitication full plate. Pretentious name, but the DR is quite good. You gain DR 10, but you choose to which kind of weapon it applies (bludgeoning, piercing or slashing) as an immediate action, plus resistance 5 to all energy types. It offers great protection, and you still have a +4 enhancement bonus worth of features to add, so go wild with them. What kills it is the cost of impervious compared to its benefit, and that the armor could have easily been a +1 full plate as a base (that way, you add titanic and glamered, for example). Aside from the impervious bit, no need to cry for spilled milk, though. Note that the armor is immune to acid, which is what impervious lacks.
Mistmail (Fen):+1 chain shirt. 1/day you create fog that moves with you, providing 20% concealment. 3.5 players will probably remember the Mithralmist Shirt in Magic Item Compendium, which is leagues better. Treat this as the latter’s little brother, though the latter is quite inexpensive for what it offers.
Mithral Full Plate of Speed: +1 mithral full plate. An old favorite of 3.5, you get Haste for 10 non-consecutive rounds, plus the benefits of Mithral. Stack as many things as you want at the armor and enjoy having Haste as needed.
Plate Armor of the Deep: +1 full plate. The best kind of armor for non-seaborne Paladins in aquatic campaigns. Allows breathing in water, grants the effect of Tongues with any water-breathing creature with a language (thus, you can understand what most enemies say, and can work as the face even underwater), and your armor doesn’t restrict your swimming capabilities (which are most likely none, but that doesn’t mean you can’t get a form of swim speed, right?) At land…it’s a +1 full plate, so keep this item when you’re at the seas and never get it if your campaign is mostly land-locked.
Phoenix Armor: +2 fire resistant full plate. 1/day for 9 rounds, you get the ability to fly and the Fire Shield effect (doesn’t say which kind of shield, so probably you can choose?). Sort of in the middle of Celestial Armor and Empyreal Armor; both are good, so this by definition is also good.
Prismatic Plate: +3 full plate. You get one of seven forms of protection, all of which (save one) are very good. Immunity to poison is always a plus, immunity to petrifaction is always nice, and the energy resistance is always great. You also get some protection against spells like Prismatic Spray, Prismatic Sphere and Prismatic Wall, but only for 1 color at a time (no immediate action change to protect from the right color for Prismatic Spray, so more often than not it’s a gamble). A shame that, with its cost, couldn’t just provide full protection from the Prismatic line of spells, but the benefits are still good.
Scarab Breastplate: +3 breastplate. Half damage from vermin-based swarms, +2 against the swarm’s distraction ability (and any other extraordinary abilities, such as poison), and 1/day you sacrifice your entire defense to create a swarm of scarabs. The benefits are not spectacular, but are good against an annoying opponent.
Snailplate: +1 reflecting breastplate. Note that the reflecting property can’t be applied to armor, so this is a unique exception. You can choose instead to roll on the flail snail Warp Spell table, which has fun things like spell backfiring, spell ricochet (good when surrounded!), outright spell failure, or a reasonable chance that the spell hits you instead (30% chance, and right on the middle so it’s a pretty good chance). More often than not, go safe and don’t try to warp the spell.
Snakescale Armor: +1 scale mail. In effect, this armor works like if it was made of Mithral, but it’s not made of metal. It also grants a bonus on Climb and Stealth checks that’s more of a bonus than a property you’ll use constantly.
Stalking Armor: +2 studded leather hide. Essentially camouflage, though the Perception bonus is nice (competence-based, though).
Tiger’s Hide (TWF): +3 hide armor. Wearing hide seems a bit counter-productive, but for Two-Weapon wielders, it’s a bonus due to its large maximum Dexterity property. The real bonus with it is the ability to pounce, though only during the first round of actions (don’t know if it’s applicable to surprise rounds, though). The ability to charge and unload all your attacks (of which you’ll have a lot) during your first round can be the difference between a hard battle and a breeze, so even if at the first round, it’s still a very valuable ability.
Tireless Tracking Hide: +1 hide armor. Could have been added to heavier armor; hide is beneath you, and the benefit is not something to cheer about, but hustling early on means better movement. Could be useful as barding, if allowed (your mount is the one that gains the benefit, in that case).
Warden of the Woods: +3 greenwood splint mail. Obviously made for Druids, but still useful. It’s essentially a Mithral Splint Mail but made of wood, but you can create three kinds of magic items (a light weapon, a one-handed weapon, and a two-handed weapon). The club and the quarterstaff gain the benefit of a Shillelagh spell for 1 minute, meaning your weapons deal as much damage as a greatsword. You lose 1 point of your enhancement bonus when creating them and they’re only useful for you (the lost enhancement bonus can be regained by reintegrating the weapon), so this effectively means you’re never weaponless. Note that the Shillelagh effect doesn’t stack with Bless Weapon or Holy Sword, though.

Specific ShieldsAbsorbing Shield (SnB): +1 heavy steel shield. Once per two days, you can disintegrate an object as part of an attack. It’s only an object, not a creature, and can’t be used reflexively, so it’s not so great. That said, Disintegrate is not only an attack spell: creative uses can lead to surprising discoveries, such as creating passways, foxholes (hitting the ground is considered as hitting an object, no?) and caverns to magical constructions (note, constructions, not constructs) such as wall of force. At most, it’s a tool rather than a defensive item, and as thus, keep it as such.
Avalanche Shield (SnB): +1 bashing heavy steel shield. The Fortitude save DC for the clinging stones is pretty small (DC 14), but if the target fails its save, it becomes entangled and makes it easier to hit. 1/day, you can attempt to petrify a target, with a Fortitude save that has a DC 2 points higher, and the effect lasts for an entire minute. If you’re sure that you can petrify the target, this is a very solid condition that effectively places the opponent out of commission.
Battlement Shield: +2 tower shield. 1/day, you can create a small battlement (10 x 10 wall with arrow slits), which amongst other things involves blocking line of sight, line of effect, and cover. You’ll rarely use this to protect yourself: you’ll use it to create a mini-fort for attacking at a distance. The fun fact is that it’s more useful to Archer Paladins, simply by equipping it at the combat they’re certain they’ll need it, and then spend the turn creating the mini-fort.
Belligerent Shield: +1 animated bashing heavy steel shield. Oh, what a tease! Now you don’t only get an animated shield that defends you, but also makes attacks for you? Granted; it’s only one attack, and you can’t wield two weapons with it, but that doesn’t mean you can’t wield a two-handed weapon and a belligerent shield in unison! Couple it with ramming, the best defensive shield qualities, and let it fly. Note that you don’t lose your AC bonus, and it’s based on your reach, so Lockdown builds have an excuse to wield a shield!
Bloodfeast Shield (SnB): +2 heavy steel shield. 3/day as a free action, you can command the shield to attack, dealing 1d6 damage and 1 point of Constitution damage. If you were to recover hit points from blood drain (arguably not…hey, Dhampirs do! But who takes Dhampir for Paladins anyways?), you also restore 5 hit points. The key here is the free attack dealing Constitution damage. Again: not evil, though the skulls are necromantically animated, so ask your GM if the shield can be worn by a Paladin.
Caster’s Shield: +1 light wooden shield. Store 1 spell of 3rd level or higher…so as long as you or an ally has Scribe Scroll. You’re limited to 3rd level spells (no biggie for you), and the cost to jot down the scroll is halved (so that means one quarter of the spell’s cost in GP). Fairly good for all those “scroll-only” spells I mentioned above, but the protection isn’t that great for the discerning Sword & Boarder.
Celestial Shield: +2 blinding heavy steel shield. Think as if the shield was made of Mithral, except it isn’t. The blinding property isn’t that great, the 1/day feather fall effect isn’t that great…the only reason why you’d want this shield is because you wear celestial armor, because then you get the incredibly good Overland Flight spell, which lasts for hours/level. Ask your GM if this works with Celestial Plate Armor as well, so that you can get 8 hours’ worth of flight and a good base weapon to add bashing and ramming along.
Clawhand Shield: +2 mithral heavy steel shield (but made from bone and ivory). The free melee attack while grappled, pinned or swallow whole is a nice effect, but it's the secondary effect which is a plus: you can cast spells with somatic components with no penalty when wielding the shield and a weapon in the other hand. The mithral-esque effect is somewhat pointless on a shield (ACP is negligible, pretty much), but it should count as a light weapon for purposes of TWF.
Collapsible Tower: +2 heavy steel shield. If you happen to have Tower Shield Proficiency and you need the additional shield bonus (or the cover benefit), you can turn the shield into a +2 tower shield 3/day, but with the weight of a heavy steel shield. Not that great if you ask me (+2 to AC, -1 to attack rolls, -“a lot” to ACP which then applies to your attack rolls because you’re not proficient with the shield), unless you’re extremely lucky. More often than not, you’ll remain with the heavy steel shield.
Dragonslayer’s Shield: +2 heavy steel shield. +2 to Reflex saves against area-of-effect abilities (it can’t be a spread effect; that means emanation or burst; in layman terms, it doesn’t protect against Fireball, but protects against a breath weapon or similar effect) and +2 to Will saves against frightful presence. If you happen to use a shield and have an Oath against the Wyrm, this is a great shield; otherwise…still cool, but not that much.
Elysian Shield: +2 ghost-touch tower shield. Immunity to the ability of certain undead (vampires, ghoul, shadows, mohrgs, etc.) to create spawn from your body, 1/day immunity to a single ability damage/drain or energy drain effect from undead, and 1/day turn undead effect without spending two uses of Lay on Hands and a feat on it. The second effect is the best of the trio, and the shield is pretty nice against incorporeal undead but not by that much. The turn undead effect has a high Will save DC (DC 20), and most undead have high Will saves, so it’s somewhat pointless.
Equalizer Shield: +1 mithral tower shield. 1/day, duplicate the effect of an Antimagic Field for 1 minute. If you have a way to keep a spellcaster locked in (Step Up -> Following Step -> Step Up and Strike -> Stand Still or Dazing Assault), then you negate a spellcaster’s full power. Otherwise, the spellcaster can escape and you end up without all your protections and benefits. Know when to use it. Also: you’re not proficient with Tower Shields, so you’re pretty much screwed with the attack penalty, so consider if a -9 to attack rolls is better than Antimagic Field (generally the latter is better in Lockdown circumstances, but the reach is the killer).
Force Tower: +1 arrow deflection ghost-touch mithral tower shield. You gain immunity to magic missile, but the most important thing is the ability to make the arrow deflection property apply to magic rays and ranged touch attacks. This is formidable, because those spells can be really annoying. If you have Tower Shield Proficiency, this is a good catch, but if not, ignore.
Fortress Shield: +1 tower shield. To be honest, the battlement shield is far better than this one, because while it covers you completely, it also deprives you from air.
Lion’s Shield (SnB): +2 heavy steel shield. 3/day as a free action, the lion’s head attacks and deals 2d6 points of damage. Good for adding additional damage to the enemy, and also a bit more legal than the Bloodfeast Shield.
Maelstrom Shield (SnB): +1 bashing heavy steel shield. Make free trip attempts with shield bashes! That’s a really awesome benefit, and since it’s done with the shield bash, that means you add all the shield’s bonuses to the trip attempt! You don’t provoke attacks of opportunity when making this special trip attempt, which is also great. You can also create water at-will (pretty decent, particularly since it’s one gallon and it can be drinked, so you’ll be always hydrated), and…well, you can also do a 1/day Hydraulic Push as a 5th level caster, which often means a failed attempt at bull rushing. The latter bit could have been better, but the free trips sold it for me.
Quick-Block Buckler (THF, SnB): +3 arrow deflection buckler. You can replace your arrow deflection ability to block an incoming melee attack, gaining a +2 bonus on the AC. That may seem pointless, but it has a hidden caveat: when you wield a two-handed weapon, and you make a single attack with that weapon, you lose the buckler’s bonus; if you choose to deflect a melee weapon, the ability supersedes the penalty, and therefore the bonuses still apply (and improved, to be precise!). You have many actions that depend on swift actions (your mark, Lay on Hands, the Litany line of spells, some feats), so it’s your choice if you want to protect from one attack, but perhaps that extra protection is all you need to defend yourself against a single attack. Most likely to be used by Two-Handers.
Spell Ward Tower Shield: +2 spell resistance (13) tower shield. You gain a +4 resistance bonus to Reflex saves against spells and SLAs, and 1/day you gain the benefit of Evasion if you succeed against one of them. The cost of the shield is a tad excessive (it’s a +4 tower shield in terms of costs, plus the effect almost taking it to +5 tower shield), but it’s decent protection if you happen to have the proficiency.
Spined Shield (SnB): +1 heavy steel (spiked) shield. 3/day, you can make a ranged attack that deals 1d10 damage (19-20 threat range) at a distance larger than an arrow’s first range increment. A shame you can’t spread the shield’s effects to the spines (particularly if you’ve added those to the shield spines), but it gives much-needed range support to an otherwise fully melee combat style.
Spirit Shield: +1 ghost touch light wooden shield. 1/day you can get either Bull’s Strength, Cat’s Grace or Bear’s Endurance on you for 1 minute. Nice benefit (it saves you a spell), but eventually this benefit no longer works as well as simply having the right kind of belt.
Tempest Shield (SnB): +1 bashing heavy steel shield. Like the Maelstrom Shield, except that instead of a trip, you can make a bull rush attempt. The 1/day Gust of Wind effect is slightly better than the Hydraulic Push effect as it has better uses (more utility, affects flying creatures, knocks Small or smaller creatures, checks Medium or smaller creatures, penalties on ranged attacks and Perception checks), so it’s a change of one good thing for another.
Volcanic Shield (SnB): +1 bashing (flaming) heavy steel shield. All your attacks gain 1d6 fire damage, but it doesn’t count towards the shield’s enhancement bonus, which is great. Free smokesticks are better than you may think (it doesn’t work just to create escape attempts), and 1/day Burning Hands at CL 5th is reasonable enough (much better DC than the wyrmsbreath shield property). Perhaps not as great as the Maelstrom Shield, but certainly comparable to the Avalanche Shield…wait a sec! Elemental shields! How didn’t I notice!
Winged Shield: +3 heavy wooden shield. Gain ability to fly for 5 minutes, exactly what a Celestial Armor offers. There’s better ways to fly IMO, with a Celestial Shield offering a better option if combined with said Celestial Armor, or a Cape of Flying, or Winged Boots.
Wyrmslayer’s Shield: +4 heavy steel shield. The Dragonslayer’s Shield offers all the benefits, since you already are immune to the dragon’s frightful presence.

T.G. Oskar
2014-05-15, 05:56 PM
Wondrous ItemsArguably the biggest section of the Guide, Wondrous Items will be touched by slot. That means 12 different slots, except for Rings which are treated separately. That’s 2 slots more than the number of item slots for 3.5. For the most part, there is correlation between 3.5 item slots and Pathfinder body slots: the 3.5 “Arms” slot is the Pathfinder “Wrist” slot, the 3.5 “Face” slot is the Pathfinder “Eyes” slot, the 3.5 “Torso” slot is the Pathfinder “Chest” slot, and the 3.5 “Waist” slot is the Pathfinder “Belt” slot. The two new item slots are “Body” (which exists in 3.5 as well, but cannot be accessed if you wear armor as a suit of armor is considered to cover the Body slot) and the “Headband” slot (originally part of the Head slot in 3.5). Slotless items (those you hold or consume, or stuff like Ioun Stones) are treated in their own sub-section, but note that you can have as many of those as you can carry.

So far, there was no need for another “Bear with Me” in various sections. I will admit that some of the Archetypes are surprisingly good, and even some of the non-DSP items and feats are actually surprisingly good. However, here’s a point I needed to talk about.

One of the things that helped contribute to 3.5s “Christmas Tree Effect” (said so because you had to have so many magic items that, when you pinged on a Detect Magic spell, the multitude of auras from the magic items made you look like a Christmas Tree; also, because you often get on a Christmas Tree all the gifts you ask to Santa, which is the equivalent of easily buying on a Magic-Mart ™ or similar trait), was having one item for each of the ability scores. Each ability score had essentially its own item, though some overlapped: Strength had a gauntlet and belts, Dexterity had gloves, Constitution had belts, Intelligence had headbands, Wisdom had an amulet, and Charisma had a cloak. Generally, that meant you had to equip one item for each ability score you needed almost to the exclusion of others, and that also generally meant most item slots were covered with “ability-boosting” items related to that sort. To a Paladin, that often meant a belt, a periapt and a cloak, which meant no Cloak of Resistance and no Amulet of Natural Armor.

In Pathfinder, that was…resumed, to say the least. Now, all physical ability scores are boosted by Belts, and all mental ability scores are improved by Headbands. Naturally, that would open the option for more items in different slots, but here comes the slight problem: to get two ability scores in the same item, you have to multiply the cost of one by 1.5. This was also the same in 3.5, up until the Magic Item Compendium simplified this by adding a fixed cost (without the 1.5x mark-up), and making it “common additions to magic items” so that they could appear in many other different slots. That way, you could have the item you wanted and the ability score you wanted boosted on its own score, and for less money. The Pathfinder version doesn’t, and eventually burns your wallet when you end up spending a lot of money for a single item.

Which leads to problem #2: most Belts and Headbands will end up being sub-par, unless they’re infinitely better than an ability booster or they HAVE an ability boost integrated. This is, of course, a bad idea because potentially good items will be ignored in favor of what really matters. In the case of Paladins, this hurts them more on Belts, because most of the builds will require a belt with all three ability scores, which costs a hand and an eye (and not those of Vecna; those are artifacts, mind you). In the case of Headbands, you don’t need a headband of vast intellect as much as you need a headband that boosts Charisma, so that leaves you with the conundrum of getting a Headband with the right skills, or a headband with Charisma, or a headband that does something else entirely. Crafting magic items has turned easier, but buying them is somewhat nightmarish, and finding them as random treasure is painful to behold.
BeltsAnaconda’s Coils (US): +2 enhancement bonus to Strength, +2 competence bonus on Grapple checks. The granted constrict ability is fixed and doesn’t increase based on your own unarmed strike, but remember that the constrict ability applies as damage over time. Since it has at least a boost to Strength, it’s fairly good, but better for Unarmed Paladins who specialize in grappling, as they can exploit this item fully.
Aquatic Cummerbund: +4 competence bonus to Swim checks and take 10 on Swim checks if endangered or distracted. The Full Plate of the Deep offers better benefits than this, and the free Skill Mastery (Swim) doesn’t compare to an increase in your stats.
Belt of Dwarvenkind: +4 competence bonus to Charisma checks with dwarves, half the amount on gnomes and halflings, -2 competence penalty with everyone else; ability to understand, speak and read Dwarven. To a dwarf, this is useless; for others…you can gain Dwarf qualities, including a +2 enhancement bonus to Constitution (not a racial bonus, that is), which kinda compensates for the Charisma penalties. The resistance bonus to poison, spells and SLAs doesn’t stack with that of a cloak of resistance +2, and the only other good effect (darkvision) only works with a few people. A belt that grants Constitution is cheaper and slightly better in the long run.
Belt of Equilibrium: Ignore fatigue, shaken or sickened until next turn if you don’t move more than 5 ft. Somewhat disappointing, considering that a bonus to Constitution grants you a chance to ignore all of this. Not even a Con or Dex bonus for all that’s worth…
Belt of Fallen Heroes: 1/day duplicate effect of Unseen Servant for 6 hours, and you get a +1 insight bonus on saving throws while at it. The duration is pretty long and Unseen Servant is more useful than you think, but it rarely compares to an ability booster. If you don’t need the ability booster, or you add the booster to this item, then it’s slightly more useful (but not for much).
Belt of Foraging: Can get along in the wild without making a Survival check (so as long as you move half your overland speed; only the wearer gets the benefit), or make a DC 20 Survival check to do the same at full speed. By the time you can afford it, you probably have ways to get food that doesn’t depend on foraging in the wild.
Belt of Giant Strength (THF): +2, +4 or +6 enhancement bonus to Strength. As expected, you always need this, since this increases your attacking stat.
Belt of Greater Mighty Hurling (Thr): +4 enhancement bonus to Strength, can use Strength instead of Dexterity for attacks with thrown weapons, all thrown weapons have +10 ft. to their range increment and the returning quality. This is a direct improvement to the belt of lesser mighty hurling, and it eventually saves you money on the returning quality. Note, though, that the returning quality only applies to actual thrown weapons, not those who are improvised, splash weapons, and it doesn’t apply to those weapons you aren’t proficient with.
Belt of Incredible Dexterity (Fen, TWF, Arc, Gun): +2, +4 or +6 enhancement bonus to Dexterity. If you wear heavy armor, most likely you’ll end up without much need for Dexterity, so this isn’t as essential as Strength or Constitution. On the other hand, Fencers, Two-Weapon combatants, Archers and Gunners have this as their attacking stat, and most of the times they wear lighter armor that requires good Dexterity, so it’s more important for them. It still increases Reflex and initiative checks, though.
Belt of Lesser Mighty Hurling (Thr): +2 enhancement bonus to Strength, can use Strength instead of Dexterity for attacks with thrown weapons, all thrown weapons have +10 ft. to their range increment. Get this whenever possible, particularly if you have Weapon Throwing as a secondary combat style, but also seek to find the belt of greater mighty hurling whenever possible.
Belt of Mighty Constitution: +2, +4 or +6 enhancement bonus to Constitution. While the Paladin doesn’t need that much Constitution, high hit points and Fortitude saves are never wrong. Note that this also determines your negative hit point threshold, your stabilization and concentration checks, so it’s more important than you think.
Belt of Physical Might: +2, +4 or +6 enhancement bonus to two of your physical ability scores. Obviously better than the separate versions, though more expensive than if you bought two items separately. Necessary, though, because there’s few belts that grant two physical ability score boosters.
Belt of Physical Perfection: +2, +4 or +6 enhancement bonus to all three physical ability scores. Obviously you need to get this, but it’ll be way more expensive than getting three ability score boosters in three separate slots. Paladins can always benefit from all three, no matter the build.
Belt of Stoneskin: DR 10/adamantine until it absorbs 100 points of damage, then it turns off. There’s better ways to get DR 10 for a longer duration, sadly.
Belt of Superior Maneuvers: 3/day as free action, gain +5 to CMB and CMD for one combat maneuver for 1 round. The cost for the object is irregular, since it starts with 1,000 gp, and then goes with the price of weapon enhancement bonuses (bonus squared x 2000 gp), making any belt over the first too expensive. Considering that the bonus doesn't last for too long, and that a Belt of Mighty Strength ends up being more cost-effective at the end, this item could have been better. Meant for Brawlers, to be honest, but even they'll find themselves hard-pressed to get this item.
Belt of Teeth (LD): 1/round, you can have the belt’s buckle make a bite attack instead of you making an AoO. The way it’s written, you don’t get another AoO; you simply replace your AoO with this. Characters with reach may find this useful, but generally Armor Spikes or Spiked Gauntlets are a more efficient way.
Belt of the Weasel (Arc, Gun): +2 enhancement bonus to Dexterity, move half your speed while prone, take no penalty to melee attack rolls or AC while prone, gain the compression ability (move through small spaces with greater ease). Most people won’t like fighting prone, but for Archers and Gunners this is a great benefit, particularly since they can simply drop prone as a free action and gain a bonus to AC against ranged attacks without having a penalty to either melee or ranged attacks while in this position.
Belt of Thunderous Charging (THF): +2 enhancement bonus to Strength, +2 bonus on bull rush and overrun maneuvers, and your weapons deal damage as a weapon of one size category larger. A Two-Hander who likes charging will find this great.
Belt of Tumbling (Fen): +4 competence bonus on Acrobatics checks to move through threatened squares. A Fencer may find this interesting, but not as much as a belt that boosts Dexterity. Or a headband that boosts Intelligence and a bonus to Acrobatics, that is.
Beneficial Bandolier (Gun): Hold 200 rounds of ammunition without adding weight; as swift action reload one firearm instantly. The ability to make a second attack as part of a full attack is a huge increase in damage potential, almost enough to justify a loss of Dexterity, but note that you can use other kinds of swift actions, such as self-healing and your mark (or, if a Holy Gun, a Smiting Shot), so this is less beneficial. Good if the opponent isn’t evil and you need to defeat it fast.
Bladed Belt: Create any masterwork slashing or piercing melee weapon of the wearer’s choice; can be enchanted as a weapon. Having a Swiss Army Knife (or its Golarion equivalent) is awesome, particularly if you add enhancements that apply equally to everyone. However, sometimes it’s best to focus on a particular weapon rather than on a big bunch. If you need a lot of weapons (such as, say, a Two-Weapon Fighter), you might find some utility to having a weapon that can duplicate just about any weapon, but there’s no bonus to Strength or Dexterity tacked in, and more often than not you’ll go for the weapon bond, which grants the properties you want in the weapon you want. Difficult to justify its utility, particularly since it could have been on another slot and it could have done wonders.
Blinkback Belt (Thr): Hold 2 one-handed or 4 light melee weapons; weapon is teleported back to sheath or strap once drawn and thrown. Ideally this is great for Weapon Throwers as it allows you to always have weapons around (and it also saves on the returning property), but the belt of greater mighty throwing has better features. Good early on, or if you have another way to get a nice boost to Strength (like, say, Bull’s Strength?)
Cord of Stubborn Resolve: +2 enhancement bonus to Constitution; reduce effects of fatigue and exhaustion. Aside from the bonus to Constitution (which is great), you have virtual immunity to fatigue and exhaustion, since an actual fatigue condition turns into non-lethal damage, and exhaustion effects turn into fatigue and non-lethal damage. Since any condition that would cause exhaustion instead causes fatigue, you can’t go over exhaustion (and therefore, unconsciousness) unless your non-lethal damage would otherwise cause it. Note that Lay on Hands, as would any form of magical healing, removes an equal amount of nonlethal damage, so you recover from this almost twice as fast. There are other, better belts, but the function of this one is quite good, since the penalties to Strength and Dexterity can be punishing.
Elemental Earth Belt: +4 enhancement bonus to Constitution; cannot be forcefully moved by physical means, 1/day become Large Earth elemental. The bonus to Constitution is nice, but the transformation property is nice too. As a Large Earth elemental, you get a +6 size bonus to Strength, a +6 to natural armor bonus, darkvision and the Earth Glide ability, which lets you move through earth as if swimming (20 ft. speed, BTW). That also includes immunities to bleed damage, critical hits and precision damage. You can only remain transformed for 11 minutes, so use it wisely. Note that, because of the polymorph descriptor, that means all your gear gets merged and you gain no bonus from your armor or weapons, so you’ll be relying on the elemental’s slams (which deal a respectable 2d6 points of damage) and thus may be deprived of your main combat style (except for some Unarmed builds; Lockdown builds have their range modified to 10 ft., which still allows them to be useful). All in all, the Earth elemental form is a good form for some additional resilience and power, as a sort of “hulk out last resort” power. You may be deprived of some spells, though, depending on whether your divine focus is accessible or not.
Equestrian Belt: +4 competence bonus on Ride checks; auto-succeed on some Ride checks on medium or lighter armor. A good early item, but an ability-booster will often be better, and by the time you reach around level 15, the wide majority of all Ride checks will be auto-successes.
Gorgon Belt (THF): +4 enhancement bonus to Strength, ignore difficult terrain while charging or making movement-based Combat Maneuvers; 1/day emit green gas. Sure, once again, you’re given poison to use, but as long as you don’t focus on it, the belt is actually quite good. A shame about the gas, because it has a good range, has a decent save DC (DC 18, though Fortitude is easily resisted, considering it’s a physical effect), and petrifaction can be pretty nasty.
Greater Monkey Belt (US): +2 enhancement bonus to Strength and Dexterity; bonuses while using Climb skill; as swift action for 5 non-consecutive minutes, tail decoration becomes prehensile tail that grants +5 to Climb checks. Slightly better than the monkey belt, but only because of the added Strength bonus. Note that the duration of the monkey belt’s prehensile tail is not based on the item’s CL, so it remains fixed at 5 minutes, so all you really get is a +2 to Strength and a +5 to Climb checks.
Greater Plague Rat Belt: +2 enhancement bonus to Dexterity and Constitution; 3/day reroll save against disease or poison. Almost twice the cost for the same benefit, but that’s what you get with the changes. Still a decent investment.
Greater Serpent Belt: +2 enhancement bonus to Strength and Dexterity, +4 bonus on saving throws vs. poisons, +2 bonus on Escape Artist checks; 1/day animate belt as venomous or constrictor snake for 1 hour with the potential of adding a template. Advanced or celestial constrictor snakes (you can also summon resolute constrictor snakes, but few enemies are lawful and sending a snake to criminals is kinda creepy) are your best choice here, but they are still somewhat weak for the item’s cost (save for Advanced, since it’s mostly a direct increase to the snake’s stats). At least it has stat-boosters, though the cost of adding both seems a bit off (11,000 gp, when adding both enhancement bonuses would involve either a cost 1,000 gp higher or 3,000 gp lower). Better, but not by much.
Heavyload Belt: Triple your carrying capacity. Nothing else. Not even a mild boost to Strength, even? Besides, you probably have all the load you can carry, and if not, there’s a reason why you wear heavy armor and have bags of holding, no?
Merform Belt: 1/day, turn into merfolk and gain benefits (breathe water, +2 natural armor bonus, swim speed of 30 ft. but land speed of 5 ft.) There’s better ways to get this, which doesn’t involve sacrificing your most important slot. Even on purely aquatic campaigns.
Meridian Belt: Allows wearing four rings at once, though only two active. If all four rings were active at once, then maybe the item would have had a benefit, but it interferes with your main ability-boosting slot. Note, though, that it’s one of the cheapest belts, so you can choose to add its benefit to an ability booster for chump change, which makes it moderately better.
Minotaur Belt (THF): +2 enhancement bonus to Strength; ignore difficult terrain while charging or using movement-based Combat Maneuvers. The gorgon belt’s little brother, and most definitely better for you since it lacks the poisonous gas that attempts against your Code. With some boosts, it might be better than the gorgon belt.
Monkey Belt (US): +2 enhancement bonus to Dexterity; bonuses while using Climb skill; as swift action for 5 non-consecutive minutes, tail decoration becomes prehensile tail. Funny enough, the tail can be used to make unarmed attacks, which is hilarious for Unarmed combatants. Likewise, you can grasp objects as a prehensile tail would (by wrapping on them), so you can grasp most things except weapons (it can grasp wands, though, even if you can’t use them). Nice benefit.
Plague Rat Belt: +2 enhancement bonus to Constitution; 3/day reroll save against disease or poison. A misleading name, but a useful effect nonetheless. Note that, being immune to diseases, this usually means you’ll apply it to poisons instead.
Sash of Flowing Water (Fen, US): As immediate action, deflect 1 melee attack by making an attack with an unarmed strike, then gain -4 to attack rolls until next turn. In short: this is the Deflect Arrows feat for melee attacks. The problems with it involve the penalty to attack rolls and that it doesn’t grant an ability boost, since you’re hard-pressed to compete with them. Since you need one hand free, that usually means Unarmed combatants (they have both) or Fencers (who usually fight with a hand free), which would have benefit from at least a +2 to Strength or Dexterity. For that cost (the general guideline in 3.5 was that a feat generally had a cost of 5,000 gp more or less), that’s five times more expensive than it should. A quick-block buckler does something similar, is cheaper, and actually grants arrow deflection, which is better, not to mention it applies to everyone. Too many “buts” make this a fail.
Security Belt: Increase Sleight of Hand DC against pickpocketing, Perception DC against locating items in person, +5 to Steal CMD; 1/day store an item of 10 cu. ft. and protect it against magical detection. Somewhat expensive, so you can’t really tag in an ability booster and keep it reasonable. The actual benefits aren’t so great, particularly since whomever gets Sleight of Hand as a class skill will probably have many more bonuses to Sleight of Hand than this.
Serpent Belt: +4 bonus on saving throws vs. poisons, +2 bonus on Escape Artist checks; 1/day animate belt as venomous or constrictor snake for 1 hour. The poison bonus is kinda decent. The only snake you can safely summon is the constrictor snake (remember: venomous = viper = Evil; constrictor = python = Good; you’ll see this later with rods), which isn’t the greatest summon you can have by the moment you get that item.
Shadowform Belt (Fen, Arc, Gun): +6 enhancement bonus to Dexterity; as swift action for up to 10 non-consecutive rounds, become incorporeal with your natural armor bonus as a deflection bonus. This belt is expensive but great: it has the highest amount of Dexterity you can get from an item, and the incorporealness gives you great defenses. Sure, you’ll need a ghost touch weapon, but if you do, you can hit the enemy almost without worry. You can get other forms of deflection bonus, as well.
Tightfit Belt: 10 non-consecutive rounds/day gain Squeeze effect and +5 circumstance bonus to Escape Artist checks; 1/day gain Reduce Person benefit for 1 round as move action. This item assists greatly on escapes, particularly by providing size reduction to escape bonds and flexibility to pass through tight areas, but none of these are particularly useful for battle conditions. Cheap, though, but can’t beat a ring of freedom of movement. No ability-boosting (not even a Dexterity boost!).

BodyBlazing Robe: Fire resistance 5, +1 to CL with Fire spells; 1/day deal 2d6 fire damage in a 20-ft. radius burst. The fire resistance is poor, the damage you deal is poor for the level you expect to get the item, the Reflex DC is a joke…about the only thing that really saves the day is the “+1 to CL” on fire spells, and that’s because the Paladin’s fire spells are somewhat decent.
Blouse of the Boastful Bastard (Fen): Regain 1 panache point when taking damage from a critical hit. If you can survive the attack (which most likely you will), this can be mildly useful since you get a third way to regenerate panache. Dealing critical hits is the most effective way to regain them, however.
Bodywrap of Mighty Strikes (US): 1/round, add enhancement bonus and weapon properties to unarmed strike; amount of uses per round increase with iterative attacks. An unusual property, since it would be better to get an amulet of mighty fists, but the combinations can reach up to +7, so it’s not that bad. Not as great for Monks, it’s nonetheless better for you as you get full BAB and can reach BAB +16 to get the fourth increase. Note that it also works for natural attacks of any kind, in case your Paladin has access to them.
Cassock of the Clergy: Acts as holy symbol; +3 competence bonus on Charisma checks to influence creatures of same alignment or as patron deity; 1/day Bless and Sanctuary. You don’t get orisons, so you don’t get that benefit, which makes this item less useful than others.
Coldfire Wrappings: As immediate action, duplicate effect of Fire Shield (cold version; CL 10th), but item is destroyed afterwards. The effect is awesome, but its limited duration and its destruction afterwards makes it less desirable. Try to see if there’s a permanent version, which would increase the item’s worth almost by two colors.
Corset of the Vishkanya: Gain effect of Squeeze spell (a.k.a. Compression ability) for 10 rounds per day; +5 to Escape Artist checks. Not something you’d really use, but it’s there. That’s how bland it is.
Gunman’s Duster (Gun): +4 armor bonus to AC; +2 luck bonus to touch AC vs. firearms; 1 extra grit point and +1 dodge AC when using Gunslinger’s Dodge deed. More often than not, characters with the Amateur Gunslinger feat will get Gunslinger’s Dodge because it’s one of the best deeds at that level. Obviously a must-have for Gunners, particularly for Holy Guns who are desperate for grit early on.
Monk’s Robe (US): Gain unarmed damage and AC of a 5th level Monk. This is, essentially, the Monk’s Belt but in robe form (since otherwise it would have conflicted with the ability-boosting belts, you see…) Unarmed Paladins will definitely look for it, if only for the unarmed strike damage increase. It also grants +1 use of Stunning Fist.
Otherworldly Kimono: +4 resistance bonus to saving throws, +4 bonus on caster level checks; 1/day trap a creature as per the Maze spell (no save, DC 20 Intelligence check to escape). Exactly HOW this item costs 67,000 gp again? I mean, sure: it’s the cost of the item itself, but IMO it’s hilariously cheap. A +4 to caster level checks aids you quite a bit to defeat spell resistance, particularly useful with Dispel Magic, and puts the resistance bonus on an unusual item. Furthermore, you get a no-save trap ability which can disable the worst opponent around, so that it’s effectively out of combat. Sure, it doesn’t work if the opponent has a Dimensional Anchor spell, but otherwise it’s a phenomenal ability, even once per day. The fact that the resistance bonus and caster level check bonus further increase when you get a creature trapped is the cherry to this delectable sundae. It’s deceptively cheap, IMO, and an interesting body item…
Resplendent Robe of the Thespian: SR 18, +4 resistance bonus on saving throws, +2 enhancement bonus on caster level checks to overcome SR. You also get the glamered armor property for free. Not worth the cost of admittance, sadly.
Robe of Blending: 1/day use Alter Self for 1 hour, with the ability to understand racial languages. Surprisingly, another item changed from its 3.5 incarnation (the original granted Disguise Self at-will). Sure, Alter Self was nerfed, but you still get a +2 size bonus to Strength or Dexterity, the chance to get darkvision or low-light vision, scent, and a swim speed as well. That’s no slouch, and for a fraction of the original’s price (more than 85% cheaper!), it’s a bargain!
Robe of Components: As spell component pouch, but you can produce 50 gp worth of costly components per day. Fairly decent, specifically to create bottles of holy water via the Bless Water ability if you want to. It’s harder to get this item stolen, BTW.
Robe of Eyes: 120-ft. darkvision, all-around vision (negates flanking), free See Invisibility effect, +10 competence bonus on Perception checks. You can’t avert eyes for a gaze attack, and you’re particularly vulnerable to light (effectively getting light blindness, but only towards certain sources of light). Despite the losses and the cost, the benefits are great.
Robe of Infinite Twine: Produce 30 ft. of twine or 10 ft. of hempen rope per round, or 5 times the amount if willing to “break” (give the broken condition) to the item. More of a utility item than anything else, but I’m sure you can find several creative uses to twine or rope, so for its price, it’s a bargain.
Robe of Needles: 6/day, as ranged touch attack, shoot needle that deals 1 piercing and 1 bleed damage. The robe is cheap, but the damage is pathetic, the range increment is twice as pathetic, and the action to even get one of the needles makes this a joke item at best.
Robe of Scintillating Colors: For 10 rounds/day, gain increasing concealment (maximum 50% miss chance) and gaze attack causing daze for 1d4+1 rounds (Will save DC 16). A classic from 3.5, and probably a rarely seen one. The daze effect has a small save DC, but few creatures have good Will saves, and those that don’t are really hurt by the daze effect. The concealment is also great, and since it improves with every level, that means you’ll rarely be hit. Good defense; while there’s better ways to get a daze effect and miss chances, rarely both on the same item.
Robe of Stars: Plane Shift at-will, +1 luck bonus on saving throws, proficiency with shuriken; 6/month throw embroidered stars as +5 shuriken. The last benefit isn’t so great (Shuriken deal weak damage), but the Plane Shift effect is great, though limited to the Astral Plane. The luck bonus on saving throws is a nice touch, but you have other ways to get it (e.g. Prayer). There’s better robes out there, though projecting completely to the Astral Plane is a cool power nonetheless.
Robe of Useful Items: 4d4+12 patches hold mundane items or some magic items. Assuming you get 16 patches with the silver coffer, you only gain 1,000 gp in exchange from this item. Buying all the items from the robe and stacking them on a handy haversack often ends up being cheaper than buying this item. By the time you get this item, chances are you have alchemical items or magic items covering for many of those (like the rope, the lantern, a Wand of Cure Light Wounds), so the robe by itself will rarely, if ever, be truly worthwhile to you. It could be worse, and this isn’t meant for relief: how about, say, 4 windows?
Shocking Robe: Electricity resistance 5, +1 to CL of electricity spells; 1/day deal 2d6 electricity damage in a 20-ft. radius burst. The blazing robe, but in electricity flavor. You lack many electricity spells to make this item worthwhile, and you eventually get better resistance. The damage is also a joke.
Slayer's Robe: +5 comp. bonus on Stealth and Sleight of Hand checks, +1 resistance bonus to saves; 1/day gaseous form effect and double Stealth bonus for up to 5 minutes (non-consecutive, 1-min. intervals). The skill bonuses aren't that useful, and the Gaseous Form ability is mostly to enable your escape. Not exactly useful
Smuggler’s Collapsible Rope: Hide in extradimensional space within robe safely for up to 24 hours. If you can have your allies hide the robe safely, you could sleep comfortably? A Rogue might use this more than you.
Voidfrost Robe: Cold resistance 5, +1 to CL of cold spells; 1/day deal 2d6 cold damage in a 20-ft. radius burst. The blazing robe, but in cold flavor. Even worse, since you lack cold spells altogether.
Xorn Robe: +5 bonus to Perception checks, earth glide for up to 20 ft. per day; able to digest up to 100 gp of gems or precious materials to sustain for 1 day. The Perception bonus is a nice touch, but the amount of earth gliding per day is a joke, and the idea of wasting 100 gp on items when you can sustain yourself with actual food? Gems are for selling or for components; never for food. Except if you’re a dragon, maybe.

ChestAll Tools Vest: 1/day summon items for a single Craft skill. Good for when you’re going to craft, but useless otherwise. Then again, you could store your crafting tools somewhere else. You’re no crafter, after all; maybe for one or two things, but not for multiples.
Bandages of Rapid Recovery: Treat as if doing complete bed resting regardless of activity; +4 to effective HD for healing with long-term care or complete bed rest. One use only, so useful early on. Afterwards, other forms of healing become far more efficient. If you suffer ability drain or ability burn (the latter from psionic damage), the bandages can still be effective.
Bane Baldric: 1/day add bane weapon property to weapon stored in baldric for 24 hours. The amount of turns per day works roughly for one battle, or two if you stretch it. Since you can choose any kind of bane, this becomes greatly useful. Meant for Inquisitors, though, but you can benefit from this as well.
Deadshot Vest (Gun): 1/day Death Knell effect by touching with a firearm; reduce effect of Deadeye deed by 1. Obviously you can’t use the Death Knell effect (it’s an evil spell, after all), and unless you multiclass into Gunslinger or are a Holy Gun, the second effect won’t work. Even then, there’s better ways to get reductions to deeds.
Endless Bandolier (Gun): Extradimensional pockets can store cartridges, guns and gear. Far better than the belt-based bandolier, since it can store more stuff and on a slot that has few items of worth.
Mantle of Faith: DR 5/evil. By the time you get this, you’re either fighting evil opponents with evil-aligned weapons or you have Aura of Faith. Even if you don’t have it, ignore.
Mantle of Immortality: Ignore age penalties while worn. Remember that you still die of old age when your time is up; you only ignore the penalties. Useless if young; invaluable if middle-aged, old, or venerable.
Mantle of Spell Resistance: SR 21. Better than most items that grant spell resistance, but note that a 20th level caster can succeed on its checks by taking 1. It’s best moment is by 11th level, where you have a 50% chance of denying a caster its spellcasting potential; guess what you’re NOT going to have by 11th level?
Merciful Baldric: Gain three extra Mercies during the day; completely cure curses, diseases and poisons. So…you’re telling me that I need a 60k chest item to actually remove these effects? This feels like a joke, but it’s actually a very good item. Perhaps the best item you can get thus far… Also: yay, it’s Paladin-exclusive!
Quick Runner’s Shirt: 1/day take another move action as a swift action. This is big, because you can turn your swift action into a full-attack action. Also, phenomenally cheap, and doesn’t require attuning for 24 hours to get the benefit. Buy in bulk.
Sipping Jacket: 1/day, pour a potion that can be consumed as a swift action later on. If it’s an instantaneous effect (like a potion of Cure Light Wounds), it is consumed immediately; otherwise, you can spread its effects for several rounds. The potion only works with spells of instantaneous or round-based duration (so no pouring potions of Bull’s Strength, sadly), and you can’t retrieve the potion afterwards. A nice effect, particularly since this can spread the duration of certain potions, but it doesn’t work on the most typical buffing spells. Since potions work up to 3rd level, that means you get either 1, 3 or 5 rounds worth of the effect. Decent, but nothing really surprisingly good.
Snakeskin Tunic: +1 armor bonus to AC, +2 enhancement bonus to Dexterity, +2 resistance bonus on saves vs. poison. GASP! An item that grants a boost to Dexterity! Good enough only for providing a slot alternative, and you might find that boosting the tunic is a more efficient choice than getting Dexterity on your belt slot. The armor bonus is worthless (you always wear better armor), and the resistance bonus likewise pointless (cloak of resistance, after all).
Spectral Shroud: Permanent See Invisibility; 1/day as move action become incorporeal and gain a fly speed with perfect maneuverability while incorporeal. The permanent effect should be a reason enough why to get the shroud, but the incorporealness is also nice, particularly since, while you can’t attack, it doesn’t restrict spellcasting. You can use it as a way to bypass some attacks and gain some free buffs while under solid defense. Good item, and not exactly that expensive.
Tunic of Careful Casting: +2 on concentration checks. Exactly half the effect of Combat Casting for 5,000 gp. Par for the course, I’d say.
Tunic of Deadly Might: +2 to disarm and sunder CMD. Unless you’re a Samurai, the item’s benefits are meager and bland.
Unfettered Shirt: 1/day Freedom of Movement effect for 10 minutes. Great effect…but the ring, despite being 4 times the cost, is far more cost-effective. Good while you seek the ring.
Vest of Surgery: Always treated as if using healer’s kit; 1/day cure 1d4 points of ability damage with DC 20 Heal check. The item’s cost is fairly good, though nowhere near as good as four Wands of Lesser Restoration built by Paladins, or 8 wands made by you. That’s about 200 – 400 uses of Lesser Restoration, which does more than this vest can. If you use Lesser Restoration more than 400 times, then the vest is more cost-effective. Otherwise…keep using the wands.
Vest of the Vengeful Tracker: When tracking, gain +1 morale bonus on attack and damage rolls against tracked creatures; +2 morale bonus if flat-footed. Since you’re treating the opponent flat-footed for 1 round at most, that means you’ll only get a meager bonus, and you need to be directly tracking the opponent in order for the item to be effective, so it’s only useful against some creatures. Disregard the item; there’s much better stuff out there.

T.G. Oskar
2014-05-15, 06:17 PM
Eyes

Arachnid Goggles: Gain all-around vision. This means you can’t be flanked, which denies the rogue its most reliable form of sneak-attacking, which is always good. It doesn’t offer anything else, though, which is bad.
Blind Man’s Fold: Obscure normal vision, but gain Improved Blind-Fight while wearing it. If you constantly face invisible creatures, this item may be worth your while, but there’s better ways to get See Invisibility, so don’t count on this to be too awesome. Still ignores all but total concealment, which is great.
Darklands Goggles: Darkvision 120 ft., +4 competence bonus to Perception checks and Survival checks to track underground. Ideally good in subterranean conditions, though the extended Darkvision range is fairly good. The cost is what makes it unsavory, as it could have been less costly for the same benefit.
Deathwatch Eyes: Constant Deathwatch effect. Note that the Deathwatch spell is no longer an Evil spell, so you end up with the ability to sense undead permanently, or sense if someone’s dying (which means “give it a heal, darnit!”). Fairly cheap, as well.
Eyes of Charming: 1/round Charm Person effect as gaze attack. The Will save DC is poor, so you’ll need some serious debuffing to use it, and the spell is more useful out of combat. Less useful on you than on others. As expensive and powerful as its 3.5 incarnation.
Eyes of Doom: 1/round Doom effect on single target as standard action gaze attack; constant Deathwatch effect, 1/week Fear as gaze attack. The DC is the absolute lowest, which is a complete shame; the constant Deathwatch effect can be acquired from other sources, and the Fear gaze attack can also be resisted easily despite the reduced effect on a successful save (as a 1/week effect, it’s worthless). Really can’t exploit it, and the only worthwhile thing it has can be gained from another, similar item.
Eyes of Eyebite: 11/day Eyebite on command as a standard action. Eyebite is no longer an [Evil] spell (just like Deathwatch), and the base save is fairly good (DC 19; it’s a Fortitude save, so easily resisted). For the price, it’s a decent debuff, but you need to waste your actions using it (it’s a standard action to activate the effect, and apparently 1 use lasts 1 round), so it’s not as great for you as it’d be for another.
Eyes of Expanded Vision: Psionic item. Halve flanking bonuses (but still are vulnerable to sneak attack), +1 enhancement bonus to Perception checks, -2 penalty on saves against gaze attacks. It’s the seeing armor property but as an item...and just as bad.
Eyes of Keen Sight: +2 competence bonus on Perception checks; grant low-light vision or double existing low-light vision. Low price, and low-light vision is fairly underrated, but you don’t extract much out of this unless you’re attempting to set an ambush in the darkness.
Eyes of the Dragon: Low-light vision, darkvision 120 ft. and blindsense 60 ft. Heckuva costly, but it has three fairly good vision modes.
Eyes of the Eagle: +5 competence bonus on Perception checks. The base Perception check modifier (as it did on 3.5 for the Spot skill, which is one of the components of Perception).
Eyes of the Owl: Low-light vision. 66% cheaper than Eyes of Keen Sight, but the latter has a Perception check bonus for a fairly low price.
Goggles of Brilliant Light: +2 resistance bonus on saving throws against visual effects (gaze attacks, blindness, etc.); 2/day bright light causes blindness on area for 1 hour (Fort DC 13 negates). As with most similar abilities, the save DC is really low (though, for the price, it’s still relevant at first) and the resistance bonus gets replaced really fast (not even a chance to get a proper use of it). There’s better uses of this slot for your money.
Goggles of Elvenkind: Low-light vision, +5 competence bonus on Spellcraft checks to identify magic auras and items. Much like the Eyes of Keen Sight, but the Perception bonus is replaced for a Spellcraft bonus. More often than not, you’ll pass this for the former one since it’s more relevant to your interests.
Goggles of Minute Seeing: +5 competence bonus on Disable Device checks. Note that you can get enough skill points on it to make it matter, but a Rogue is better than you in most cases. The bonus is different from its 3.5 incarnation, where the bonus was on Search checks (it would have conflicted with the eyes of the eagle which offers now the same bonus).
Goggles of Night: Darkvision 60 ft. The Darklands goggles offer a better range of darkvision for 66% markup, plus an additional bonus, making these “night-vision goggles” a joke.
Inquisitor’s Monocle: +5 competence bonus on Sense Motive checks; 2/day Zone of Truth. Sense Motive is a class skill for you and a valuable defense against feinting, and for its price, it’s very good. The Zone of Truth effect is decent if you want to interrogate people, particularly lowly commoners (it saves you on scrolls, BTW).
Kinsight Goggles: Shared sight between the goggles up to a distance of 500 ft. Since they can be separated, ideally you wear one and an ally wears another, so it’s cheaper than you think (as you can spare the cost between your allies). Sharing sight is stronger than you may think; you can send your scout to explore and then see what your scout sees. More likely than not, this will be used between the party’s scout and the party’s teleporter, but since it benefits the party as a whole, I place it here so that you, the potential party leader, set it upon consideration. Because of this, it won’t be color-coded.
Lenses of Detection: +5 competence bonus on Perception checks and Survival checks while tracking. The eyes of the eagle are 1,000 gp cheaper, so unless you happen to be the party’s tracker, get the other one.
Lenses of Figment Piercing: Automatically get a saving throw to disbelieve an illusion; if allowed to disbelieve an illusion, get a +4 competence bonus on the saving throw. Illusions can be a nasty trap, and this allows you to beat that with your sight! Somewhat expensive, but you have enough bonuses to Will saves to pierce the illusion and bring forth the truth. Also: it’s more than “get a new visual mode” or “bonuses to skills” (though a bonus to Sense Motive wouldn’t be wrong).
Lenses of the Predator's Gaze: For 10 non-consecutive rounds per day gain benefit of studied target after studying a creature as a standard action. Since you're not a slayer, this grants mostly a +1 bonus to weapon attack rolls, weapon damage rolls and various skills, including Sense Motive and Perception. The standard action activation is the killer bit for this otherwise decent item, since the bonuses are reasonably good.
Mindmaster’s Eyes: At-will Charm Monster effect (Will DC 19); 1/day Dominate Person (Will DC 20). Both spells’ effects are heightened, and Charm Monster works against anyone, so by targeting a weak save you could end battles easily. You’re fairly good with enchantments, so chances are that this item may be useful to you. Might conflict with the Code, but while you’re meant to be good, proper use of charm and compulsion spells in accordance with respect to life is enough grease to let this item slip by. If not, then disregard the Dominate Person effect; it’s only 1/day and perhaps not as powerful.
Monocle of the Investigator: 1/day get the events of the day in a single 10 x 10 area within a minute. Complete roleplay tool, but useful on a “whodunit” kind of campaign, where it can simply wreck it by making good use of the information. But again: roleplay tool.
Physician's Spectacles: Constant Detect Poison and Diagnose Disease effect; 1/day Delay Poison effect. All benefits are very good, and for a cheap price. The Delay Poison effect will last mostly for 3 minutes or so, but should be enough to make you immune to all poisons for the right amount of time.
Pirate’s Eye Patch: +2 competence bonus on Swim & Climb checks; 1/day gain effect of Expeditious Retreat or Touch of the Sea spells. The latter spell grants a 30 ft. swim speed for 2 minutes and the ability to “run” underwater, so it’s mostly an escape effect. Fairly good for its price, though you don’t need to retreat in order to use the patch’s SLAs.
Rainbow Lenses: 1/day Color Spray, Hypnotic Pattern and Rainbow Pattern; darkvision 60 ft. While the Darklands goggles are often better, this one has three free SLAs; Color Spray is nearly worthless by this level, but Rainbow Pattern has a decent save DC (Will DC 16) and lasts for a good while, so it’s not a bad spell overall. Almost as good as Darklands goggles.
Saboteur's Goggles: 3/day Murderous Command as standard action gaze attack. The spell is pretty cruel, forcing the opponent to attack its closest ally, and thus not part of the Paladin spell list, but it's not explicitly evil, so it's fair play. Save DC is higher than usual, too (DC 16). For its price, it can be a lifesaver, strangely enough.
Sea Tyrant’s Patch: Constant Touch of the Sea and Water Breathing effect; 1/day Mass Charm Monster effect. 30 ft. of swim speed and water breathing is formidable on water campaigns, and even in the odd case where you have to fight underwater. Mass Charm Monster has a very good save DC (Will DC 22), but it only affects creatures with up to 30 HD between each other (twice your CL, which for the item is CL 15th), so at most it can affect one strong monster and potentially a weaker one, or potentially up to three monsters, for 15 days. That’s a pretty darn good effect for a 70k gp item. Disregard the name; you’re not doing anything exactly evil, after all.
Spectacles of Understanding: Constant Comprehend Languages effect when reading (but not when listening); +5 bonus on Linguistics checks to detect forgeries and the ability to make said checks untrained. Being a victim of a forged document can be painful (how about being arrested by the BBEG sending a letter from your liege or patron claiming you’re dangerous criminals? While the misunderstanding is solved, the BBEG has free reign to ruin the world!), so this helps…a bit. Comprehend Languages doesn’t work with magical script (that’s what Read Magic is for), and lacking the Linguistics bonus to decipher ancient script makes this item somewhat incomplete. Cheap enough, though.
Swordmaster’s Blindfold (LD): Gain blindness, but also blindsight up to your reach; constant Locate Weakness effect with melee attacks. The Locate Weakness effect allows you to roll your weapon damage dice twice (pun not intended) on a critical hit, which is not that great enough to inflate the item’s cost. Since you’re blinded, any ranged sneak attack hits automatically, and you’re reduced to audio cues to approach the opponent. Lockdown builds can exploit this benefit better, though, as they can keep most of the dangerous opponents within reach (something they seek in spades). Note that this item works with the Lunge feat, but not with Combat Patrol. Too expensive and doesn’t offer a compensation for the blindness; compare to 3.5’s blindfold of true darkness, which grants 30-ft. blindsight for nearly a tenth of the cost.
Third Eye: Psionic item. An item that adheres to your forehead and gives you bonuses to skills or some other kind of power.
Third Eye Aware: +10 competence bonus on Perception checks. Good bonus, but it costs twice than that of the crystal mask of detection, which ruins its worth.

Third Eye Conceal: Immunity to mind-affecting abilities and information from clairsentience powers or effects. Note that, by means of psionics-magic transparency, it also means a few divination spells such as Detect Good or Scrying or even See Invisibility). For 120,000 gp, you get constant Mind Blank, which is just so precious it wants to make me cry in joy. Note that this was also in 3.5, so veteran players will know just how GOOD this item is. Also note that, by blocking mind-affecting abilities, you’re also forfeiting some awesome buffs like…Inspire Courage, Heroism, Good Hope, Bless…

Third Eye Concentrate: +10 competence bonus on all concentration checks. You, as many other spellcasters, will find this invaluable.

Third Eye Dominate: 1/day duplicate effect of Mind Control (aka Dominate Monster but weaker; Will DC 18 negates). Exercising this kind of power for 15 days can be brutal, and the Will save is pretty decent for its benefit.

Third Eye Expose: Always know when someone lies to you. Yep, no save, no nothing. Discern Lies just goes crying on a corner, while Sense Motive pats at it and says “hey, hey, don’t you go crying…” Being based on Bend Reality (the psionic version of Limited Wish), it should even foil Glibness.

Third Eye Gather: +10 competence bonus on Diplomacy checks made to gather information. Since Diplomacy sucked the 3.5 Gather Information skill, that means you’ll be able to gain information from just about anybody, but this item isn’t that great while on the wilderness.

Third Eye Penetrate: +2 bonus on ML checks to bypass power resistance. Due to magic-psionics transparency, this also applies to CL checks to bypass spell resistance, though ask your GM since it shouldn’t by RAW. There’s other, more reliable, ways to bypass SR.

Third Eye Repudiate: 1/day Dispel Psionics with +20 to ML check. By means of magic-psionics transparency, this also applies to any spell. Because of the ML of the item, you can actually dispel three powers or spells in effect, or make an area dispel if you want, which makes it extremely useful compared to Dispel Magic.

Third Eye Sense: Clairvoyant Sense at-will. Think of this power as the Clairaudience/Clairvoyance spell, so you get a long-range sensor.

Third Eye View: 1/day Remote Viewiing. Think of this power as the Scrying spell, except without the need of a scrying focus.
Treasure Hunter’s Goggles: Detect Secret Doors at-will; 1/day limited Locate Object ability, 3/day Identify. The Detect Secret Doors ability is great, since you can spend nearly all time looking for secret doors for more treasure and more danger, so while it’s a roleplaying effect it’s also a wonderful dungeon-exploring tool. The 3/day Identify helps your allies with the loot. The limited Locate Object ability is what ruins an otherwise great item. While other allies may prefer it, if you have it in bulk, this is better than most other items at the same slot.
Truesight Goggles: Constant True Seeing effect; 1/day Analyze Dweomer. Wow, it’s prohibitively expensive, but the effect’s worth it. Negate any kind of invisibility or illusions, any kind of magical disguise or transformation, locate secret doors, look through magical darkness…it’s the end-all-be-all visual mode. Note that you still need to find a way to beat concealment, though (what was the blind man’s fold’s cost, again? 12,000 gp? Well, there goes your 200k gp!). The tacked Analyze Dweomer (read: super-Identify spell, but still can’t discover the traits of artifacts) seems heavy-handed, since you’re here only for the True Sight, but it’s a fair bonus.

Feet

Acrobat Slippers: Retain Dex bonus to AC when climbing, running or using the Acrobatics skill to balance; +2 competence bonus to Trip CMD and Reflex saves to avoid falling prone. Nothing spectacular; the ability to retain your Dexterity bonus helps so you don’t fall by cause of a trip or be shanked by sneak attacks, but nothing truly out of the ordinary. The bonus against Trip checks is also nice too.
Boots of Elvenkind: +5 competence bonus on Acrobatics checks. Cheap, but nothing you really care about; the Grease spell was nerfed, which was about the only reason you’d care for a bonus to said skill (still useful against Sleet Storm, but that’s way too conditional to happen). Changed from its 3.5 incarnation in order to keep its…relevance. So to speak.
Boots of Escape: 1/day Dimension Door effect while grappled, pinned or entangled up to 30 ft.; effect range increases to 400 ft. if a Gnome. You probably have enough CMB to escape a grapple by means of a check, and also to escape most versions of entangling, so give this boot a boot (pun hideously intended).
Boots of Gusto: 3/day make use of Derring-Do swashbuckler deed. The effect is essentially adding a d6 to movement-related checks, with exploding dice (roll again if you get maximum result). Everyone can benefit from it, since it covers a wide variety of skills; Fencers will use it for Acrobatics, while Mounted Combatants can use it for Ride checks. The exploding dice's..."explosions" are limited to your Dexterity modifier, however, so take note of it. Also, very cheap.
Boots of Landing: Psionic item. While cheap, a ring of feather falling is only twice as expensive, so this item only breaks even if you ALWAYS fall at a distance of 20 ft.
Boots of Levitation: Levitate effect at-will. The best use is to have the whole party share one pair, and use it when you need to climb.
Boots of Speed: As free action, gain Haste effect for 10 non-consecutive rounds per day. As with its 3.5 incarnation, the value of these boots is well worth it, as you gain a lot of benefits during battle and can spread its uses for whenever applicable. Best used when you’re about to make a full attack.
Boots of Striding and Springing: +10 ft. base land speed increase; +5 competence bonus to Acrobatics checks while jumping. Technically, the increase to land speed should also increase the bonus on their Acrobatics check to jump by 4 (a racial bonus, BTW), so you really get a +9 to your Acrobatics checks, which is fairly good. That said, there’s better uses for your feet slot than this.
Boots of Skating: Psionic item. Duplicate effect of Skate power at-will. You effectively gain an increase to land speed of 15 ft., which can either be negated (if skating up an incline) or doubled (if skating down a decline). It provides a good boost to speed which can be far better than the boots of striding and springing, though without the better Acrobatics skill bonus.
Boots of Stomping: Psionic Item. 3/day duplicate effect of Stomp power (ML 3rd, Reflex save DC 13 negates). The Stomp power makes enemies go prone in a cone, which is formidable very early on. The cost is so cheap it should be one of the first items you should get. Note that it also deals a fair amount of non-lethal damage (3d4), which helps quite a bit.
Boots of Swift Fury: +10 ft. enhancement bonus to base land speed. If you're enraged, you effectively get the benefit of the Mobility feat. Boots of Striding and Springing are cheaper IMO, and the secondary benefit is something you'll rarely see, and even less benefit from.
Boots of Teleportation: 3/day Teleport. The item’s CL is 9th, so that means 900 miles worth of travel per use, or up to 2,700 miles overall. Buy one and store it when needed (so it doesn’t conflict with your nifty boots of speed, for example).
Boots of Temporal Acceleration: Psionic item. 1/day gain effect of Temporal Acceleration for 2 rounds. One of the few items that gives an ability somewhat similar to Time Stop, so use it only when necessary. A phenomenal item to have, no matter the cost.
Boots of Vaulting: Ignore an additional 10 ft. of falling distance when making successful Acrobatics check; 1/round gain +10 comp. bonus to Acrobatics checks related to jump, but at a risk. The DC of the Fortitude save is based on your check result, so it's always a minimum of 10 (no bonuses, -1 Strength penalty, 1 on the check), which is painful. If you make a natural 20 on the check, prepare to have your legs crushed. At least the Heal check DC is typical, meaning it's only a problem if you don't have time to make the check (or don't get natural healing). The benefits are so-so, otherwise.
Boots of the Battle Herald: Greater Heroism effect for 30 non-consecutive rounds. This spell is really good, and though morale bonuses are common, the bonus is high enough. Also, you get temporary hit points with activation, but based on how temp. HP work, you'll have to speak to your GM whether they are limited per day or gained every time you activate the boots, which means you could have up to 600 temp. HP if you turn the effect on and off (limited to 30 hp per activation, but if you take 30 hp worth of damage per round, that's your effective limit). Not entirely pricey, either.
Boots of the Cat: Always minimum falling damage; land on your feet. Sure, they’re incredibly cheap…but so does a ring of Feather Falling, so this item is a waste of money.
Boots of the Enduring March: Reduces Constitution check DC, damage taken from a forced march. Early on, this is a good way to pick up speed, but replace this ASAP.
Boots of the Mastodon: -2 penalty to Stealth checks, +2 enhancement bonus on overrun attempts, +2 dodge bonus to AC when attempting an overrun; 1/day make trample attack against Large or smaller creatures dealing 2d8+18 damage (Reflex DC 29 half). Unless you specialize in overrunning, this item is a complete joke. Now, if you could make it a horseshoe, then it’d be great for your mount.
Boots of the Mire: Move through swampy terrain at no movement cost, leave no tracks or signs of passage; +2 resistance bonus on Fortitude saves against poison and disease. The only truly worthwhile bonus is the bonus vs. poison, but those bonuses are pretty common and a cloak of resistance +2 completely eclipses it. Good if your entire campaign is comprised in a marsh-world but otherwise ignore.
Boots of the Winterlands: Move through snow and slippery ice at normal speed, without falling or slipping; constant Endure Elements effect on cold climates. A fairly good item if you’re braving the cold, but otherwise too specific. As a bonus, though, it makes Sleet Storm pointless to use on you.
Caltrop Boots: 10 non-consecutive rounds/day, fill all squares you walk with caltrops. Naturally, caltrops can be annoying: halve your speed, take damage. If the item was cheaper, then maybe it would have been good, but the item stops being that useful by the time you have 10,000 gp on your pockets after other outfits. A gizmo, mostly.
Daredevil Boots (Fen): As free action for 10 non-consecutive rounds/day, gain +5 competence bonus on Acrobatics checks to move through threatened squares or through opponent’s space; if successful, gain +1 bonus to attack rolls until end of turn. Fencers might find this item somewhat interesting, but not so great otherwise. On the other hand, they’re cheap enough to add the bonus to an item you do plan to use.
Dryad Sandals: +2 competence bonus on Stealth checks and no trace/scent on forest terrain, woodland stride effect; 1/day Tree Stride effect. Good if you’re on a forest, but somewhat expensive for normal use.
Earth Root Boots: Cumulative +1 to CMB (max +10) while not moving. So…aside from Lockdown builds (and even they move from time to time), how much do you think this item will see some use?
Feather Step Slippers (LD): Ignore difficult terrain and even make 5-ft. steps in difficult terrain. Cheap, and difficult terrain is more of a hassle for you than for others. If you can find a way to create difficult terrain around you, this is a godsend for Lockdown builds.
Getaway Boots: 1/day teleport back to attuned location as full-round action. So: couldn’t you have just made it from a Word of Recall spell, since it’s effectively the same item? Quite expensive for a 1/day “get out of jail free” card…
Haunted Shoes: 2/day Unseen Servant effect that summons 1d4 spirit servants for 3 hours; 1/day gain concealment as long as no servants are summoned. Surprisingly good item, since Unseen Servant has a lot of uses, and for 3 hours that means almost a quarter of your travels (that’s enough for a small dungeon, BTW). The concealment effect is also pretty nice, though you have other ways to get concealment. Not bad for the price, IMO. Note, though, that you’ll have to dismiss the servants to get the concealment, which is not exactly a disappointment but a minor issue with the item.
Horseshoes of a Zephyr (MC): Mount gains levitation effect without movement penalties. A classic 3.5 mount item, and still retains its usual abilities. Sadly, you can’t make your mount fly with it. Still, fairly good to improve your mount’s movement.
Horseshoes of Crushing Blows (MC): Weaponize your mount’s hooves by adding enhancement bonuses to their attack rolls or weapon special properties. Now your mount can deal +1 holy furyborn hoof attacks as well! Has a limit of +5 enhancement bonus, though.
Horseshoes of Glory (MC): 1/day mount increases in size (maximum Huge) or change its type to magical beast; DR 5/alignment as selected by rider. Great for mounts, since it increases their actual reach, and provides important protection which can be changed to suit the weapon while modified. The only issue I have with it is…couldn’t it have been a saddle or something? The horseshoes of crushing blows are already kinda hogging that slot down…
Horseshoes of Mist (MC): For 10 minutes per day (non-consecutive, but 1-minute intervals), mount and rider gain effect of Gaseous Form. This effect provides a sort-of flight method, but you can’t attack (nor your mount) while on it, nor do anything other than run away. If running away is unthinkable for most Paladins, imagine Mounted Paladins! You and your mount are also subject to other restrictions such as wind speed, so it’s not exactly the best flying method…
Horseshoes of Speed (MC): Increase mount’s speed by 30 ft. Excellent to allow your mount to cover an immense terrain, though more often than not you’ll find other ways to make your mount move much faster. Another 3.5-original item.
Jaunt Boots: 3/day extend 5-ft. step distance to 15 ft. Oh look: anklets of translocation (3.5, MIC) that cost 5 times the price! They have an extra use, and let you move 5 extra feet, and don’t waste your swift action, so they’re actually the anklet’s bigger, better brothers. Anyone who relies on natural attacks will seek to use them. So…if they grant an extra use, and doesn’t cost a swift action, and let you move even more…are they worth the price? I’d definitely say they’re a bargain.
Major Burglar’s Boots: +10 competence bonus on Perception checks to find traps within 10 ft., +10 competence bonus to AC and Reflex saves vs traps; 1/day Find Traps. Better than their little brethren, particularly since this grants you the ability to actually find traps better, as the Perception bonus increases to 15 when the spell is cast. Kinda expensive, though.
Minor Burglar’s Boots: +5 competence bonus on Perception checks to find traps within 10 ft., +5 competence bonus to AC and Reflex saves vs traps. Nifty ability, though you probably don’t have much Perception; at best, it grants you free (and fully scaled) Trap Sense, in case you have to pass a trap.
Nightmare Boots: Concealment while running or charging against AoO; 3/day as a swift action gain concealment until end of turn; 1/day deal 2d6 fire damage on all creatures within 5-ft. radius after making an attack (Reflex DC 13 half). The fire damage is pretty much worthless, but the concealment is formidable. Sure, you only get true concealment for up to three rounds per day, but those can be worthwhile. The concealment when charging is a nice gift, but could have remained for a while longer (maybe against one attack?). It says “prized by evil warriors” but it doesn’t penalize Good characters for wearing them, so you might want to consider them.
Nightmare Horseshoes (MC): 10 non-consecutive rounds/day grant your mount the smoke supernatural ability and hooves deal 1d4 fire damage. Again, the mount gets to look all hellish, but it’s not an evil item, so your trusty steed can partake of the effort. The extra fire damage is not so hot (pun hellishly intended), but the ability to grant your mount a free-action breath weapon that causes the sickened condition, based off your mount’s Constitution modifier, is a great debuff (beware of the concealment, though). Same thing with nightmare boots; they’re evil-looking, but not actually evil, so fair game for you.
Sandals of Quick Reaction: Make full-round action during surprise round, or +10 ft. to speed if having this ability already. For a relatively cheap price, you can defeat opponents during your surprise round, making a full attack or a charge or setting up a 1st-round buff spell (like Prayer). This makes you less likely to get the Lookout feat.
Sandals of the Lightest Step: 5/day as swift action, gain effect of Air Walk until end of round. I like the Air Walk spell, but I know its limitations: you move your speed, but only halfway if you’re trying to move up or down. This item is only worthwhile if you do a double movement, which means you can’t use it offensively, and if you’re not safely stepping on something, you’re screwed because you fall down. Worthless effect.
Shoes of Lightning Leaping: 1/day move up to 50 ft. in straight line, duplicating effect of Lightning Bolt (6d6 damage, Reflex DC 14) in your path. This duplicates the effect of the 3.5 spell Lightning Leap, but in boot form. The damage may not be great, but it allows you to move and attack, has great distance and electricity is hard to resist, so it’s a phenomenal way to act while needing to reposition. Surprisingly good, despite being somewhat expensive.
Shoes of the Firewalker: Fire resistance 10, walk over lava. Awesome if you’re on a volcano and have the Tactical Reposition feat, but otherwise it’s not that great.
Slippers of Cloudwalking: For 10 minutes per day (non-consecutive, 1-min. interval), duplicate effect of Air Walk spell while walking on natural or magical mist or fog. A creative way to attack opponents without suffering the effects of the magic fog spells, but you need phenomenal reach to pull that off since you need to be on top for it to work. It has more utility than the sandals of the lightest step, but it’s still a weak use of the Air Walk spell.
Slippers of Spider Climbing: For 10 minutes per day (non-consecutive, 1-min. interval), gain climb speed of 20 ft. This item got nerfed a bit from its 3.5 incarnation because the intervals are fixed to 1 minute (the original was intended to be 1-round interval), but otherwise identical (price and everything). Since the intervals are so wide, make sure to optimize the use of the item as much as possible (which will most likely be little, as that means around 200 ft. worth of movement if you spend the entire minute moving, or 400 ft. with double movement). You can use it in battle to fight in uneven areas, though make sure to return to the ground before the minute is up.
Slippers of the Triton: Water breathing, swim speed of 30 ft. or +10 to natural swim speed. Kinda expensive, particularly since it’s only useful in aquatic campaigns where you’ll most likely have a natural swim speed and water breathing racial trait. There’s other ways to get the same traits in land.
Tremor Boots: Tremorsense up to 20 ft. Tremorsense is often an ignored visual mode, since it only lets you see things in the ground, but the ability to pinpoint invisible opponents near you is invaluable, since it’ll be rare to find flying AND invisible opponents. Its 3.5 counterpart, Boots of Tremorsensing (MIC), had limited uses for exactly the same cost, so this is a direct improvement.
Verdant Boots: 3/day provide fruit that sustains 2 Medium creatures for 1 day. The restrictions are quite slim (the environment must not be hostile to vegetation, such as a volcano, or tundra, but otherwise can grow even on wooden floors), so you can end up feeding your whole group and two other people during the day. The cost is exorbitant for this benefit, though. Store one for the group and never worry about food anymore (and with a Maelstrom Shield, ignore Survival checks!)
Winged Boots: 3/day, Fly for 5 minutes. This is an item that comes from 3.5, but there’s a good reason it’s not often mentioned; the flight is too scarce and too little. Also, the boots are too expensive.

Hands

Apprentice’s Cheating Gloves: Mage Hand and Prestidigitation at will. Don’t let the name fool you: unless you use it to feign having magic powers (you do, but you can honestly claim you don’t have arcane powers), you’re not cheating at all. Prestidigitation is a very useful spell, its utility limited by your imagination (and your Code). Mage Hand is also pretty useful as well. Considering the cost, you can probably add this to any item. Again: don’t be scared by the item’s name; proper use of these spells will rarely conflict with your code.
Assisting Gloves: 1/use only; as swift action for 1 minute, gain benefit of Aid Another as if using it on itself. Pretty useful for skills or even attacks, though note that the reason why it’s so cheap is because it’s 1 use only.
Bloodstained Gloves: Soak gloves in blood to gain +1 insight bonus on attack and damage rolls related to the creature type of the blood's "donor". Despite being somewhat cruel, the benefit is somewhat decent, since insight bonuses are not very common. Note that this doesn't affect constructs, and not all undead have blood so you're restricting yourself from two very notable creature types.
Challenger’s Gloves: +1 morale bonus on attack rolls against target; target opponent takes -1 penalty on attack rolls against you. In battle, this might be useful, but you can’t challenge someone to a duel because your action would be cheating.
Claws of the Ice Bear (US): +2 competence bonus on Climb checks, Acrobatics checks when using both hands to aid in movement, ignore normal penalties on skills for slippery or icy surfaces; 3/day gain Spider Climb effect for 1 round. Note that, because they’re strapped, you can’t use your hands for anything. You can use the claws of the ice bear as if they were spiked gauntlets (not masterwork, though), which makes it more attractive to unarmed combatants.
Deliquescent Gloves: Melee touch attack deals 1d6 acid damage; grant corrosive property to unarmed strike, melee weapon or natural attack covered by gloves; gloved hands/extremities are immune to acid attack of oozes and can deal damage to oozes without causing splitting. Let’s face it: corrosive stacking with your nifty weapon sold it for you. At least it did for me.
Engineer’s Workgloves: +5 competence bonus on Craft and Knowledge checks to repair or understand mechanical devices; 1/day analyze workings of one device. The cost is quite cheap, but nothing that really can surprise you except the 1/day ability, which is too little to make this great.
Form-Fixing Gauntlets: +2 morale bonus on unarmed strikes, natural attacks and CM checks against shapechangers; negate shapechanging abilities and spells when grappling or pinning (concentration check against spell’s DC +4); force target into specific natural shape while pinned. This obviously is meant against shapechangers, of which there’s a few but it’s not like they’re extremely dangerous…well, maybe a dragon or a lycanthrope, but that all depends on the shape. It doesn’t work if the target has shapechanged into a creature larger than you, making it less useful most of the time. The save DC to negate a spell while pinned can probably be passed by the shapechanger, and the spellcaster will probably prefer…I dunno, a quick escape spell?
Gauntlet of Rust: Rusting Grasp effect 1/day at CL 7th; grant gear immunity against rust. This is a 3.5 classic, and it’s only worthwhile because of the anti-rust effect; this effect became pointless when blueshine, durable and everbright came into existence in 3.5, and is likewise pointless for weapons in PF with the impervious property. Still works for armor, though, but it’s a tad expensive…
Gauntlets of the Skilled Maneuver: +2 on one type of CM. Most likely suspects are Bull Rush, Dirty Trick or Trip. Fairly good, though the price is a bummer. Think about it: would you pay 4000 gp for an item that grants a +2 to attack rolls only? If you do, then you might understand that getting a fraction of this benefit by the same price is too expensive to be good.
Gauntlets of the Weaponmaster: Store up to 10 weapons, which can be retrieved as a swift action; 3/day grant wearer the Greater Heroism effect (CL 10th). Greater Heroism is phenomenally good, and for about 1 hour 40 minutes, that’s almost enough to beat a dungeon. The real trick is to shift between weapons: longsword & shield, then falchion, then bardiche, then composite greatbow…the options are endless. Great item.
Ghostvision Gloves: See any undead clearly within 60 ft.; constructs and living opponents treat wearer as blind; spend 2 uses of LoH (or 1 use of Channel Positive Energy) to strike one creature with ranged touch attack, using d12 instead of d6. The ranged touch attack can potentially deal quite a bit of damage (6-7 hp on average, so you deal a total of about 65 hp on average or 130 maximum), but spending 2 uses of LoH isn’t really worth this. On the other hand, getting free sneak attacks against you because of the effect is not very fun. There’s better ways to see undead creatures and invisible creatures (ahem, blindsight, for example).
Giant Fist Gauntlets (US): For 20 non-consecutive rounds per day, attempt bull rush as free action after making a natural attack or unarmed strike. Bull Rush is fun, and doing it after an attack doubly so, but you probably won’t spend that many feats on Improved/Greater Bull Rush to really exploit it. Decent item, though, but kinda expensive. The real fail in this item is that your hands are enlarged, but your damage remains the same.
Glove of Storing: Store 1 item in your glove. Good for storing a wand or scroll you need at hand, though it’s a tad expensive. Sadly, it’s no glove of the master strategist like in 3.5, which did the same effect and was cheaper, but this is what managed to cross over to PF.
Gloves of Arrow Snaring (Fen, US): 2/day act as if having the Snatch Arrows feat. You still need to have one hand free to use this item so only Fencers and Unarmed combatants will really exploit this item’s benefit. Use at the right moment.
Gloves of Dueling: +4 bonus to CMD against disarm or sunder, or against effects that would cause to lose grip on the weapon; don’t drop weapons when panicked or stunned. For the effects it offers, the price shouldn’t be so exorbitant.
Gloves of Object Reading: Psionic item. Learn details of objects as per Object Reading power. This tells you details such as the last owner’s race, gender, age, alignment, and how the last owner lost and gained the alignment, before going to the next one. This item allows you to identify the last two owners (each bit of information requires 1 minute of concentration, and you’re limited to 10 minutes). If you want to provoke a headache or seizures to your GM, go ahead, but note that this item can be used to subtract important information if you’re on a “whodunit” kind of campaign
Gloves of Marking (Fen): Mark a creature instead of making a critical hit; marked creature is shaken for 1 minute (Will DC 10 + 1/2 level + Dex mod. negates), you and allies gain +2 morale bonus to attack and damage rolls. Read the entire pitch again. This. IS. AWESOME. This is one of the few items that has a scaling DC, and the bonus applies to all allies; shaken imposes a strong penalty, and the effect can scale. Thus, you get to buff allies, impose a strong debuff, and all it takes is making a successful critical hit, which as you may know can be done against more creatures than in 3.5. If I tell you that you can gain this by the low, low price of 7,200 gp, would you believe me? Well, it costs exactly that, and the kinds of weapons you'll often use have high critical hit rates, which makes this a solid boon. The only thing I have against it is that only Fencers get to make good use of it.
Gloves of Reconnaissance: 10 non-consecutive rounds/day, use gloves to see and hear through solid material no more than 15 ft. thick. Cheap and useful to look what’s behind barred doors, and also great if you have items like the phasing armor property so you can save on uses. Someone else can have them, though.
Gloves of Shaping: Shape objects with hardness 8 as if they were clay; items of hardness over 8 are treated as if having half as much hardness when damaging or reshaping. This item is mostly a roleplaying tool, but don’t get fooled: its uses can be as varied as your imagination allows. Take stone and create a makeshift masterwork weapon of any kind, then attempt to sell it when you get the materials for free. Excavate a wall or small refuge. Reshape nearby doors into keys. The effects are endless; more than the price would suggest.
Gloves of Swimming and Climbing: +5 competence bonus on Climb and Swim checks. An item straight from 3.5, with no changes whatsoever.
Gloves of Titan’s Grip (US): Psionic item. 3/day gain +8 enhancement bonus on grapple checks for 7 rounds. While Unarmed combatants will probably draw more from the item, this item provides a reasonable bonus to grapple just about any creature firmly.
Gloves of the Shortened Path (LD): 1/day for 10 rounds, one square is treated as if you were on that square; you can change target square as swift action. The uses for this are varied, but the biggest winner here is any Lockdown build, because you can expand your tactics on surreal areas. You get flanked automatically, but there’s ways to handle that, though.
Glowing Glove: Leave luminescent graffiti that lasts for 1 day. Alright, alright: your hand leaves a luminescent mark, which can shine as bright as a candle. But yeah: luminescent graffiti. Has some creative uses, but just because it’s cool doesn’t mean it’s a must-have for you, sir Paladin.
Greater Gauntlet of Rust: Rusting Grasp effect 3/day at CL 7th; grant gear immunity against rust. More uses of Rusting Grasp doesn’t make this item immediately better; just the same, but more expensive.
Healing Gloves: +5 competence bonus on Heal checks. The basic booster to a skill that’s moderately more useful now than before.
Inheritor’s Gauntlet: 1/day grant a weapon wielded on target (or gauntlet itself) a +1 enhancement bonus for 1 minute; if worshipping Iomedae, weapon becomes holy symbol, 1/day grants any wielded sword the evil outsider bane property for 1 minute and allows creating glowing drawings of holy symbols. A sort of “relic” (in 3.5, an item with a base ability if you have certain alignments, or more powerful effects if you worship a specific deity), this is obviously better if you worship Iomedae, which happens to be a deity geared towards Paladins (3.5 players: think of the idea behind Heironeous, but the deity was once mortal like St. Cuthbert). The temporary evil outsider bane property is phenomenal, and since the Holy Avenger happens to be an actual longsword, chances are the item will be of most benefit to you. For Lockdown builds, the gauntlet can be used as an actual weapon, with the temporary enhancement. Extremely cheap.
Magnetist’s Gloves (Fen): 3/day make a ranged disarm against mostly metallic objects; item draws closer based on how much the disarm check beats CMD. Disarm is not the best maneuver, but this allows you to disarm an opponent before even engaging it. The cool thing is that, if you have a disarm bonus that’s high enough, you may even attempt to make a “Force disarm” and become immediately armed. A quirky move more than anything else, though a sweet trick for Fencers.
Pliant Gloves (LD): For 10 non-consecutive rounds, gain +5 ft. to reach, -2/-4 penalty to attack rolls; +5 enhancement bonus on Escape Artist checks and Acrobatics checks to avoid falling damage. The cost is actually quite reasonable. The extra reach is a godsend for Lockdown builds (pliant gloves + Lunge feat + Enlarge Person or the righteous/titanic enhancement = 15 ft. reach, 20 ft. if using a reach weapon), though it only works for about 2-3 rounds per combat. The bonus to Escape Artist and Acrobatics checks is nice, though nothing spectacular.
Skullcrusher's Gauntlets (US): +1 gauntlets. 1/day, make single melee attack as full-round action that deals 4d6 force damage and potentially makes the target unconscious (Fort DC 15 for staggered instead). Cool effect, particularly when you have to knock someone down. Even if the target succeeds, staggered means that you still disable the target. Somewhat pricey, tho.
Talons of Leng: Gain +3 claw attacks that deal 1d4+3 damage (1d3+3 if Small), chance of Insanity (Will DC 20) on a critical hit; -2 to Wisdom. Quite expensive, but fairly good nonetheless because that gives you a natural attack you can use as a secondary weapon if you’re anything but a Two-Weapon or Sword & Board build. They come pre-enhanced, and the penalty is to your dump stat so you don’t lose much (-1 to Will saves, mainly).

VanIsleKnight
2014-05-15, 06:43 PM
A lot of your examples for roleplaying a Paladin are far more appropriate for a fighter, ranger, or really any other LG character rather than a Paladin. They are still great philosophies to roleplay as, but they are definitely not a Paladin.

Angelalex242
2014-05-15, 11:31 PM
Hey, I think this guide is very helpful. I play paladins frequently, so I'm likely going to print this stuff out next time I go to a gaming convention so as to have the best paladin possible.

T.G. Oskar
2014-05-16, 12:58 PM
Hands (cont.)

Trapspringer’s Gloves: +5 competence bonus on Disable Device checks to disarm traps; +1 luck bonus on saving throws against traps. Can do better, since you’re probably not the trapbuster.
Vampiric Gloves: 3/day Bleed, 3/day Vampiric Touch as ranged touch attack; spend 1 charge of Vampiric Touch to end bleed effect. The CL for both effects is 5th, so you deal at most 2d6 damage with it, but if you hit, you get the damage as temporary hit points, which is nice. The special “expend charge” effect is nice for ability bleed damage, but not for regular damage as you can end that up real quick and better than normal.

Head

Aspect Mask: 3/day gain animal aspect as the animal focus class feature of the Hunter. A few of these grant enhancement bonuses to ability scores (+2) or competence bonuses to skills (+4). Bat grants darkvision, Mouse grants Evasion, Stag grants a boost to land speed and Wolf grants the Scent racial trait, making them the four most desired ones. No defined duration, though; assume at least 1 minute of duration at best.
Batrachian Helm (LD): 3/day pull or be pushed towards (depending on size and type) a creature, an object or a structure. If the creature is your size or smaller, or an object weighting 250 lbs. or less, it gets pulled towards you; otherwise, you get pushed to it (no AoO). Pulling a creature your size or smaller requires a combat maneuver check (no weapon bonus here, remember!). This is a great way to get the right positioning, and since you haven’t moved, you can make a 5-ft. step and attack at your heart’s content with a full attack. Lockdown builds will love this, as this item provides excellent ways to move the opponent right within your zone of control or enable a full attack on a creature of larger size just outside your zone of control.
Buffering Cap: 1/day turn critical hit damage into nonlethal damage. A great way to survive an otherwise fatal blow, though you may still fall unconscious afterwards. Also: fantastically cheap.
Cap of Human Guise: Disguise Self at-will, but only as Small human child, adult halfling or adult gnome. The forms are somewhat fixed into worker professions, so it’s mostly to infiltrate an area than anything else. Really cheap, though, but not of great use to you.
Cap of Light: Light effect at-will. The price is fantastically cheap, but any friendly caster will have Light as a cantrip ready for use, so it’s not entirely useful.
Cap of the Free Thinker: Roll saving throw against mind-affecting ability twice and take the better roll. A nice defense against the more insidious mind-affecting abilities, but somewhat expensive. Works well in tandem with your high Will save.
Cat’s Eye Crown: Cat’s eye gemstone serves as sensor for clairaudience/clairvoyance effect; darkvision 60 ft. or increase darkvision range by 60 ft. if gemstone is set in crown. The other ways to get Darkvision are usually better, so you’re probably looking at this for the sensor, which is pretty decent. The idea is that you can use the sensor to check areas that you otherwise can’t see, or spy on a creature by dropping the gem on its pockets. A useful tool for scouting, though you may want to give this task to someone else.
Circlet of Mindsight (Arc): Blindsense 30 ft., but only detect creatures with an intelligence score that are susceptible to mind-affecting abilities. Unlike the changes to critical hits and precision damage, mind-affecting abilities are easily countered by racial immunities. Other than that, and the fact that anything that blocks mind-affecting abilities also affects this item, blindsense is a great way to pinpoint targets within reach. Characters who rely on distance to attack (namely, Archers) will find this ability too limited for their tastes, but most others will find it useful. Note that, to fully exploit the power of blindsense, you need a way to bypass concealment. If it weren’t so limited, then this item would be far, far more useful (particularly combined with blind man’s fold or an item that grants blindsight).
Circlet of Persuasion: +3 competence bonus to Charisma-based checks. This includes Bluff, Diplomacy, Intimidate and (if you have ranks in it) Use Magic Device. Personally, I find a circlet part of the same slot as a headband, but that’s just me. Anyways, it’s a fair booster (and one of the few items that directly boosts Use Magic Device), though 900 gp more expensive since Diplomacy sucked Gather Information as a skill (the cost of a competence bonus for a single skill is the square of the bonus times 100; therefore, 3 x3 x 100 = 900, times 5 skills makes 4,500 gp, which was its original cost in 3.5).
Crown of Conquest: +4 competence bonus to Intimidate checks; +1 to leadership score (if having the Leadership feat); Prayer effect (CL 5th) on a confirmed critical hit; followers and cohorts of the wearer gain +1 bonus to attack rolls and saving throws while within line of sight. The bonus to Intimidate is cool, but the benefit of Prayer sells this item like hotcakes. Sure, the +1 luck bonus to nearly every roll may seem a bit weak, but it’s the penalty that shines, and it does for 5 rounds, which is enough to forget about getting the Prayer spell in your spell slot and just hope for a 1st round critical hit.
Crown of Heaven: Detect Evil at-will, 1/day Tongues; +5 sacred bonus on Knowledge (planes) checks to identify outsiders with Good or Evil subtypes; +1 to CL with Good spells; synergy effects with orb of Heaven and scepter of Heaven. 3.5 players that hold the Book of Exalted Deeds or the Arms & Equipment Guide may recognize this as the Regalia of Good, though the effects are much, much different (the original was a set of artifacts, so by definition this is an outright nerf). You already have Detect Evil at-will (and improved), so this is mostly an incentive to trade it out; Tongues is a nice ability because it lets you speak with nearly everybody, and most spells you cast are Good spells so the +1 to CL is a nice benefit. Obviously you need to hold the other two items to see the complete benefit (which late 3.5 players may recognize as an item set, since while the original artifacts also acted like an Item Set and were, alongside the Regalia of Evil and the Regalia of Neutrality the first item sets). Arguably the weakest, in a way, of the three items.
Crown of Swords: 10/day longsword-shaped Spiritual Weapon counters opponent’s attack as immediate action; can expend additional uses/day to extend duration of item. The damage is kinda low (1d8+1) and the attack bonus will be somewhat weak (Wisdom is your dump stat), but it’s nonetheless useful damage (force damage, so it hits incorporeal creatures). Consumes your immediate actions, though.
Crystal Mask: Psionic item. Provides a +5 to +10 bonus in specific skills.
Crystal Mask of Detection: +10 competence bonus on Perception checks. Offers a greater bonus than most other items of its type.

Crystal Mask of Discernment: +10 insight bonus on Sense Motive checks. Insight is a rare bonus that happens to stack with competence bonus, meaning you can effectively superpower your “deception sense”.

Crystal Mask of Dread: +10 competence bonus to Intimidate checks. Just with this item and getting as many skill ranks as your Hit Dice, you can reliably hit the DC to demoralize most creatures by taking 1.

Crystal Mask of Insightful Detection: +9 insight bonus on Perception and Sense Motive checks. The most expensive of the masks, but covers two great skills. Stacks with crystal mask of detection but not with crystal mask of discernment.

Crystal Mask of Knowledge: +5 competence bonus on a specific Knowledge check. Bonuses to Knowledge checks aren’t so hard to find, so this one is kinda disappointing.

Crystal Mask of Languages: Grant ability to speak and write five different languages. A shame it wasn’t an outright +5 competence (or insight) bonus to Linguistics checks, which would have made it a pretty awesome item.

Crystal Mask of Mindarmor: +4 insight bonus on Will saving throws. Unlike other items of its type, being an insight bonus means it stacks with resistance bonuses. Never need to worry about Wisdom again!

Crystal Mask of Psionic Craft: +10 competence bonus to Spellcraft checks. Few items grant a bonus to this skill, and this one offers a very, very, very good bonus to the skill.
False Face: As Disguise Self, but one specific form. Its uses are limited to you, but if you need to have a second identity at hand, it can be useful. Also, incredibly cheap.
Grappler’s Mask: Make bull rush and grapple checks without provoking AoO. What, no bonus? And all of this for 5,000 gp? I feel cheated, and much more because I’m a lucha libre fan; man, the masks are sacred! People who insist on using bull rush or grapple WILL get the feats, which pretty much precludes the acquisition of this item.
Halo of Inner Calm: +4 resistance bonus on saving throws against spells with the [Emotion] descriptor; SR 13 and +2 sacred bonus on saving throws if a good Tiefling. Being a Paladin, you definitely qualify if you choose Tiefling, but the bonuses are kinda meh (the sacred bonus to saving throws is the only good bit). If you aren’t a Tiefling, then this item is just as expensive as a cloak of resistance +4, so it’s totally irrelevant when you have an obviously better replacement.
Halo of Menace: Permanent aura of menace at a 20-ft. radius (Will DC 20 negates). The aura of menace is a powerful debuff that makes the opponent easier to hit and reduces the target’s chances of success. It targets a normally low saving throw, which is good, and chaotic creatures happen to be less likely to resist it. Note, though, that the way to bypass this aura is hilariously easy. At best it’s a 1-round penalty, but it’s a penalty that can help you lock the enemy down with attacks such as Dazing Assault, so chances are you can probably extend this further. It depends greatly on tactical uses of the aura.
Hat of Disguise: Disguise Self at-will. Be any humanoid you want to be, and the item changes its “form” to fit. Note that Disguise Self is an illusion spell, so any tactile interactions may ruin the effect. Then again, you don’t need to transform, and if you do, you certainly look for an Alter Self effect that gives you the size bonus to Strength.
Helm of Brilliance: 40 uses of Daylight, 30 uses of Fireball, 20 uses of Wall of Fire, 10 uses of Prismatic Spray (all at CL 13th, all with DC 20); emanate harmful light within 30 ft. when undead are around (1d6 damage vs. undead), add flaming effect to weapon, fire resistance 30. Yet another 3.5 classic which you rarely hear about. Note that this item is prohibitively expensive, but it has a multitude of abilities that range from great (Prismatic Spray, Wall of Fire) to decent (flaming on any weapon) to quirky (the Sting-like effect with undead) to bland (40 uses of Daylight?). Naturally, this would look like the kind of item everyone should have, except for its fatal flaw: take more than 30 points of fire damage, and you risk the chance of a nuclear meltdown. Taking more than 30 fire damage is possible (a dragon, for example, dealing fire damage), and while you have a VERY good Will save, chances are you’ll fail a save and end up taking so much damage you’re gonna get killed (and so will your party). The price and the risk make this item less desirable than others.
Helm of Comprehend Languages and Read Magic: Constant Comprehend Languages and Read Magic effect; +5 competence bonus to Linguistics checks to understand incomplete, archaic or exotic text. Extremely simple, almost self-explanatory item; the only trifle I have with it is “why a helm and not a headband or similar item?”
Helm of Electric Radiance: 40 uses of Daylight, 30 uses of Flaming Sphere (deal electricity damage), 20 uses of Lightning Bolt, 10 uses of Chain Lightning (all at CL 13th, all with DC 20); emanate harmful light within 30 ft. when undead are around (1d6 damage vs. undead), add shock effect to weapon, electricity resistance 30. A new version of the helm of brilliance, but with the more attractive electricity damage. Again, price and risk make it less desirable than other items, but at least this one has a super-attractive bonus that tilts the choice at its favor (the shock property, which is harder to resist). Also: Chain Lightning is easier to withstand than Prismatic Spray, which is outright brutal.
Helm of Telepathy: Detect Thoughts at-will; speak telepathically with target of Detect Thoughts that fails Will save to read surface thoughts; 1/day Suggestion (Will DC 14). Nifty ability, though the saving throw to resist reading surface thoughts means you’ll have to ask whomever you want to speak telepathically with to willingly fail its save (which kinda beats its benefit). Also, you can only focus on one person at a time, and the person is allowed another Will save. Not exactly “telepathy”, so it’s a victim of false advertising.
Helm of Teleportation: 3/day Teleport (CL 9th). The same effect of boots of teleportation, but far more expensive (because it’s on the head, you know; therefore, 1.5x the price of the boots). Why you’d buy one beats me, when the boots can simply be worn when needed.
Helm of the Mammoth Lord: Tusk natural attack dealing 1d6 damage (1d4 for Small creatures) and counts as magic weapon; +5 competence on Handle Animal, Ride and wild empathy checks with elephants and similar creatures; Detect Animals or Plants and Speak with Animals at-will, limited to elephant-like creatures only. A fluffy item, since it’s quite limited, but elephants and mammoths are some of the scariest animals you can have at your disposal. With the ability to tame them, ride them and befriend them, you can definitely call yourself a “mammoth lord”. But, if you find no elephants…well, the tusks are a nice secondary weapon.
Helm of the Valkyrie (MC): 1/day Phantom Steed (CL 14th) with more AC and HD than usual. In case it's not clear; that's 14 hours of having a super-mount, even if it can't attack, that has unrivaled movement. In fact, it's most likely better than your own Divine Bond mount, making it almost downright insulting...until you reach combat. And, in fact, it's more than likely to last for an entire day, as long as you keep the helm (and why you wouldn't?).
Helm of Underwater Action: Low-light vision effect underwater; 30-ft. swim speed and air bubble on command. While costly, this is one of the more effective ways to get a swim speed. Its utility is not limited underwater: by forming an air bubble, you’re effectively also immune to vacuum, and somewhat resilient to suffocation; ask your GM how s/he adjudicates this, because this makes the item far more effective than it seems to.
Howling Helm: +2 competence bonus on Diplomacy checks and Charisma checks to influence wolf-like magical beasts; Speak with Animals limited to canine creatures; 3/day demoralize all creatures within 30 ft. with Intimidate check and summon 1d3 wolves next turn. That last ability is pretty awesome, because you start with a nice debuff, and then you get three free wolves that assist you afterwards, so the effect is lasting. Wolves have the ability to trip with each attack, though their effectiveness wanes as you face stronger monsters. At the very best, they’ll work as a distraction, and with your early demoralizing effect, that means you have 2 rounds of utility. The wolves last for 5 rounds only, though, but can be ordered to fight effectively with flanking opportunities and potential AoO. Somewhat pricy, tho.
Iron Circlet of Guarded Souls: Immunity to effects that target souls and certain divination spells. Some very specific immunities, but Divination can be a pretty nosy spell school. On the other hand, try not to die, because unless the circlet is removed you can’t be revived at all (unless you spend a Miracle or Wish, and it all depends if your party finds it worthwhile).
Jingasa of the Fortunate Soldier: +1 luck bonus to AC; 1/day negate critical hit or sneak attack as immediate action, but still roll normal damage. Both effects are nice, and the price is just right.
Judge’s Wig: +4 competence bonus to Diplomacy and Intimidate checks; Discern Lies at-will. Besides looking all spiffy with the white ringlets, this saves you on quite a lot of Discern Lies scrolls and having to add it on a spell slot. The price is way too expensive, but note that most fashion-conscious people would pay far more to look nice, and this gives you the unmistakable feeling of “I AM THE LAW!!”…that a cool-looking Judge Helm would further cement. Yeah, still too expensive; I tried, tho.
Laurel of Command: Heroism at-will as swift action, but only for 1 round and once per day per character. If it lost one of those restrictions, the item would have unmistakably become a must-have; as it stands, it’s not so great. It costs exactly as an item that grants Heroism permanently (it’s a use-activated item), even though it should be somewhat cheaper (like, 3,000 gp cheaper) since it works like a command-activated item. A shame, because the item is otherwise very good.
Magician’s Hat: 3/day shift metamagic feats on prepared spells of same level or lower. You’re a prepared spellcaster, you have the potential to choose metamagic feats, so it’s there. Won’t do great use to you, though, but for the sake of completeness…
Major Circlet of Blasting: 1/day Maximized Searing Light. You can certainly do a lot of damage with it (40 damage against just about everyone, 60 against undead, 30 against constructs or inanimate objects, 80 against undead creatures vulnerable to bright light), but for all that money, you could have bought a wand of a better, more potent, spell. At least it’s better than its minor incarnation… Again: could have easily been on the Headband slot.
Mask of a Thousand Tomes: +10 competence bonus on Knowledge skill checks, but user is blinded. Definitely not for use in combat, or any time except to spend 10 minutes finding the solution to a riddle or something along those lines…which makes it a purely roleplay-specific item. Which should be given to your party’s erudite, which is most certainly NOT you.
Mask of Stony Demeanor: +10 competence bonus on Bluff checks to lie, +5 competence bonus on Bluff checks to feint, -5 penalty on Bluff checks to relay secret messages. The perfect “Poker Face”, which you honestly don’t need.
Mask of the Krenshar: 3/day create an illusion that frightens any creatures of 6 HD or fewer, or shakens creatures with more than 6 HD, within 100 ft. for 1d4 rounds. The DC for the Will save is rather low (13, typical for a 2nd level spell), and by the time you get it chances are you won’t be fighting many 6 HD creatures, so you’re relying on this to escalate fear effects. Since it relies on another creature imposing a scalable fear effect, its uses are somewhat limited.
Mask of the Skull: 1/day touched target suffers Finger of Death (CL 13th). Evil-looking, but actually non-evil; also, a 3.5 original. Note, though, that Finger of Death got nerfed into a quasi-Disintegrate effect, so the target can survive the damage if it’s mostly a HP sponge. More often than not, you’ll see the save effect that deals somewhat decent damage. However, you’re certainly NOT going to pay 22,000 gp for something you can probably do with a melee attack, right?
Maw of the Wyrm: +4 competence bonus on Intimidate checks, +4 insight bonus on saving throws to resist a dragon’s frightful aura; 1/day make breath weapon attack (7d6 damage, Reflex DC 16 half). You’re immune to fear (more often than not), so you’re here for the Intimidate check bonus (pretty good) and the breath weapon. Unlike other items that simulate breath weapons, this one actually deals somewhat decent damage (24-25 points on average), though the Reflex save DC is not that high. Choose a type of dragon that deals acid or electricity damage (black, blue, bronze, copper or green) for maximum effectiveness.
Medusa Mask: +4 bonus on saving throws against visual attacks (gazes and sight-based illusions like Color Spray); 1/day Flesh to Stone on target creature (Fort DC 15 negates). The save is abysmally low (the Fortitude save DC should be at least 19, since that’s the base save DC of a 6th level spell), so it’s less worthwhile than it should be, and thus it makes the price tag too expensive for its benefit.
Minor Circlet of Blasting: 1/day Searing Light (CL 6th). 3d8 points of damage isn’t really something exciting when you can do more damage with an arrow alone. Against undead, it’s slightly better, but expensive for its price. Overall, a bad choice in terms of potential, even if the price is otherwise right.
Miser’s Mask: +5 competence bonus on Appraise checks to determine gem value; gain scent ability to sense coins and gems. So as long as the targets you seek have a purse, you can use this effectively in battle, so it has a degree of utility in pinpointing otherwise invisible or hidden creatures. Remember, though, that while you can smell coins or gems, you can’t discern the kind of coin, so it’s not that great against ambushes (particularly in cities; in the wilderness, though, you probably can smell the coins and determine their location). It also helps to determine if there’s a secret door nearby, as long as that secret door holds a chest with gold pieces (or gems). With creative uses, you can exploit an otherwise unremarkable ability.
Mitre of the Hierophant: +5 competence bonus on Diplomacy and Knowledge (religion) checks; 1/day Commune effect; 1/week Atonement effect. The competence bonuses are on class skills, and when in doubt, you can ask your deity (or one of its representatives) for answers. The only lamentable thing is that you need actual divine spellcasting ability to use this, because you could attempt to self-atone when your powers are lost. That said, you can help a Cleric of your faith at recovering its powers, or an Inquisitor.
Plague Mask: +4 resistance bonus on saving throws vs. disease; 1/day Remove Disease as spell. You’re already immune to disease, and your mercies can cover for healing diseases, so this isn’t useful for you at all.
Plume of Panache (Fen): 1/day provide 1 panache point for a single deed. It's cheap, but it can't be combined with anything else (unless you make it part of a magical hat through combining enhancements...?)
Ruby Circlet: +6 enhancement bonus to Wisdom, +3 bonus to Charisma-based checks. This isn’t an artifact, but it’s nonetheless a unique item. Unless you’re the rightful ruler of a very specific kingdom, this item is mostly good for granting the Wisdom enhancement on an alternate slot; if you DO, then you get a telepathic two-way line with a specific creature (roooooooleplay tooooool!). The fact that it’s extremely specific in terms of what it offers makes it fairly good for a king, but you’re probably the knight-errant instead.
Steel-Mind Cap: Reduce effect of dazed to confused, or stunned to confused and staggered, for 5 non-consecutive rounds per day. This effect is great, because there’s few chances to become truly immune to daze, and you can use your LoH to remove the effect (hopefully by succeeding on the roll to act normally).
Stormlord’s Helm: 1/day create thunderstorm as per Create Weather spell, then duplicate the effect of Call Lightning for 10 minutes. Note that you need 20 minutes for the spell to manifest, and you only get 10 minutes of fun (5d8 electricity damage as a move action). The power is not worth the wait, IMO.
Synaptic Mask: Psionic item. Set a shard or meld stone that grants specific benefits.
Meld Stone of the Alchemist: +8 competence bonus on Craft (alchemy) checks, +6 competence bonus to Appraise and Use Magic Device checks, and +4 competence bonus to Knowledge (arcana) checks. This is one of the few, if not the only, items that grant a bonus to Use Magic Device, making it valuable if you have ranks on the skill (by means of a headband or item that boosts Intelligence).

Meld Stone of the Infiltrator: +8 competence bonus on Bluff checks, +6 competence bonus on Disguise checks and Linguistics checks to create/detect forgeries, +4 competence bonus on Diplomacy checks to gather information. Only the Linguistics benefit and the Diplomacy benefit are of any use to you.

Meld Stone of the Nimble Trickster: +8 bonus on Acrobatics checks to tumble, +6 competence bonus on Escape Artist and Stealth checks. None of the skills are of any true utility to you.

Shard: Grant +1 to +10 competence bonus on one skill; effect lasts until used or 10 rounds have passed. One-use only. You can use them without the need of synaptic masks, and placing one in the mask provides no unique benefit.
Veil of Fleeting Gazes: +4 circumstance bonus against patterns, figments and visual effects that cannot affect blind creatures; 50% chance to negate gaze attack, or roll twice if averting eyes. Gaze attacks can be quite annoying, but the item’s cost is a tad high for its actual benefit.

Headband

Dead Man’s Headband: +2 competence bonus on Intimidate checks, +1 to DC of any fear effect; +5 circumstance bonus to CMD against steal and sunder attempts targeting head gear. Sadly, a Paladin doesn’t have many other fear effects rather than Intimidate and item-based fear effects, so the item is not that great. With the competition for ability boosters, the benefits are abysmal.
Headband of Aerial Agility: +1 to caster level with spells that grant flight; (+4) 1/day or (+6) at-will Fly effect (CL 8th). The item grants a bonus to a single ability score as well, which will most likely be Charisma. A +6 to Charisma and the ability to Fly at will is an amazing combination; even the +4 version is moderately good, as 8 minutes of flight is fairly good. Only the +2 version is not that great.
Headband of Alluring Charisma: +2, +4 or +6 enhancement bonus to Charisma. One of the first ability boosters you should get, period. It boosts your mark’s attack bonus and deflection bonus to AC, your spellcasting potential and spell save DC, your uses of Lay on Hands, your saves…it affects your chassis directly.
Headband of Counterspelling: +5 insight bonus on Spellcraft checks to identify spells; 1/day attempt counterspell as immediate action. You need ranks in Spellcraft to identify the spell first, and you have very few spells to make an effective counterspell attempt. However, by 10th level, it can block off some nasty spells like Dispel Magic. No ability booster, though.
Headband of Deathless Devotion: +2 morale bonus on stabilization checks and saving throws against ongoing effects with recurring saves (diseases poisons, certain compulsions). Cheap, but you should have a decent Constitution and enough saves to matter. No ability booster.
Headband of Fortune’s Favor: +1 luck bonus on saving throws, extend duration of spell or effect that grants luck bonus by 1 round. The effect must have a duration, though. The price is fairly good, which means you can probably stack it to another headband. Fairly good on its own.
Headband of Inspired Wisdom: +2, +4 or +6 enhancement bonus to Wisdom. Since it conflicts greatly with Charisma, which is your only meaningful mental score, you shouldn’t focus on getting this; however, it’s not that bad because you should never have your dump score so low that a few points of damage neutralizes you entirely. If you’re immune to ability damage and ability drain, then ignore this item completely.
Headband of Intuition: 3/day Augury effect as standard action. Augury usually requires 1 minute of spellcasting, and this version always gets a meaningful reply, so it’s actually better than casting the spell. The lack of an ability booster makes it less desirable (intuition is usually related to Wisdom, so it could have had at least a +2 enhancement bonus).
Headband of Mental Prowess: +2, +4 or +6 to two mental ability scores. Seek to enhance Charisma, then choose between Intelligence (and more skill points) or Wisdom (to pad up your dump stat).
Headband of Mental Resilience: +2 enhancement bonus to Intelligence, Wisdom or Charisma; generate 5 temporary ability points per day to reduce ability damage or ability drain. A potent combination, since you can get the bonus to Charisma and then pad the damage dealt to your scores, particularly Wisdom. Note that if you suffer from ability drain, that point is lost permanently, which reduces the power of the item: by the time you take 5 points of ability drain with the item, discard it or attempt to repair it somehow, because it’ll be worse. If you end up taking too much ability drain, seek another item.
Headband of Mental Superiority: +2, +4 or +6 enhancement bonus to all ability scores. Don’t actively seek for it; let it come to you if needed, but always seek an item that grants better Charisma. That way, you can get the free skill ranks from Intelligence and the extra Wisdom to pad your dump stat, but otherwise, focus on Charisma.
Headband of Ninjitsu (Fen): +2 competence bonus on Bluff checks to feint, +2 competence bonus on reposition CMB; 1/day attempt feint or reposition as swift action. Fencers may find it interesting as it touches upon at least one of the moves they normally use (feinting), but the lack of an ability score booster hurts the item greatly.
Headband of Ponderous Recollection: +2 enhancement bonus to Intelligence (skill ranks in Knowledge almost exclusively); 3/day as swift action gain knowledge of a single creature within area. Now, this item would have been awesome if it was on 3.5, because you have the Knowledge Devotion feat to make it worthwhile; here, it serves to justify your metagame knowledge (e.g: trolls vulnerable to fire, dragons like breath-strafing.), so it’s not THAT great. You get information in three steps, each one revealing an additional bit of information if possible.
Headband of Seduction: +2 competence bonus on Charisma-based checks with other members of the same creature type, or +5 competence bonus on creatures of the same subtype if humanoid; 1/day Unnatural Lust effect with 10 min. duration. The spell’s effect is essentially compelling someone into having the hots for another (Will DC 13 negates), and if the target’s object of affection would otherwise be incompatible (orcs & elves, for example), the target resists it even faster. Despite the hilarious effect of turning a fighter into a lover, the benefits are not that great.
Headband of the Wolf: 10 ft. scent on command. Somewhat pricey, but since it's meant for Hunters with the Wolf Animal Focus aspect...eh, even then it's pricey. Scent is cool, but the range somewhat kills it.
Headband of Unshakeable Resolve: +2 enhancement bonus to Wisdom; 3/day reduce intensity of fear effect. Since you’re immune to fear, the only benefit you get is a bonus to your dump stat, so this is essentially a glorified dump stat-booster. Plausibly ignore.
Headband of Vast Intelligence: +2, +4 or +6 enhancement bonus to Intelligence. A VERY important thing to note is that the increase to Intelligence grants an increase on skill points (and hence, ranks in a skill), but since the headband offers them, the headband chooses the skills for you. Therefore, you also get skill ranks in the associated skill based on your Hit Dice (for example, if the headband has Use Magic Device as one of its skills, you get as many skill ranks in UMD as you have class levels). This is a MASSIVE change from its 3.5 incarnation, which didn’t allow you to raise skill ranks, making it strictly better. While you may not have much need for Intelligence, it’s effectively a free way to get needed skills (such as Perception, Spellcraft or UMD), so it’s still a valuable item. This also reflects to all items that increase Intelligence, but those skills usually have their own choices of skills and thus can’t get customized to your choice. If you can craft the item (or better, a headband with Charisma and Intelligence), then you’re set because you can choose which skills to apply. Note that the skills don’t stack with yours, so you don’t get double bonuses otherwise.
Hollywreath Band: 1/day Goodberry effect; +1 CL and +1 DC to any effect that affects plants. The Goodberry effect works nicely as an out-of-combat healing + sustenance effect, but the other ability is wasted on you.
Hunter’s Band: +5 competence bonus on Survival checks, reduces damage and ignore fatigue effects from long travel (hustling or forced march). The “hunter” bit is from a Ranger-only ability, so it doesn’t apply to you. Early on, when you lack access to things like mounts or the Teleport spell, this can be useful; by the time you get it, it’s pretty pointless, since you have faster ways to travel.
Phylactery of Faithfulness: Advises against actions that may adversely affect alignment and standing with deity. Normally, I’d dismiss this item as “roleplaying tool” and give it a red or orange color, but there’s one HUGE reason why this is Light Blue for Paladins: it’s the item tax. Nothing save this item can tell you if you’ll break the Code or not, since the GM is all but forced to tell you that, so you can’t fall unless you choose to make the decision. Being so insanely cheap (1,000 gp, for goodness sakes!), it can be added to any other headband. Get your best headband and add this so you no longer worry about epileptic gross Code violations anymore.
Phylactery of Positive Channeling: Increase Channel Positive Energy damage by 2d6. This doesn’t affect Lay on Hands healing, only Channel Positive Energy healing, so this isn’t as useful to you as it’d be to other channellers. That said, if you have a friendly Cleric or Inquisitor around, you can split the cost and use Channel Positive Energy with the item when about to heal.
Phylactery of the Shepherd: 3/day Status effect; as swift action, use Channel Positive Energy or Lay on Hands on ally affected by Status effect from item, but effect ends immediately. The effect lasts for 3 hours, so it’s fairly long; however, the biggest benefit is to share your swift-action heals with your allies, provided they are affected by the Status effect from the phylactery (of course, you automatically know when’s the best time to do so, which is a double plus). The effect is a tad expensive, so it’ll hurt your wallet, but procure adding it to a headband of mental prowess +6 for the best possible item in-slot. If you have the Oath of Charity or the Hospitaler archetypes, this item becomes invaluable.
Serpent’s Band: +2 insight bonus on saving throws against effects with [emotion] descriptor; fluency in Draconic and speak with reptilian animals and magical beasts as if using Speak with Animals; +4 competence bonus on Handle Animal and wild empathy checks when interacting with reptilian animals and magical beasts. Has a lot of features, but none of them are particularly valuable.
Shifter’s Headband: +2, +4 or +6 enhancement bonus to a mental ability score; (+2) +1 to CL when casting [polymorph] spells; (+4) assume another form allowed by effect 1/day while under polymorph effect; (+6) DR 5/silver while transformed by a polymorph effect. While you lack proper polymorph spells, some races have transformative abilities (Kitsune, Tengu; Angel-Blooded Aasimar get Alter Self as an SLA so they have limited transformative qualities), which may find this useful. The DR 5/silver is particularly good since few creatures have abilities that let them bypass silver DR, so you have solid protection while transformed. Otherwise, it’s a more expensive version of a headband with a single ability score. Do note, though, that the +6 version of the headband is kinda vague on how it addresses changing shape, so a friendly polymorph effect may kick its benefit, which makes it pretty cool.
Veiled Eye: See through gemstone, even if blinded; -2 to attack rolls but +2 insight bonus on saves against gaze attacks. The way this works, since this allows you to see even while blinded, this means effective immunity to blindness, which is pretty awesome. You can see as well as your eyes can see. The penalty to attacks also applies to CMB, so this hurts a bit those who rely on those moves, but not by much.
Winter Wolf Headband: Cold resistance 10; 1/day turn into Large wolf for 11 minutes; 1/day breath weapon deals cold damage (7d6 damage, Reflex DC 16 half). Note that you don’t actually turn into a winter wolf; you turn into a wolf who happens to be Large, can blast a breath weapon 1/day and has some cold resistance (a true winter wolf would grant immunity to cold and rechargeable breath weapons). Large wolves have good Strength and Dexterity bonuses and the trip attempt with every attack, but otherwise the transformation is usually not that great. The breath weapon is fairly good, though cold is the second most easily resisted type of energy and the Reflex save is easily passed by the time you get this item. No mental boost is what makes this strictly worse than the norm.

Wrist

Armbands of the Brawler (US): +1 competence bonus on grapple checks and Grapple CMD. Cheap, but the benefit is not so great. Unarmed combatants may make better use of this item.
Arrowmaster’s Bracers (Thr, Arc, Gun): DR 5/magic against ranged weapons, +1 deflection bonus to AC against ranged attacks; 1/day +20 to single ranged attack roll as swift action. The damage reduction will be eventually passed really easily and the deflection bonus won’t stack with a ring of protection, so your only true benefit is the 1/day True Strike effect, which makes this item effectively overpriced.
Bonebreaker Gauntlets: 1/day impose a -6 penalty to Strength, Dexterity or Constitution (Will DC 14 negates) with melee attack. They’re wrist items even though gauntlets are usually hands items. Regardless of their location (no, really; I’m seeing this from the Pathfinder Reference Document straight from Paizo, so I can’t be kidding you), their effect is somewhat weak, since while it affects ability scores usually invaluable to people with poor Will saves (and you), the save DC is somewhat low.
Bracelet of Bargaining: +5 competence bonus to Bluff, Diplomacy and Sense Motive checks; sense deceit by shaking hands. The secondary benefit is a good way to double up on a failed hunch, but your huge Sense Motive check should be enough to matter.
Bracelet of Friends: Allows teleporting allies. You do it by means of attuning charms, and the charm disappears once activated. The cost of making one is exorbitantly high for what’s essentially a one-use item per ally. Others might make better use out of it by keying one charm to you and then removing you away once everyone knows the rest is away (you know: first to enter, last to leave).
Bracelet of Mercy: +1 use of Lay on Hands, automatically get mercy against disease or +4 on saves if you already have it. The cost is kinda high, but that means one extra use of healing and one less mercy to worry about, so it’s fairly good at the end.
Bracelet of Second Chances: Turn critical hit or sneak attack into normal hit as immediate action up to 7 times. Sorta expensive, but the ability to save your skin seven times is pretty invaluable.
Bracers of Armor: +1 to +8 armor bonus to AC, or up to +7 worth of armor special qualities. Unlike in 3.5 where both effects “stacked” (that is, the armor properties stacked but not the armor bonus), this one is adamantly against that and effectively negates the bracers’ effectiveness, so it’s almost infinitely less useful than before. Much less on you, who can actually wear armor.
Bracers of Falcon’s Aim (Arc): Continous Aspect of the Falcon effect (+3 competence bonus on Perception checks, +1 competence bonus on ranged attacks, increase critical threat range and/or multiplier of bows and crossbows to 19-20/x3). Better than the lesser/greater bracers of archery by a mile, particularly the sweet boost to bow threat range (though it doesn’t stack with keen or Imp. Critical).
Bracers of Steadiness: +5 competence bonus on any skill while taking 20. They are extremely cheap and the bonus activates only if you make sure the effect will be worthwhile, so for most cases it’ll be the perfect tool.
Bracers of Sworn Vengeance: 1/day gain +1 competence bonus on attack rolls and 2d6 damage on successful attack rolls against single attacker as immediate action, -2 penalty on all other attack rolls. This is mostly like the oathbow, except it stacks with the bow’s benefit and applies to any weapon, not just the bow (and also stacks with bane, your mark, and many other traits). 7 extra damage on average is pretty good, though kinda low for the item’s cost.
Bracers of the Avenging Knight: +4 effective class level to determine mark damage. Other people get an actual use of your mark as if they were 5th level Paladins, and you only get a measly boost to damage? Look at the bracer above, both here and in your book/PRD/d20 PF SRD. Look at what offers, and look at the price. For nearly double the price, you get a higher damage bonus that applies to everyone, not just to evil creatures, even if only 1/day. Look at its color. Now, would you think I’d give it the same color if the effect is weaker than the item above? This doesn’t even deserve the orange color, since it doesn’t even give you an extra use of your mark!
Bracers of the Glib Entertainer: +5 competence bonus on Perform checks, 1/day Glibness. The only benefit you’ll use is the bonus to Perform checks, since you can’t lie because of your code…which means that you won’t get any benefit unless you intend to spend points to dance or sing or tell jokes.
Bracers of the Merciful Knight: +4 to effective class level to determine uses of Lay on Hands and healing amount; 1/day add Lesser Restoration effect to single lay on hands. To add insult to injury, this bracer does what the above ability should have (grant at least an additional use of the ability it’s modifying) and MORE (the Lesser Restoration effect; couldn’t they have given the item a Holy Smite effect for what’s worth?). 7 extra points of healing per LoH on average and an additional use are pretty good.
Burglar’s Bracers: Turn bracers into masterwork thieves’ tools and back; 1/day take 10 on Disable Device check despite threats or distraction. Useful if you’re the trap disarmer, which is pretty unlikely.
Charm Bracelet: 4 charms with different effects: generate masterwork heavy wooden shield and masterwork longsword for 1 hour; generate apple that heals 2d8 hit points and allows new saving throw against poison or disease; Charm Person (Will DC 11 negates) or Calm Emotions (Will DC 13 negate) within 20-ft. radius. The four effects are, in order: redundant and pointless, decent, weak and weak, so the item really has no clear benefit that justifies its high cost.
Duelist’s Vambraces (TWF): +1 deflection bonus to AC when wielding two weapons or a double weapon; 1/round reduce penalty of single off-hand attack by 2. Somewhat expensive for its meager benefits, particularly for ability score-starved Two-Hander Paladins.
Gauntlets of Skill at Arms: Grant proficiency with traditional elven weapons; gain +1 competence bonus on attack and damage rolls if already proficient. Allow me to insist: these should go on the hands slot, not the wrists slot. The only true benefit of this item is to grant anyone the ability to wield Elven curve blades without spending a slot on Exotic Weapon Proficiency. Elven curve blades are awesome weapons, but nothing of the sort of spectacular benefit that justifies a 30,000 gp item.
Howling Bracers: 1/day Crushing Despair (Will DC 16 negates). Skalds can make better use out of it, but Crushing Despair is a pretty nasty debuff (a mind-affecting, emotion one, but nasty nonetheless). Somewhat pricey, tho.
Longarm Bracers (LD): 3/day extend reach by 5 ft. until end of next turn, but at a -4 penalty. Lemme see…where did I saw this before… oh yeah, pliant gloves! Which are…about 50% more expensive but grant almost three times their benefit. So, you have a redundant benefit offered better by another item, in where it’s a competitor for the slot and the undisputed winner for Lockdown builds. Good, but only if you find no other bracer that’s definite winner for the slot, which is unlikely, or if you’re short 3,000 gp for the gloves.
Merciful Vambraces: 1/day when using Lay on Hands, apply an additional mercy that you haven’t chosen. Useful to have exactly when you need the mercy you lack, but otherwise too costly for its general benefit (even if it otherwise follows the recommended cost).
Seducer’s Bane: +5 competence bonus on Sense Motive checks, +5 resistance bonus on Will saves against enchantment effects; fool caster of enchantment effect whose Will save you succeeded at believe the spell succeeded. If you wish to follow suit and deliver a sneak attack on someone who attempts to mind-control you, go ahead, though remember that you eventually gain immunity to the two types of effects (charms and compulsions) that comprise nearly all enchantments, so a savvy caster will know you’re pretending.

T.G. Oskar
2014-05-16, 02:17 PM
Wrist (cont.)

Silver “Smite” Bracelet: +4 effective class level to determine effectiveness of mark. So…I get an item that’s more expensive than the bracers of the avenging knight, and DARE to make this a Paladin-exclusive a—wait a sec, it doesn’t say “mark damage”, but “for the purposes of the mark” (well, you know what it says, but I still can’t help myself to call it “smite”), so that means…I get a free mark as well? Useful if your mark progresses every four levels, not as useful if your mark progresses every six levels (Hospitaler, Sacred Servant).
Sleeves of Many Garments: Change clothes into any other kind. A roleplaying tool that’s probably the second-cheapest magic item (200 gp), so this is mostly to save on the exorbitant cost of having a full wardrobe with items.
Spellguard Bracers: +2 bonus on concentration checks made to cast defensively; 3/day roll concentration check to cast defensively twice and get best result. Since you’ll probably be fighting in melee and will probably need to make lots of concentration checks, this means it’ll be useful, though somewhat costly.
Spellsight Bracer: 1/day Detect Magic, +1 resistance bonus to Will saving throws; 1/day duplicate effect of lesser silent metamagic rod if the deity associated is your patron deity and also turn any prepared spell to cast Mage Hand. About the only worthwhile benefit is the ability to cast spells silently without increasing the spell slot cost, so that you can cast spells in an area of Silence. Somewhat cheap, as well.
Vambraces of Defense (Fen): +1 deflection bonus to AC; 1/day as immediate action duplicate effect of Deflect Arrows feat for single ranged attack. One of the few ways to get deflection bonus aside from a ring of protection; ask your GM if you can improve the deflection bonus directly instead of its 50% markup. Fencers may find the second benefit useful.
Vambraces of the Genie: Constant Endure Elements effect, use three different spells each 1/day. All but the Shaitan-related vambrace grant Invisibility, bust aside from that most of the spells are somewhat weak (1st or 2nd level spells, mostly).
Vanishing Sheath: Allows hiding a light weapon, wand or piece of ammunition which can be released as a swift action. Even as a Fencer, you won't be using it for a weapon; you're most likely using it for ready access to wands, since you can sheathe a weapon as a move action, draw a wand as a swift action, and then use it on the same round. Explicitly mentions you can have one in each wrist, making it a nice item to have (though pricey).
Verdant Vine: 1/day duplicate effect of Entangle spell (Reflex DC 16) in 20-ft. radius; deal 1d4 damage on failed saving throw or failed escape attempt. A surprisingly good item, though it’ll quickly lose its benefit as time passes; entanglement can be a harsh penalty and the extra damage if they remain within the area and fail the save can be quite funny. Halved movement + difficult terrain makes the target almost completely unable to move.

Neck

Aegis of Recovery: +2 resistance bonus on saving throws made to recover from a continuing effect (poison, disease, etc.); if dropped to 0 hit points or lower, heal 2d8+3 points of damage but item is destroyed. As you can see, the range upon which this item is worthwhile (in terms of levels) is pretty short: once you get a cloak of resistance +2, the item’s only worth is in its last-ditch healing effect. Because of this, it’s not really worthwhile to stack on other items despite its cost. Once the item is destroyed in order to save you from death, never buy another one.
Amulet of Bullet Protection: +1 to +5 luck bonus to AC against firearm attacks. Note that this applies ONLY to those within the range in which these attacks are touch attacks, so mostly any shot within 10 ft. to 40 ft., plus the few shots made by Gunslinger deeds that ignore range penalty for this trait. The luck bonus scales at exorbitantly high steps, though reduced from a typical item of its kind (bonus squared x 1,500 gp, rather than bonus squared x 2,500 gp). Even then, and considering firearms will almost always hit because of this, the cost is too exorbitant to really matter: the cheapest cost would be the +1 version, and you can get luck bonuses to AC by different methods that apply to other kinds of attacks (and have no slots, even!), while the +5 cost would be better served on a ring of protection +5 which grants the same protection and more. Get it only if you happen to be lucky to get a freebie.
Amulet of Catapsi: Psionic item. 1/day activate Catapsi effect for 9 rounds (Will DC 17 negates). If on a heavily psionic campaign, this item is somewhat valuable, but more often than not it’s too expensive to be useful.
Amulet of Elemental Strife: Senses and distinguishes outsiders with elemental subtypes within 60 ft.; grants energy resistance 5 and bypasses Damage Reduction based on the closest one. The bonuses apply only to those creatures, though. The cost is pretty low, and the damage reduction of elementals can be pretty difficult to bypass, which makes it great if you suddenly have a spellcaster summon one against you (since your mark will rarely work against them). The energy resistance is pointless, though, since you can get better versions that apply against all attacks.
Amulet of Hidden Strength: 1/day gain surge of power that grants a free attack, or 2 ki points if you have a ki pool. The main benefit is great if you can make a full attack, though note that the item doesn’t specify whether it stacks with Haste or the speed weapon property. The secondary benefit is only good if you multiclassed into Monk up to 4th level OR if using the Enlightened Paladin archetype, which gets more uses out of the ki pool feature. Sorta expensive, thus costly to add to another amulet.
Amulet of Mighty Fists (US): +1 - +5 enhancement bonus to all unarmed strikes and natural weapons; can apply weapon properties instead of enhancement bonuses. Probably the 3.5 item that got the largest change ever: costs a whole lot less (around 40% less), and can be used to add properties to items, not to mention that it applies to ALL natural weapons, not just one. It’s only limited to +5, though, so use only if you have lots of unarmed strikes and/or natural weapons (and the latter, if you have a friendly Druid or Ranger who can cast [Greater] Magic Fang on you).
Amulet of Natural Armor: +1 to +5 natural armor bonus to AC. A traditional item to boost your AC, with the same costs and benefits of 3.5’s versions. Plan to get one ASAP, because better defense equals greater survival (unless you plan to use your lower AC to lure hits, which means your allies survive a bit more).
Amulet of Proof against Detection and Location: Constant Nondetection effect (defeated by a CL check against DC 19). If the name is insanely long, that’s because it’s one of the legacy items of 3.5. The CL check is passed easily, but it blocks uses from wands and scrolls, which is the main benefit.
Amulet of Proof against Petrifaction: Reduces intensity of petrifaction effects into temporary staggering. Petrifaction can be a pretty nasty condition, as you’re unable to move and you’re turned into an object, which means anything that destroys objects also destroys you. Staggering, on the other hand, is something you can negate somewhat easily, particularly by your own Lay on Hands. Pretty cheap for its benefit, as well. Petrifaction is not that common, but having this can be a lifesaver later on.
Amulet of the Planes: Plane Shift at-will, but you must make an Intelligence check to reach the desired destination. A powerful item, though one that you’ll probably want to share with the most intelligent character in your party (as it might make the roll better than you would). Since it can transport up to eight people with each use, and since it can be used multiple times, it’s a nice item to find or split costs to buy.
Brooch of Amber Sparks: Absorb up to 50 points of electricity damage per day (20 points per attack); can release that charge as a Shocking Grasp effect (1d6 damage per 5 points discharged). The way the item is worded works somewhat between energy resistance and the Protection from Energy effect, but closer to energy resistance (if the spells required to make the item mean something). This allows up to 2 full-power uses of Shocking Grasp, though there’s no mention of specific limit, which means you could discharge all 50 points of damage in a grasp dealing 10d6 damage. The damage to damage ratio is inefficient, since you return up to 35 points of damage on average rather than 50. Ask your GM to clear how this works, because otherwise it brings one immense benefit: an alternate way to reduce electricity damage for the Helm of Electric Radiance, which further prevents its meltdown and raises the worth of the two items overall.
Brooch of Shielding: Absorb 101 points of damage from Magic Missile. On average, that means around 40-41 missiles before it loses its power. Somewhat decent for 1,500 gp, but an item granting Shield protects from this furthermore. Get it early on, where you may find more use for it, but discard by later levels.
Carcanet of Detention: 1/day bind a target with magically-animated links (Reflex DC 15 negates). The Reflex save is somewhat easy to pass, and it can only bind Medium or smaller creatures, so it works best as a roleplaying tool than as an item for later uses (bind a running brigand, for example). The price gives it a decent utility time, though. Since the target is pretty much pinned and unable to make offensive actions, spending its full-round actions every round means they’ll eventually escape, which makes this item far less useful.
Collar of the True Companion: Grant animal a +2 enhancement bonus to Intelligence and the ability to understand 1 language; after 1/week, animal gains Awaken effect and item is destroyed. This item is quirky, but very interesting for two reasons. First, you can make any animal turn into a friendly NPC (which can take class levels in certain classes, like…say, Ranger or maybe Barbarian); note that this can’t apply to your special mount, since it thus breaks the link (the Awaken spell description says so). However, it’s the second use which makes this item interesting: any creature besides an animal-type creature becomes Feebleminded, which reduces the target’s Intelligence and Charisma scores to 1 (meaning most spellcasters effectively become worthless as they can’t cast spells anymore), and it apparently requires making no save (the effect is automatic). The onset of this condition requires 1 week, but if you manage to keep such creature with the item for 1 week, you have a way to disable an evil spellcaster that’s somewhere between cruel and humane (the flimsy reading that’s up to debate), but note that it only works while the collar is placed on. Ask your GM if the item allows a save, or if it otherwise works like a cursed item.
Crystal of Healing Hands: Store 1 lay on hands that anyone can reclaim as a standard action. A very interesting item, because it serves as a repository for your Lay on Hands ability. While others can use it, nothing says you can’t; furthermore, it doesn’t say that the duration is lost after a day, so you could easily power the item before your Lay on Hands gets recharged and effectively gain an extra use per day (though as a standard action). This also effectively extends the range of your Lay on Hands to “infinity + no action”, so it’s incredibly useful for other characters. This is an item that might be more useful for other people than to you, but it’s still useful for you nonetheless. Brutally costly for an item that requires Cure Light Wounds to prepare, though.
Dragonfoe Amulet: ignore DR of dragons, roll twice to defeat dragon SR, effectively gain Evasion ability against a dragon’s breath weapon. These three abilities are quite useful, since dragons are usually the nastiest opponents you can face. Get one and store it for when you’re facing a dragon, though remember that the ability to break DR is redundant if the dragon is evil as you can do the same with your mark.
Everwake Amulet: Ignore sleep for 7 nights; needs 1 day of recharge, and exhausts the wearer for 4 hours per day of use (up to 24 hours). This item works best on the vigil (which will pretty often be you), since it allows you to stay alert. Ask your GM if this also applies to magic sleep effects, because this otherwise gives you immunity to sleep effects for 7 out of 8 days (sleep can be annoying later on). Note that you can, through your Lay on Hands, remove the exhaustion effect so the set-back is almost meaningless for you. Kinda expensive, tho.
Feychild Necklace: +4 competence bonus to Charisma checks with gnomes, half the amount on fey, -2 competence penalty with everyone else; ability to understand, speak and read Gnome. To a gnome, this is fairly useless (great if you’re on a predominantly fey area); for others…you can gain some Gnome qualities, specifically the low-light vision and spell-like abilities of the race. Effectively works like a belt of Dwarvenkind for non-gnomes, but while less expensive, it’s less worthwhile than the latter and that’s saying a lot.
Forge Fist Amulet (US): Unarmed strikes and hand-based natural attacks gain flaming property and bypass damage reduction and hardness as if made of adamantine. You can’t grasp or manipulate objects (aside from bashing things like a club) while that’s around, though you can end the effect as a swift action. Flaming isn’t that great of a property, but the ability to make your hands punch through walls is not just fun, but actually quite effective. Unarmed combatants could combine this with an amulet of mighty fists or bodywrap of mighty strikes to add another property almost for free.
Frost Fist Amulet (US): Unarmed strikes and hand-based natural attacks gain frost property and bypass damage reduction and hardness as if made of cold iron. Same as the forge fist amulet except less effective; frost is somewhat harder to resist than flaming but still easily resisted, while damage reduction bypassed by cold iron is not so frequent. Great against…demons, maybe, though most of them have cold resistance that’s far greater than your feeble 1d6 cold damage, but at least all of them have DR that’s easy to bypass.
Golembane Scarab: Bypass DR of golems; detect golems within 60 ft. as standard action. More often than not, an adamantine weapon will do this better, even if this is otherwise cheaper than an adamantine weapon (and lets you use your favorite weapons rather than just a specific golem-buster). If your weapons are +4 or higher, then this item is even less useful. Still: keep a construct-buster around rather than this.
Gravewatch Pendant: Undead creatures take penalties to attack rolls (-2 if corporeal, -4 if incorporeal), but can see the wearer easily (+4 circumstance bonus on Perception checks). The only problem with this item is its cost, but undead are the most numerous opponents lying around, and this effectively grants defense against incorporeal touch attacks, which is good.
Guardian Gorget: +2 armor bonus to AC, light fortification property; engrave a Glyph of Warding that can be triggered against a melee attack to affect the attacker. Costly, but it’s a way to grant light fortification without adding it directly to armor, so it’s decent. The glyph property requires another spellcaster to help you with that, though.
Hand of Glory: Wear a ring and gain all of its properties; 1/day Daylight and See Invisibility. Three rings are often better than two, which makes this item deceptively great; the daily use of See Invisibility just makes it better. The price makes it a tad expensive to add to another amulet you may like, but it’s wel worth the cost.
Hand of Stone: Tremorsense 30 ft. after concentrating as a standard action. Tremorsense is often good but having to focus on it makes it worthless, as you’d rather have that ability at all times rather than spend one of your precious actions for it.
Hand of the Mage: Mage Hand at-will. The price is fairly cheap, but the most important thing is the precedent it makes for infinite-use cantrips and orisons. If you can find creative uses to Mage Hand, then by all means go for it.
Medallion of Thoughts: Detect Thoughts at-will. There’s other ways to get this ability, and ways that are slightly more useful than this.
Mind Sentinel Medallion: +2 resistance bonus on saves vs. mind-affecting abilities; grants a single second saving throw against a failed effect, but the item depowers if the save is made. The cost makes it useful early on, but eventually the cloak of resistance +2 bypasses its worth and it’ll just become a fancy silver medallion.
Necklace of Adaptation: Creates air bubble that allows you to breathe even within harmful gases. Useful, but note that the helm of underwater action kinda does the same thing (both create air bubbles) and grants more stuff, so it’s really your choice.
Necklace of Fireballs: Seven types of necklaces that grant various Fireballs with differing damage. While the most ubiquitous spell around, much has been said about the lack of true effectiveness of Fireball, so having a bunch of Fireballs laying around isn’t that great, even if they’re cheap. It also has a mini-meltdown effect as the helm of brilliance, but this applies if you fail ANY saving throw against a magical fire effect. Sell this item if you find it, but never buy it consciously.
Necklace of Netted Stars: Dancing Lights at-will, Wandering Star Motes 1/day, gain 7 effective Pearl of Power I; 1/day counterspell any spell as if using Dispel Magic with a bonus equal to 12 + number of jewels unused, but this consumes all of the jewels’ power. The key bit here is the seven Pearls of Power, because you’ll use a LOT of 1st level spells with this. The Dancing Lights effect is moderately useful, while Wandering Star Motes loses its effectiveness real quick (Will DC 16) but can potentially keep an opponent dazed for the entire battle, so it’s a very nice effect otherwise. Quite expensive, but a very nice item nonetheless.
Periapt of Proof against Poison: Immunity to poison. The item is expensive, but poisons are more dangerous now, so having full immunity to them is a plus.
Periapt of Protection from Curses: 3/day reroll any saving throw against a curse. A shame that it can’t be actual immunity to curses, though.
Periapt of Wound Closure: Automatic stabilization, double normal rate of healing or allows healing wounds that would otherwise not be healed, negate hit point bleed damage. A holdback from 3.5 that’s still as expensive and useful as before, but your Lay on Hands do this effect better.
Righteous Fist Amulet: Gain Improved Unarmed Strike effect when marking. Can’t really find a good use for this item: Unarmed Paladins already get IUS one way or another, and Lockdown builds will prefer dealing more damage at all occasions, not just against one creature.
Scarab of Protection: SR 20, negate 12 energy-draining attacks or death effects or negative energy effects. The real problem here is its cost, since the negation effect is actually fairly decent (given that you no longer have immunity to death effects via Death Ward. The spell resistance is fixed and as useful as usual (read: useful until 10th level, then it has diminishing returns), and this item will probably suck up spells like Inflict X Wounds, so it’ll burn out real fast. Useful, but pricey.
Stormlure: 1/day gain 50% miss chance against all ranged attacks for 1 minute; while active, activate secondary effect to deal 4d6 electricity damage (Reflex DC 14 half) once as swift action. The primary effect is awesome: you have a chance to avoid any kind of ranged attack (doesn’t say about siege attacks, but it seems like yes), and it’s a fairly good chance. It’s also very cheap for the benefit. Save its use for when you know you’re facing an opponent that’s really dangerous (a Sorcerer, for example, who loves using rays and ranged touch attacks).
Swarmbane Clasp: Deal full damage to swarms, automatically succeed against swarm’s distraction ability. For the price, this makes swarms a non-issue. Get one, or bind it to your favorite amulet.
Symbol of Sanguine Protection: Create temporary vials of “holy blood” (as holy water), undead and evil outsiders making blood drain attacks take 4d6 damage and sickened (Will DC 16 negates) and denies benefit of blood drain. Note that, as a silver holy symbol, it’s also a divine focus for you. Still, its benefit is too specific to work, and by the time you get it, you’ll rarely depend on vials of holy water to fight (besides, you’ll get better ways to make vials). What’s arguably its primary benefit can be passed by a save that ALL Undead and Evil Outsiders have as a good save, so they’ll most likely ignore the effect.
Torc of Free Will: Psionic item. Immunity to Brain Lock or similar effects. This item protects ONLY against one power, and it’s a shame because if expanded to block the effect itself, it would block one of the most difficult conditions to get an immunity for (dazing). It really misses VERY short of the mark.

Shoulders

Cape of Effulgent Escape: Constant Light effect at reduced radius; 2/day emit a burst of light that may blind targets (1d4 rounds, Reflex DC 14 negates) and grants Invisibility for 1 minute while extinguishing cape’s light. Evidently useful to escape rather than fight, though it *can* be used to reposition oneself from a dangerous situation.
Cape of the Mountebank: 1/day Dimension Door. A theatrical item retained from 3.5, its ability is ALSO meant to escape, though this one works at a decent distance.
Catching Cape: Create field of force that grants concealment against ranged attacks for 1 minute or the first miss, then item loses all properties. It’s only 200 gp, so what do you expect? It’s accessible VERY early on (as in, say, 4th level ?) and it’s fairly good at that moment, but not later on when you get better items.
Charlatan’s Cape: 3/day Dimension Door, 1/day Ethereal Jaunt. Obviously the big brother of the cape of the mountebank, referenced even by name. Ethereal Jaunt is a fairly good combat ability, but there’s better ways to get that (like the etherealness armor property).
Cloak of Arachnida: Climb speed as Spider Climb, immunity to entrapment by Web spell or similar effects, +2 luck bonus on all Fortitude saves against poisons (from spiders only), 1/day Web spell (Reflex DC 13 negates, CMD 13 or Escape Artist check DC 13 to escape). The only worthwhile property is the climb speed, since the Web spell was nerfed (you can escape by making a CM check or an Escape Artist check against a ridiculously low DC). Somewhat worse than its 3.5 incarnation.
Cloak of Elvenkind: +5 competence bonus on Stealth checks. Slightly better than its 3.5 incarnation, but you’re probably not relying on Stealth.
Cloak of Etherealness: For 10 non-consecutive minutes per day (1-minute interval), gain effect of Ethereal Jaunt. A great defensive capability and overall utility item.
Cloak of Fangs: +1 resistance bonus on saving throws; 5/day as swift action make bite attacks (or increase bite damage) for 1 round. Essentially a cloak of resistance +1 with additional properties, this is very good early on (and even later on) because bite attacks can be done as secondary natural attacks on a full attack, so that’s five free attacks per day. It’s price is fairly decent, and can be added to any cloak by a mere 4,200 gp.
Cloak of Fiery Vanishing: 1/day after receiving fire damage, become invisible for 5 rounds and leave illusory remains. A creative item, and a pretty cheap item as well. You’ll mostly use it for the invisibility effect, though most people will believe you were disintegrated and probably focus their efforts on someone else, catching them by surprise (if they’re not focused on you and think you were disintegrated, that means you can catch them flat-footed because they’re not expecting you to be alive). Note that anyone who pierces the illusion doesn’t get the “hidden” effect of this weapon.
Cloak of Human Guise: Hide non-human features. This is a cheap roleplaying tool, so instead of buying one, add it if you feel like looking more human. Note that this only works with half-human races, not with “planetouched” like Aasimar or Tieflings.
Cloak of Resistance: +1 to +5 resistance bonus to saves. When you definitely need to be untouchable by saves, you get this. I mean, I’ve been mentioning them for nearly half the guide, so they must be good, right? Anything that costs more than a cloak of resistance of the same resistance bonus and doesn’t offer anything better is worthless; anything that offers only a fraction AND nothing else is likewise devoid of worth.
Cloak of the Bat: +5 competence bonus to Stealth checks; Fly with cloak or transform into bat while in darkness. Become Batman a non-descript vigilante with this ability. Note that you’re limited to 7 minutes worth of travel before the cloak has to recharge but otherwise you get mostly unlimited flight capabilities.
Cloak of the Diplomat: +5 bonus on Diplomacy and Sense Motive checks; 1/day roll a Diplomacy or Sense Motive score twice and take best result; adjust creature’s attitude up to three steps when using Diplomacy. While you can no longer make fanatics out of people, you can still be the Diplomancer with this item. Boosts two of your best skills, though it’s fairly expensive to add to another item.
Cloak of the Dusk Walker: Low-light vision, 1/day cover with Darkness and gain darkvision up to 60 ft. Darkvision is slightly better here, so the item is actually useful most of the time to gain concealment effects. Moderately cheap.
Cloak of the Hedge Wizard: Can cast Prestidigitation and another cantrip at-will, 1/day cast one of two 1st level spells each. The cloak has eight different variants, one for each school of magic. The best schools are Abjuration (Resistance at-will before you get a cloak of resistance, Shield 1/day blocks most magic missiles and works great if you’re not using a shield), Divination (Detect Magic at-will means you get a great sensor; the two 1st level spells are also great) and Transmutation (Mage Hand at-will for a little more than the mage’s hand amulet, and you also get Enlarge Person for 1 minute). It’s so cheap, you can add one of the effects to any cloak you desire, or even add two or three of such cloaks. Did I mention that you get Prestidigitation at-will?
Cloak of the Manta Ray: +3 natural armor bonus, ability to breathe underwater and swim speed of 60 ft. while within salt water; gain tail spine natural weapon. The way the ability is worded means you can use the tail spine at any time, which is awesome; otherwise, the item is great while underwater, and by its price, it’s cheaper than most other choices (the swim speed here is lovely, since it’s faster than other such versions).
Cloak of the Scuttling Rat: For 5 non-consecutive minutes per day (1-minute interval) transform into dire rat. Note that you become Small by this means and thus get a size bonus to Dexterity, but little else (no filthy bite, IIRC).
Cocoon Cloak: +4 enhancement bonus to natural armor and light fortification while sleeping. Most likely you won’t make good use of this item, since you’ll find ways to get as little sleep as possible (being the vigil and all), but it provides decent protection if you fall asleep by means of spells and effects.
Comfort’s Cloak: Constant Endure Elements effect, +4 competence bonus to saves against disease, energy drain, poisons, and fatigue or exhaustion caused by effects; regain twice your HD while resting for 8 hours or 5 times your HD with full bed rest. Unlike other similar bonuses, this one is a competence bonus, which stacks with resistance bonuses, but it’s strangely located on the same slot as a cloak of resistance, which kills its utility somewhat. The Endure Elements benefit is also pretty nice.
Cowardly Crouching Cloak: As a move action, crouch and do nothing else to gain Sanctuary effect (DC 11). You become blinded and unable to act by any means, and the protection you gain is barely effective (DC 11 means that someone with a Will save bonus of +1 will succeed on the attack 50% of the times), so even at 1st level it’s not that great.
Demonspike Pauldrons (LD): Act as +2 armor spikes that deal 1d2 bleed damage; increase damage from existing armor spikes and apply better of bonuses to attack and damage. The idea is to craft a weapon with armor spikes so that you can take advantage of the damage; since the enhancement bonus of the pauldrons is fixed, you can use the item to provide an enhancement bonus while the armor spikes’ own enhancement bonus is used for something like the defending or guarding properties, so that you never end up with a lack of enhancement bonus to your attacks. Ask your GM if you can improve the benefits of the pauldrons with additional enhancement bonuses and if these apply to the armor spike damage as well, since that will further increase their value.
Eagle Cape: Grant Feather Fall if falling more than 5 ft.; 1/day transform into an eagle and gain +5 competence bonus to Perception checks. The transformation allows a measure of flight (but only up to 10 minutes; on the other hand, you get a fly speed of 80, which is really fast), so it’s somewhat decent early on to travel but not to fight. The Feather Fall effect is best gained through other items, though.
Gunfighter’s Poncho: +2 luck bonus to touch AC; 1/day as immediate action negate a single ranged touch attack but fall prone. Note that this bonus applies to ALL touch AC, not just ranged touch attacks. The secondary benefit is decent, even though it makes you fall prone; Archers and Gunners won’t find this to be a problem, but melee combatants will have to stand up and probably eat an AoO if they want to remain effective.
Highwayman’s Cape: +5 competence bonus to Bluff or Stealth checks based on cape’s facing; constant Liberating Command effect. The item effectively grants you a constant +10 bonus to Escape Artist and the ability to escape any bind or grapple as an immediate action, so it’s almost as good as Freedom of Movement.
Jellyfish Cape: Concealment if submerged in salt water, underwater breathing and swim speed of 20 ft.; while submerged, adjacent enemies take 1 point of electricity damage and sickened for 1 round (Fortitude DC 16 negate sickness). The cape of the manta ray offers somewhat greater benefits, so what really compares is the automatic damage and the concealment. Note that the sickened effect is treated as a poison effect, so you’re intentionally breaking the Code with this one (what’s with sickened and most of them making you enter in conflict with the Code…?)
Juggernaut’s Pauldrons:+4 bonus on CMD, ferocity ability, permanent Enlarge Person ability; 3/day as immediate action gain benefit of Deadly Juggernaut for 1 minute. In short: DAAAAAAMN! This item is awesome, as you effectively get Diehard for free, become Large when needed, and gain the benefit of one of the best spells around for almost an entire battle. The only minor trifle is that you’ll look like a guy from World of Warcraft while wearing them, because they’re meant to be *massive* pauldrons. Gives you an excuse to “be the Juggernaut, female dawg!” Oh yeah, and you’re harder to take down. Every single bit of this item is GOOD. The price is also cheap for all its benefits. Also helps you save on the titanic enhancement, though the righteous enhancement is still very good.
Lion Cloak: +2 resistance bonus on saving throws against mind-affecting and fear abilities, +2 circumstance bonus on Intimidate checks; 1/day (+1 per use of mark) turn into lion for 10 minutes. Think about this for a minute. You have an item with a bonus to saves that’s redundant with a cloak of resistance +2 (4000 gp), and its secondary abilities involve a decent bonus to Intimidate and the ability to turn into a lion (a decent animal, but nothing out of the ordinary) by spending your most precious resource!? Erm…your most precious resource (your mark) is far better than this, by spades. Even if you have a creature that does pounce, IMO.
Major Cloak of Displacement: For 15 non-consecutive rounds/day gain Displacement effect. A 50% miss chance is no joke, and it lasts for a good amount of time.
Major Stone Cloak: Hide near stone and gain DR 10/adamantine, +5 circumstance bonus to Stealth checks, but can’t act and are denied your Dex bonus to AC. Better damage reduction doesn’t mean the item immediately improves; it’s as bad as before.
Minor Cloak of Displacement: Permanent concealment. The item is somewhat cheaper than its big brother the major cloak of displacement, and 20% miss chance is no joke. Can be potentially less or more cheap than the glamered armor property, but it also saves you on enhancement bonus which is good. Slightly better than its elder brother because the latter doesn’t have the constant property of this one, for some reason (ask the 3.5 developers for that; they did this item, not Paizo).
Minor Stone Cloak: Hide near stone and gain DR 5/adamantine, +5 circumstance bonus to Stealth checks, but can’t act and are denied your Dex bonus to AC. Useful when you want to hide from pursuers, but not useful in battle. Replacing your Dex bonus to AC (and thus, the liability to be targeted by sneak attacks) for a weak bonus to Stealth and a minor damage reduction is laughably weak.
Muleback Cords: +8 to Strength score to determine carrying capacity. Then there’s also a Bag of Holding, which solves all these problems and more. And it takes no slot.
Pauldrons of the Bull (THF): Roll twice and get best result when making a bull rush; +2 to Bull Rush CMD. Maybe if it granted an enhancement bonus to Strength it would have worked, but it’s a tad too specific. Two-Handers will probably make better use of this if they choose to make Bull Rush attempts.
Pauldrons of the Serpent: +2 dodge bonus to AC against attacks of opportunity, +2 to CMD against bull rush, grapple, reposition and trip. It’s relatively cheap, but you’ll rarely seek to provoke attacks of opportunity and the CMD bonus is kinda low.
Prestidigitator’s Cloak: +8 competence bonus on Sleight of Hand checks, as full-round action make an object of 100 lbs. and covering a 5-ft. square disappear and be stored in the cloak. The only constant benefit is the bonus to Sleight of Hand, which is high but not a skill you’ll be using a lot (if at all).
Quickchange Cloak: Store up to three mundane disguise; shift between disguises as standard action. This may seem weak, but note that you can apply those disguises by taking 20 and then get hard-to-spot disguises at a moment’s notice, so it’s more useful than you think (and in fact, if those items depend on shapeshifting or illusion, you can combine them with a hat of disguise or transformative ability and get a supermassive bonus to the check that way). Less useful for you, but you don’t need to lie or betray your code to be disguised (it can be useful if you don’t want to arise suspicion, for example).
Seafoam Shawl: Transform lower appendages into feet for up to 5 hours. Nearly all races (save for a specific form of merfolk) have feet, so this item is useful ONLY to NPCs, monsters and a race with a specific trait. This really deserves infrared…
Shawl of Life-Keeping: Store 10 hit points in shawl, which are restored upon the first time the wearer falls to -1 hit points or less; wearer takes -2 penalty on Fortitude and Reflex saves if creature holds the shawl while life energy is stored within. You don’t actually sacrifice your maximum hit point total; just take some damage and fill the item. The penalty can be a bit bad, but not so bad for “Mr./Ms. Unbeatable Saves”. Note that this effectively extends your negative hit point threshold by 10 points for 1 attack, so make sure you get healed afterwards (though it should stack with other items that grant similar properties). Very cheap, as well.
Shawl of the Crone: Transform into old woman of your race; +4 circumstance bonus on Charisma checks to appear amicable, harmless or in need of assistance which increases to +8 with children; count as a hag for purposes of forming a covey. Yes, even a man can be transformed into a kindly crone, though the age won’t make you a sexy grandma. Otherwise, this isn’t really a great item to wear, regardless of gender, unless you really want to look like an old woman or you need to make good Charisma checks without having points in Diplomacy (note that this technically doesn’t grant you a bonus to Diplomacy).
Shield Cloak: Cloak protects as (enchantable) masterwork light wooden shield. You need to be holding the edge of the cloak to make this work (move action to catch the edge), so that means you have that hand occupied. You *can* wear a shield, though, so this item isn’t very useful to you, unless you need to have a shield around but not strapped to your hand.
Slashing Cloak: As full-round action, spin and damage any creature within 5 ft. as if wielding an (enchantable) slashing weapon. In short: you get Whirlwind Attack for free, except you don’t add your Strength bonus to attack but you can add enhancement properties and make it prohibitively expensive in that way. Note that this is yet another way you can get, for example, the defending and guarding properties without the need of gauntlets or armor spikes.
Stole of Justice: +5 competence bonus on Sense Motive checks; gain complete information when using any Detect (Alignment) effect on 2 turns; create Zone of Truth effect for 5 non-consecutive minutes per day (1-round interval). Somewhat decent, though you already gather all information of one creature with your Detect Evil class feature. The Zone of Truth effect is decent within a city, but nothing you’ll constantly use in battle.
Stonemist Cloak: +5 competence bonus on Stealth checks in rocky or mountainous areas; 1/day Obscuring Mist effect. Another ability that provides a good hiding ability but nothing else.
Tentacle Cloak (LD): 1/day form 2 tentacles that deal 1d6 damage, 10-ft. reach and have the grab special ability; +4 competence bonus on grapple maneuver with tentacles. A good way to have a decent reach weapon, which can also attack adjacent opponents. Note that, if you choose to grab only with the tentacle, you gain a -20 to your grapple check but are otherwise ungrappled. Also note that you can’t make grapple checks as part of an attack action and you must maintain the grapple as a move action, so this severely limits your actions. On the other hand, Lockdown builds will like this because they’ll have more attacks with additional reach, and while the duration lasts it’ll imply using these as part of your Attacks of Opportunity rather than armor spikes or gauntlets.
Treeform Cloak: 1/day Tree Shape; heal 1d6 hp/hour while on tree form. You can remain on this form for 7 hours, which is *almost* useful as a way to remain asleep while healing and resting, but you’ll have to rest during the day (not the night). Otherwise, it’s not that useful.
Wings of Flying: Flight speed of 60 ft. with average maneuverability, +5 competence bonus on Fly checks. While expensive, it’s one of the most reliable ways to fly, since it grants a bonus almost as good as having perfect maneuverability (one of the perks of the Fly skill) and you get this effect constantly, unlike with other items.
Wings of the Gargoyle: For 5 non-consecutive minutes per day (1-minute increment) gain fly speed of 60 ft. (average maneuverability) and DR 10/adamantine. Considering it’s MORE expensive than the wings of flying placed directly ABOVE them, and the only other benefit is the DR…it’s a bad choice, even for combat (though better than other, similar, options).
Wyvern Cloak: +4 resistance bonus to Will saves, continuous Feather Fall effect, 1/day Fly; create stinger at-will (1d6 damage, poison, Fort DC 16 negate poison). The resistance bonus is made redundant by means of a cloak of resistance and the Feather Fall effect is made redundant by a ring of feather falling, so the only attactives are the flight (made redundant by wings of flying and other similar items) and the stinger (which you can’t use because of your Code). This item has nothing of worth to you, really.

T.G. Oskar
2014-05-17, 09:14 AM
Slotless

Because of the immense size of this section, I’ll limit myself to choice picks that might be useful for Paladins.
Archon’s Torch: Burns as torch, but grants effect of Archon’s Aura (Will DC 14) if held by Lawful Good creature. Naturally, you’d prefer the halo of menace or the actual spell (which has a much higher DC because of your higher Charisma), but it’s a decent and cheap way to get the spell before 10th level, where it may still be useful for you.
Bag of Holding: Holds up to a specific amount of items while reducing the total size of the item. A classic item from 3.5, which will usually be “handled” by the party’s Rogue to stash all the loot. Get at least the Type I or Type II version for yourself, whenever possible.
Beast-Bond Brand (MC): 10 charges, cast spells with range of personal or touch on marked companion at a range of 30 ft. You qualify because your special mount counts as an animal companion for purposes of this ability, though you’ll usually be mounted above it, so there’s less need for it. You can cast a teleportation spell and treat the mount as an object, which allows you to teleport your mount regardless of size.
Black Soul Shard: Absorbs 1 negative level once per week. Somewhat costly, but has a useful effect. Note that this item doesn’t actually reduce the negative level cost of Raise Dead or similar spells unless used as a focus component.
Blood Reservoir of Physical Prowess: 4 charges (rechargeable through 4 points of Con damage); use 1 charge to cure 1 point of physical ability score damage or spend all charges to gain an inherent bonus to one physical ability score equal to twice the number of charges used until next turn. You can have only one charged reservoir at once. The secondary benefit (inherent bonus) doesn’t stack with an inherent bonus provided by the Wish or Miracle spell, or one granted by a tome. Its primary benefit, however, is useful to save uses of Lesser Restoration while having a bit of downtime.
Candle of Invocation: When lit, either grant +2 morale bonus to attack rolls, saving throws and skill checks to allies of same alignment as candle while within 30 ft. of the flame (lasts 4 hours) or cast a Gate spell (CL 17th) with the respondent being of the same alignment as the candle. An item straight from 3.5, though note that Gate doesn’t work as it did before, allowing you to call a Solar under your control. That said, you can still summon a Planetar to assist you as if you had cast a Greater Planar Ally spell, or a similar creature (sadly not a Noble Djinni, as it’s a Chaotic Good creature).
Cape of Bravado: +1 insight bonus to AC and +5 competence bonus to Bluff checks to feint in combat if draped in one hand; 1/day compel an opponent within 30 ft. to attack on next turn. Note that, being slotless, this item stacks with other items, and while you need to drape the item in your arm, it doesn’t necessarily hinder the use of an item (or even a shield) in your arm. Insight bonuses to AC are rare to find aside from psionics, so it’s a decent benefit (remember it also applies to your CMD) for its cost, but not a superb one.
Cauldron of Resurrection: 1/day Rasie Dead or Resurrection depending on used components. Both effects require components with the same cost as the diamond needed to use the spell. Shell a few of your coins and set one for the group, particularly since you may need it more than the rest.
Chalice of Poison Weeping: 1/day expel all toxins from subject as per Neutralize Poison; collect any poison in solid or liquid form for later use but with a reduction of 4 to its DC. Certainly you’ll throw the poison away after using, but it’s a good way to handle an inhaled or ingested poison out of the system after automatic consumption.
Drinking Horn of Bottomless Valor: 3 charges; spend one charge to gain 1d8 temporary hit points for 1 minute, two charges to gain 1d8+5 temporary hit points and effect of Enlarge Person for 5 minutes or three charges to gain 1d8+10 temporary hit points, effect of Enlarge Person and Heroism for 10 minutes or until no longer enlarged. While it uses the format from 3.5’s Magic Item Compendium for most of its benefits, it’s somewhat costly; however, you can spend a full-round action to gain a very decent benefit, or two full-round actions to get a superb benefit, so it’s not really that bad.
Dry Load Powder Horn (Gun): When loading a firearm underwater, allows firing the weapon underwater. Naturally a must for Gunners, who find themselves usually in problems when fighting underwater.
Efficient Quiver: Holds several extradimensional spaces that store several items. The idea is that you can use it to store up to 60 arrows and up to 6 different bows, plus 18 other objects of the same size as a javelin, so it’s a mini-Bag of Holding for the discerning warrior.
Far-Reaching Sight (Gun): As full-round action, make single attack that counts as ranged touch attack regardless of range increment. Unless you can reload and shoot and the enemy is at the right distance, most chances are you’ll be firing one shot per round, making this item very useful. Stack it at your musket whenever possible.
Feather Token: 1-use item that creates an anchor for 1 day, a carrier pigeon, a fan that generates 25 mph winds or lessen existing winds for up to 8 hours, a swan-shaped boat that with a speed of 60 ft. and can carry several creatures for 1 day, a tree, or a magic dancing whip. All of them are extremely cheap, and all of them depend on your imagination to provide uses. For example, a feather token (swan boat) can be used as cover, and apparently there’s 1,001 uses for a tree sprung instantaneously to make it a must-have.
Figurines of Wondrous Power: Temporarily animate statuettes into creatures for a variety of effects and durations. All uses of creatures are weekly uses. Of use to you would be the Bronze Griffon (summons a griffon for up to 6 hours), Ebony Fly (as Pegasus that can make no attacks 3/week for up to 12 hours), Goat of Traveling (as heavy horse for up to 24 non-continuous hours), Slate Spider (for Gunners only, cleans firearm for no chance of misfire 1/day for 1 minute).
Handy Haversack: Hold up to 12 cu. ft. or 120 lbs. of material; claim any item as a move action without provoking attacks of opportunity. While the bag of holding holds more items, this one holds all the essential items that you need to use fast, such as your wands or scrolls (or alchemical items).
Horn of Goodness/Evil: 1/day duplicate effect of Magic Circle against Evil/Good for 1 hour, depending on alignment. You obviously use Magic Circle against Evil, and the effect is fairly decent.
Horsemaster’s Saddle (MC): +5 competence bonus on Ride checks, mount gains +5 competence bonus on Acrobatics checks; share teamwork feats with mount. A fairly good item for any Mounted combatant, all the more useful if you have teamwork feats.
Insignia of Valor: When dispatching an opponent marked by you, can use Channel Positive Energy as swift action that round. Useful to heal the party after the battle, or when you face a lot of undead creatures headed by an evil necromancer or Lich, so that the battle ends quicker. Note that it says channel energy, so it may also work with any channeling feat you have, including Alignment Channel and Elemental Channel.
Ioun Stone: Each of these stones are very costly, and provide a multitude of benefits while remaining slotless.
Clear Spindle: Sustains creature without food or water. The least costly of the ioun stones, but a decent one.

Dusty Rose Prism: +1 insight bonus to AC. Getting an insight bonus is rare, and this item is merely 2,000 gp cheaper than a cape of bravado, so get one whenever possible.

Deep Red Sphere: +2 enhancement bonus to Dexterity. Twice as costly as the belt, but it’s only about 2,000 gp cheaper if you don’t depend that much on Dexterity.

Incandescent Blue Sphere: +2 enhancement bonus to Wisdom. Twice as costly as the headband, but it’s only about 2,000 gp cheaper than the headband of mental superiority +2 and lets you use a headband of mental prowess without having to stack Wisdom into it.

Pale Blue Rhomboid: +2 enhancement bonus to Strength. If you don’t have the belt already, get it.

Pink Rhomboid: +2 enhancement bonus to Constitution. If you don’t have the belt already, get it.

Pink and Green Sphere: +2 enhancement bonus to Charisma. If you don’t have the headband already, get it.

Scarlet and Blue Sphere: +2 enhancement bonus to Intelligence. Note that you also get free skill ranks with it. If you don’t have the headband already, get it.

Dark Blue Rhomboid: Free Alertness feat. Not that great if you don’t have 10 ranks in Perception.

Iridescent Spindle: Sustains creature without air. Formidable if within a vacuum, though more expensive than a necklace of adaptation.

Pale Lavender Ellipsoid: Absorb 20 spell levels of 4th level and lower, then becomes useless. You need to ready an action to absorb them.

Pearly White Spindle: Regenerate 1 hp/10 minutes. The regeneration effect works best while resting or sleeping, since that’s the equivalent to 6 hp/hour, or 48 hp per rest (which stacks with your rest), not to mention it also works during battle. Note that it won’t heal any wound you already had before equipping it.

Orange Prism: +1 to caster level. Extremely useful for a variety of reasons.

Pale Green Prism: +1 competence bonus on attack rolls, saves, skill checks and ability checks. A bard can cover for the attack rolls and/or skill checks, but the rest are hardly present.

Vibrant Purple Prism: Store 3 levels of spells. More useful for you, since you have more use of 1st and 2nd level spells than others.

Lavender and Green Ellipsoid: Absorb 50 spell levels of 8th level or lower. Supremely useful, though it still requires readying an action to absorb them.
Opalescent White Pearl: Grant proficiency with one kind of weapon. This can be any weapon, including exotic weapons. It's cost is pretty high, but there's a catch: if the stone is cracked (has the broken condition), it grants familiarity with the weapon instead (treat it as a martial weapon), for about a tenth of the cost. Buying a cracked opalescent white pearl saves you money for exactly the same benefit, and a feat as well!
Ioun Torch: Continual Flame cast on a dulled ioun stone. Why does this needs a cost, or even a Craft Wondrous Item, when you can simply cast the spell on the dulled stone is beyond me.
Knight’s Pennon (MC, LD): Grants Heroism 1/day (battle), Protection from Evil 1/day (Honor) or +4 enhancement bonus on Bluff, Diplomacy, Intimidate or Sense Motive checks for 1 hour if you don’t make hostile actions (parley). Since it requires being mounted on a lance or another kind of polearm or a staff), the most likely users will be a Mounted combatant or a Lockdown build (which often uses polearms). The three items are pretty cheap and quite useful.
Lantern of Revealing: As hooded lantern, but reveals invisible creatures and objects within 25 ft. as per Invisibility Purge spell. If you have a way to hold it while keeping your hands free (like, say, an Unseen Servant), this item is great since it provides a useful light source and a way to detect invisible creatures approaching near you.
Lord’s Banner: Provides a Hallow effect on a 40 ft. radius as long as it is held by someone of the same faith as the crest of the lord it follows ([of] crusades), allows forced marching without needing Constitution checks or suffering nonlethal damage by doing so ([of] swiftness), cause panic (Will DC 16 shaken) on creatures that see the banner ([of] terror) or grant +2 morale bonus on attack rolls, saves and skill checks to allies that see the banner ([of] victory). Mounted combatants and Lockdown builds can outfit these banners to their lances or polearms, but they can be affixed to a frame and planted on the ground to provide the same effect (though anyone who topples the item breaks the effect, so prepare to defend the flag). All four are fairly good, though the lord’s banner of terror becomes less effective as you gain more levels, and the lord’s banner of swiftness loses effectiveness once you get faster methods of travel.
Malleable Symbol: As masterwork holy symbol, and allows shaping the range of the channel energy effect. The most effective one is the burst, since you can choose to affect allies only rather than affect enemies as well.
Manual of Bodily Health: +1 to +5 inherent bonus to Constitution. Probably the rarest item you’ll find, but if you have the chance to buy one, make it so that you get the +5 version. This is a permanent boost which counts as if you actually rose the ability score through levels.
Manual of Gainful Exercise: +1 to +5 inherent bonus to Strength. See above.
Manual of Quickness in Action: +1 to +5 inherent bonus to Dexterity. See above.
Martyr’s Tear: Store up to 18 hit points (3d6) and restore them afterwards to self or ally as standard action. Somewhat costly, but it heals slightly more than a potion of Cure Light Wounds and by the time you get maximized Lay on Hands you can choose to recharge after every use.
Migrus Locker: Gain cat-like construct familiar. Somewhat odd item, but since you get a fairly intelligent creature that can do a variety of actions… Consult an expert wizard to ask what you can do with a familiar that has the construct type and that can be used almost permanently…or use your imagination!
Mirror of Guarding Reflections: 3/day while holding the mirror as immediate action, create figment as per Mirror Image spell that accurses subject (next attack roll or saving throw must be rolled twice and take worst result). While expensive, it’s an item that can be a life-saver, as it can potentially save you from two attacks; the one blocked by the effect, and the one probably failed by the double roll. A fairly decent item.
Oil of Silence (Gun): Silence sound of firearm for 1 hour. Since it’s a one-use item, it’s fairly cheap, but invaluable when you want to play being the silent sniper.
Orb of Golden Heaven: Continual Flame effect, melee touch deals damage as if using a flask of holy water, 1/day Consecrate and Searing Light. The effects range from decent (the light from the Continual Flame, the Consecrate effect) to a joke (the holy water touch). This is another of the “Regalia of Heaven”, which improves the power of the crown of golden heaven and the scepter of golden heaven, so keep it around if you hold one of these items.
Orb of Pure Law: +4 deflection bonus to AC against attacks from chaotic creatures, +4 resistance bonus on saving throws against polymorph effects, effects with the chaotic descriptor and effects that inflict confusion; Detect Chaos and Detect Law at-will; 1/day Dispel Chaos and Arrow of Law. Similar to the orb of golden heaven, but its effects are much, much better. Sure, the deflection bonus to AC and the resistance bonus to saves are redundant when you get the right items (which you’ll probably get), but the spells are always useful.
Ornament of Healing Light: Project image of holy symbol upon a creature or surface within 15 ft. as free action; use Lay on Hands at creature within 15 ft. touched by the symbol’s light. By definition, this item is most useful for you, since it allows you to heal a nearby ally, though the range is still too small to matter (after all, you could just move to the target and heal it).
Pearl of Brain Lock: Psionic item. Daze target for 3 rounds (Will DC 13 negates). Disregard the wording of “mental paralysis” since it works like the Brain Lock power, it’s actually a daze effect. It’s very cheap, and its effect is very hard to resist, ensuring the item will be dangerous for the first 5 levels of your adventure.
Pearl of Breath Crisis: Psionic item. Mentally affect breathing functions of target (Will DC 14 negates). If affected, the target is effectively staggered as it needs to spend its standard action to breathe; while it can act afterwards, it risks suffocation, with an increasing Fortitude save DC (starting at 14, +1 for every round passed). Note that the pearl only affects humanoids. Another item that’s great early on, but useless later on.
Pearl of Personality Parasite: Psionic item. Create an antagonistic personality that uses powers or spells from the target every round for 5 rounds (Will DC 16 negates). This item is interesting and funny, but the usual suspects will have pretty high Will saving throws. IF they happen to fail the save, though, they’ll see how their power points or prepared spells/available spell slots bleed while they’re the subject of their own superpowered spells. If there’s an effect that deserves being used after cruelly weakening a target’s Will save, make it this.
Pearl of Power: Recall one prepared spell per day, from 1st level to 4th level. The 1st-level pearl is very cheap, but even a 4th level pearl will be useful to you.
Pearl of the Sirines: Underwater breathing, swim speed 60 ft. , act underwater without hindrance. While expensive, the lack of a slot makes this item desirable in comparison to similar items, and it also provides a quasi-Freedom of Movement effect while underwater, which is a blessing.
Psychoactive Skin: Psionic item. Think of them as ioun stones but covering your entire body. However, unlike ioun stones, you can have up to three skins overall and only one active at a time.
Skin of the Chameleon: +10 enhancement bonus on Stealth checks. Probably one of the largest bonuses offered to Stealth, and one that stacks with many others, making it more useful.
Skin of the Defender: +4 bonus to natural armor. A way to get the benefit of an amulet of natural armor without spending your neck slot on it, and just as expensive.
Skin of Fiery Response: Counteract first attack made each round with ranged touch attack dealing 2d6 fire damage. While fire is easily resisted, this is the only retributive damage of its kind that works against ranged attacks, though it has a maximum working range of 35 ft.
Skin of the Hero: +3 deflection bonus to AC, +3 resistance bonus on all saving throws, +3 enhancement bonus to attack rolls. An extremely strange item that offers in one slot what requires usually three slots, but it’s quite expensive (77,500 gp, whereas the sum of all three items would cost somewhere around 36,000 gp).
Skin of Iron: 3/day Body of Iron effect for 15 minutes. This lovely power grants immunity to ability damage, blindness, critical hits, deafness, disease, drowning, electricity, poison and stunning, half damage from acid and fire, a +6 enhancement bonus to Strength (but a -6 penalty to Dexterity, ouch!), an ACP of -6 (double ouch!), cannot drink potions (ou…why I’m worrying about that?), count as if having Improved Unarmed Strike feat and deal 1d4 damage, damage reduction 15/adamantine and vulnerability to attacks that affect iron golems (meaning vulnerability to rust and…that’s it. No, really; immunity to electricity means you’re never slowed!). This is a super, super, SUPER sweet set of benefits, though it’s VERY costly.
Skin of Nimbleness: +10 competence bonus on Acrobatics checks. Of all the skins, this one is a bit of a disappointment, though note that it’s a huge bonus nonetheless.
Skin of Proteus: Constant Metamorphosis effect. If you don’t get what it offers…well, it’s not as sweet as it was in 3.5, but it lets you transform into any creature of your own size as a cosmetic change, and gain one option from enhancement menu B (+4 enh. bonus to Str, Dex or Con; increase or decrease size by two categories, +20 ft. to land speed, or a combination of three from the benefits above but halved) or from ability menu B (two natural attacks that deal 1d8 damage, fast healing 2, +3 natural armor bonus, 20 temp. hit points, Imp. Critical with natural attacks, DR 5/magic, fly speed of 20 ft. with poor maneuverability, swim speed of 40 ft., climb speed of 40 ft., burrow speed of 30 ft. or a combination of three choices from abilities menu A which grant such lovely things like Cleave or Improved Trip, resistance 5 against one type of damage, and others). Note that, being ML 7th, it means you ALSO get one choice from enhancement or ability menu A, so you can mix and match forms. And you can change forms as much as you’d like, since the effect is constant. That level of creativity with forms is astonishing.
Skin of the Spider: +20 competence bonus on Climb checks, affected as Body Equilibrium power; 3/day manifest Entangling Ectoplasm against target within 30 ft. In other words: be Spiderman with black suit the suit worn by a non-descript hero in a specific storyline. With Body Equilibrium, you can walk on water or quicksand, or halve damage from falls. On the other hand, Entangling Ectoplasm is a no save, no SR, just suck up entanglement effect that last for 5 rounds. The combination of abilities is pretty cool, but nothing that amazing compared to…well, skin of broken transformations skin of Proteus.
Skin of the Troll: Heal 5 hp/minute, regrow lost parts or reattach severed limbs while using the skin. In short: a cheaper version of ring of regeneration (about 67% of the ring’s cost) but with half the healing potential (you still heal a lot of HP overall; it’s just that you don’t get the nice things from the ring of regeneration).
Scabbard of Keen Edges: 3/day cast Keen Edge (CL 5th) on any sword-like weapon stored in the scabbard. Most of these weapons have good threat ranges, so this effectively saves you on the keen weapon property for them.
Scabbard of Vigor: Endow stored weapon with enhancement bonus with a duration proportional to the bonus. The most effective one is the +3 bonus, which lasts for 3 rounds. It’s based on Greater Magic Weapon, so ask your GM if the item’s temporary enhancement bonus allows you to bypass cold iron- or silver-based DR.
Seeker’s Sight (Gun): As full-round action, attempt to locate invisible creature within line of sight or ignore invisibility of creature known in area. At most, with around 2 rounds you can use this item and the limning property to detect and pinpoint invisible creatures, which is a somewhat ineffective method when others are available.
Silversheen: Give one melee weapon or 20 units of ammunition the properties of alchemical silver for 1 hour. Good for when you know you’re about to face enemies with DR bypassed by silver.
Stone Horse: As real horse, except it has a hardness of 10, never needs to eat or rest and can carry half a ton tirelessly. If you have no mount, this is a good replacement, though sadly it can’t be turned portable.
Stone of Alliance (MC): Constant Status effect on special mount, protect special mount from 1 attack as immediate action; 1/day transfer condition from companion to yourself. Extends the effectiveness of your mount by taking the brunt of the attacks, though note that if you or your mount die, you’ll need to find another stone.
Stone of Good Luck: +1 luck bonus to saving throws, skill checks and ability checks. A fraction of the effects of the prayer spell, but permanently! It has no slot either, so if you find one, consider yourself lucky.
Strand of Prayer Beads: A strand with several beads with powers: 1/day Bless (blessing), 1/day Cure Serious Wounds, Remove Blindness/Deafness or Remove Disease (healing), 1/day cast spells at +4 to CL for 10 minutes (karma), 1/day cast Holy Smite or similar alignment spell (Will DC 17 partial; smiting), 1/day Wind Walk effect (CL 11th; wind walking) or summon a powerful creature of appropriate alignment for 1 day (summons). The lesser strand of prayer beads is mostly worthless, the standard version is very good and the greater version is a must-have. Any bead aside from the bead of blessing is extremely useful, particularly the bead of karma and the bead of summons.
Tome of Clear Thought: +1 to +5 inherent bonus to Intelligence. See below, though not as important. Never plan to get this early enough to justify getting the Combat Expertise feat.
Tome of Leadership and Influence: +1 to +5 inherent bonus to Charisma. Probably the rarest item you’ll find, but if you have the chance to buy one, make it so that you get the +5 version. This is a permanent boost which counts as if you actually rose the ability score through levels.
Tome of Understanding: +1 to +5 inherent bonus to Wisdom. See above, though it should be the item you seek the least.
Volatile Vaporizer: Turn any potion into a 10-ft. radius cloud that affects anyone with its full effect. The potion used is mostly fixed, but the mere ability to spread the use of an item en masse to your allies certainly makes the potion more useful. If a potion is used on more than 4 creatures, you effectively break the hegemony wands have over potions; otherwise, get a few potions that you know might have effects you like and set them for when you need to buff the party.

Rods

Earthbind Rod: +1 light mace. +4 circumstance bonus to CMD against bull rush, grapple, overrun, reposition and trip if an oread, a creature with the earth subtype or if standing within earth or stone; 3/day entangle a creature hit by the rod and standing on earth or stone for 1d4 rounds (Fort DC 18 negates). One of the many combination weapon/rods, and the effect is fairly nice. Fortitude is a saving throw that’s easily passed, but the save DC is fairly high. On the other hand, light maces aren’t the best weapons around, except for Two-Weapon wielders.
Fiery Nimbus Rod: +1 flaming burst light mace. When flaming burst additional critical damage activates, or 1/day as free action when hitting with rod, target is also illuminated (as Faerie Fire spell) for 1d4 rounds; attacks made by limned target cause 1d10 fire retaliation damage. The nimbus of flame is a nice effect, though fire is easily resisted.
Grounding Rod: 3/day grant creatures within 40-ft. radius electricity resistance 5; impede casting of spells with the [electricity] descriptor. A 6th level caster will pass the impeded spellcasting CL check half of the time, and by the time you get it, you’ll face spellcasters with higher CL (probably CL 8th or 9th), meaning the impedance effect is not so great. Neither does the electricity resistance.
Immovable Rod: Upon activation, rod remains in same place and does not budge (except for Strength check DC 30, and only 10 ft.); can withstand up to 8,000 lbs. before falling. One of the items that are both the target of lewd jokes and catgirl massacres. That said, the item can be incredibly valuable, as you can use it to avoid falls, use various rods as makeshift, self-standing stairs, as fixed poles to tie just about anything…the uses are as varied as your imagination allows. So as long as that imagination is used to engineer solutions, not lewd jokes.
Liberator’s Rod (Rod of Liberty): +1 merciful light mace with Continual Flame effect as long as the merciful property is active; grant new saving throw to creature affected by charm, compulsion or possession effect; 1/day Break Enchantment effect (CL 9th). A very nice item, since it works as a way to deal non-lethal damage and also help people affected by effects you’re otherwise immune.
Metamagic Rod: 3/day add effect of metamagic feat to any spell of up to 3rd (lesser), 6th (normal) or 9th (greater) level. Best choices are Dazing Spell, Echoing Spell, Elemental Spell (electricity or acid), Extend Spell, Sickening Spell, Silent Spell or Still Spell.
Rod of Absorption: Absorb up to 50 spell levels; can use absorbed spell levels to cast prepared or known spells without expending spell slots. You need to have the rod at-hand to absorb the spell, and it only absorbs spells targeted at you or your gear (and can’t be area of effect spells). Since your maximum spellcasting potential is up to 4th level, that means you can use the item to cast up to 12 4th level spells, 16 3rd level spells, 25 2nd level spells or 50 1st level spells for free, or a combination of the above. Note that the rod cannot absorb more than 50 spell levels, just as with its 3.5 incarnation.
Rod of Alertness: +1 light mace. +1 insight bonus on initiative checks; Detect Chaos/Evil/Good/Law, Discern Lies, Light or See Invisibility at-will; 1/day create a perimeter of “alertness” that senses hostile creatures within 120 ft. and grants a Prayer effect for 10 minutes; 1/day Animate Objects on up to 11 Small objects within 5 ft. of the rod for 11 rounds. This is a surprisingly good item right from 3.5, for many reasons. First, you get See Invisibility at-will, which is otherwise hard to get, for 110 minutes (a very long duration); second, you get to use Prayer for 10 minutes (a very long duration; note the duration of Prayer is rounds/CL) as a defensive measure. You also get to use Discern Lies at-will, so you no longer need a wand or scroll. And, all of this on a rod that can also be used as a weapon (which means you can enchant it), with a +1 insight bonus to initiative on top! It has lots of little nice things, which when checked, make the cost of the item passable.
Rod of Balance: When active, gain +10 competence bonus on Acrobatics checks involving jumps; cover double distance on jumps; +4 dodge bonus (instead of +2) to AC when fighting defensively; cannot be knocked prone, take half damage from falling. About the only thing that’s really missing here is making the item a +1 quarterstaff, because it really resembles another item from the Dungeons & Dragons cartoon (namely, the staff given to Diana), and has all the traits typical to Thief-Acrobats. Due to this, the item’s potential is significantly lessened.
Rod of Cancellation: Drains magic items from their properties (Will DC 23 negates). If something’s worse than destroying your weapons, it’s to use an item to drain another of its effect, and then have that item no longer be useful. Only useful if you have to stop and destroy a Sphere of Annihilation, which is an artifact.
Rod of Dwarven Might: Change between +1 returning light hammer, +3 dwarven longhammer, +4 dwarven waraxe, +2 light crossbow or +2 heavy crossbow; +1 to all dwarven racial traits; creates a ladder between 5 ft. and 50 ft. that can open doors (+12 Strength modifier), indicates magnetic north. A newcomer for lewd jokes, and it makes reference to the original punmaster. As indicated by its name, dwarves gain the most benefit out of it. You get a light throwing weapon, a one-handed weapon, a two-handed reach weapon and a set of two long-distance weapons with differing enhancement bonuses, effectively arming you with a decent set of equipment all at once. You also get a battering ram and a compass, which can be effective on their own right.
Rod of Enemy Detection: 3/day for 10 minutes, allows detecting any creature by concentrating for 1 round. The way its worded is madly confusing, and a holdback from 3.5. The effect is not that great, since you need to spend a full-round action (therefore not acting) to pinpoint one creature, whereas you could find other ways to pinpoint without spending an action.
Rod of Escape: +5 bonus to CMD to evade or break a grapple, cannot be pinned while wielding the rod, +5 competence bonus on Escape Artist checks to escape non-magical, inanimate restraints. The first benefit requires holding the rod, the second one doesn’t. This gives you a slotless way to gain a bonus to Escape Artist, but it’s benefit is not very good nonetheless.
Rod of Flailing: +3/+3 dire flail, allows making extra attack as if having Two-Weapon Fighting feat; 1/day gain +4 deflection bonus to AC and +4 resistance bonus to saves for 10 minutes. Another item inherited from 3.5 and not changed at all. The bonuses to AC and saves are redundant with a ring of protection +4 and a cloak of resistance +4, not to mention longer lasting. You gain no proficiency to wield the dire flail, either.
Rod of Flame Extinguishing: 10 charges/day; extinguish any Medium or smaller non-magical fire by touch, or extinguish any Large or larger non-magical fire/Medium or smaller magical fire by spending 1 charge, or extinguish a Large or larger magical fire by spending 2 charges; spend 3 charges to deal 6d6 damage to a creature with the fire subtype. This allows you to counter some of the most common attacks around, though you need to ready actions to counter instantaneous spells and effects such as a Fireball. You’ll never know when you may need it, particularly to escape from a Wall of Fire. Its uses are certainly more common than other specific uses. Might not work on magma/lava, though.
Rod of Ice: Deal 1d4 cold damage with melee touch; 1/day duplicate effect of Grease spell with 30 ft. cone of ice by touching the ground with the rod. The damage dealt by the rod is incredibly weak, and it requires being close (which begs the question of why not use a +1 frost weapon), and the daily ability uses a spell that got nerfed during the transition.
Rod of Lordly Might: Change between +2 light mace, +1 flaming longsword, +4 battleaxe, +3 shortspear or +3 longspear (which can also act as a lance); 1/day Hold Person (Will DC 14 negates) by touch, Fear (Will DC 16 partial) on creatures within 10 ft. watching the item or deal 2d4 damage (Will DC 17 half) and heal the same amount; ; creates a ladder between 5 ft. and 50 ft. that can open doors (+12 Strength modifier), indicates magnetic north. The king of lewd jokes (pun righteously intended). The weapons it gives you include a throwing weapon, a light weapon, two one-handed weapons, a reach two-handed weapon and a weapon fit for a Mounted combatant, all of them classics most Paladins would wear. You also get a battering ram and a compass, which can be effective on their own right. Unfortunately, the item is more popular for its unintended fame than for its effects. An inherited item from 3.5, so you can imagine how old is the joke. Note that the joke is further intensified if the player is a martial character, a noble, a male, and reaches its peak if the character is a noble-born male character choosing a martial class with more than enough Strength (a Paladin fits the bill, unfortunately).
Rod of Metal and Mineral Detection: As full-round action, detect the largest mass of any metal or a specific metal/mineral within 30 ft. A “dowsing rod” for metals, if you may. Useful on caves just to pester your GM with “I sense the walls for adamantine”; if the GM gives you that, you get a chunk of adamantine (or mithral) to sell or craft an item with.
Rod of Mind Mastery: Constant Nondetection effect, 3/day Detect Thoughts, 1/day Discern Lies as immediate action. This is a pretty popular combination, it seems, and I’ve mentioned which items do it better, so ignore this.
Rod of Negation: Negates spell or spell-like functions of magic items as per Greater Dispel Magic spell (CL 15th). This works to deactivate wands, scrolls, staffs, other rods, spells within weapons and armor, and so forth. The effect is mostly unclear (a holdback from 3.5), but if the term “negate” is used correctly, this is destroying the potential worth of magic items. Note that this rod doesn’t work on artifacts at all.
Rod of Nettles: +1 light mace that deals 1d3 Dexterity damage, sicken for 1d6 rounds (Fortitude DC 14 halve Dex damage, negate sicken, no save on critical hit); 1/day Plant Growth effect that spreads rod damage against creatures without a natural armor bonus of +3 or higher. Once again, an item with a really good effect that gets hosed because of your Code.
Rod of Ruin: 3/day grant broken condition to any nonmagical, inanimate object no larger than a door or bigger than 5x5 ft. cube. Since it can’t be larger than a door, this obviously means you use it as a way to open doors, though it can be used for other objects (a trap, for example, if you manage to find it).
Rod of Rulership: Command obedience and fealty of creatures within 120 ft. whose HD totals up to 300 for 500 minutes (Will DC 16 negates). Another rod that’s victim to lewd jokes, but this one actually represents the true meaning of a rod (a symbol of a ruler’s governance). The effect is lost on a skirmish, but it can be invaluable in a social situation or within a mass-scale battle.
Rod of Security: Send user and up to 199 creatures to pocket dimension for an amount of time proportional to amount of creatures. The effect recharges after one week, so you can’t really use it to rest. You can hold up to 28 people in the place to maximize the effectiveness of the rod. That said, it’s hard to determine the benefit from this item at plain sight, save for chillin’ out while the world goes down the watercup…but aren’t you meant to save that world? More useful for others than for you.
Rod of Shadows: +2 light mace; see in natural and magical darkness; 3/day deeper darkness effect (CL 8th) on touched object. This has a good combination of abilities, since you can use it to grant everyone concealment, but you can pierce that concealment easily, and you happen to have a moderately useful weapon as well.
Rod of Splendor: +4 enhancement bonus to Charisma while held; creates expensive attire 1/day; 1/week forms a large pavilion tent that can entertain for up to 100 people. Another “comfort” item, though it provides an unusual way to gain Charisma outside of a headband, which makes it somewhat worthwhile, and the Charisma bonus isn’t that bad either (though a headband of alluring Charisma +4 isn’t that expensive anyways).
Rod of Steadfast Resolve: +2 light mace. Grant +2 morale bonus on saving throws against fear and emotion effects to all allies within 20 ft., or +4 morale bonus if ally has human subtype; 1/day as immediate action grant second saving throw against fear or emotion spell to ally within range of aura. The range of the aura is twice as large as your Aura of Courage, but provides half the benefit. As with most rods, a light mace is decent but not as much as would another weapon.
Rod of the Aboleth:+1 corrosive light mace. 1/day as free action deal 1d4 Constitution damage (Fort DC 18 negates) or target with Aboleth’s Lung spell (Will DC 13 negates) when hitting with rod; for 1 minute/day (1 round interval) gain swim speed (60 ft.) The Aboleth’s Lung spell is pretty cruel, as it replaces a creature’s ability to breathe air for the ability to breathe water for 1 hour/level (7 hours in the case of the rod), effectively killing them via suffocation. The weapon is fairly good, though not for much, and the Con damage can be resisted fairly easily.
Rod of the Python: +1/+1 quarterstaff; can transform into constrictor snake with +1 enhancement bonus to attack and damage rolls. This is the “good counterpart” of the rod of the viper, except that instead of transforming the weapon’s head, it instead transforms the entire weapon into a friendly constrictor snake, which lacks poison and can grapple creatures. This item is based off a very, very old spell called Sticks to Snakes, which is based off on a miracle from the Bible (what, you thought D&D couldn’t take inspiration from the Bible? Where do you think Flame Strike came from?), which never crossed to 3.5, and therefore never crossed to Pathfinder either. A better weapon than most rods, though it’d be interesting if you could enhance the rod with more traits and also empower the constrictor snake with those effects (ask your GM).
Rod of the Wayang: +1 to DC of (shadow) subschool spells; 1/day heal from negative energy and take damage from positive energy for 1 minute. You cast no spells of the shadow subschool, and you depend quite a lot on positive energy spells.
Rod of Thunder and Lightning: +2 light mace. 1/day deal an extra 2d6 points of damage with melee attack or shoot a 5-ft. wide, 200 ft. long Lightning Bolt (CL 9th; Reflex DC 16 half) or increase enhancement bonus of rod by 1 and stun opponent for 1 round as free action, or duplicate effect of Shout spell (Fort DC 16 partial, 2d6 sonic damage, deafen target for 2d6 rounds); 1/week shoot 5-ft. wide, 200 ft. long Lightning Bolt (CL 9th, treat 1s and 2s as 3s for purposes of damage) and deal an extra 2d6 sonic damage (Reflex DC 16 halves both forms of damage). In short: you either deal 2d6 lightning damage with one blow, or stun with one blow, or deal decent electricity damage 1/day, or deal piddling sonic damage 1/day, or deal awesome electricity + sonic damage 1/week. Yeah, I’m not entirely impressed by this item, aside from the weekly effect which is one of the few effects that actually has a good amount of minimal damage.
Rod of Thunderous Force (LD): 1/day knock prone and deafen all creatures within a 20-ft. radius burst (Fortitude DC 19 negates). A nice effect, and cheap enough to make the Fortitude save matter. Good when surrounded, particularly by Lockdown builds who may find this as a perfect starter for their battlefield control shenanigans. Discard later on.
Rod of Withering: +1 light mace that deals 1d4 Strength and Constitution damage on touched creature (Fort DC 17 negates; ability drain on critical hit). The save DC is somewhat low, but note that it involves melee touch attacks made with a weapon, so think of this as four chances to weaken a target. Fun fact is, with lower Constitution means lower Fortitude save bonuses, so it becomes a cascading effect. Also, while its parent spell causes disease, this isn’t a disease or poison effect, which is cool.
Rod of Wonder: Random, unpredictable effects. This is an object for agents of chaos, but that doesn’t mean you can’t wield it. It can produce effects such as changing your skin tone to a random color, duplicate a few spells (Slow, Faerie Fire, Gust of Wind, Stinking Cloud, Lightning Bolt, Enlarge Person, Darkness, Fireball, Invisibility, and either Flesh to Stone or Stone to Flesh), summoning animals, turn nonliving objects ethereal… The rod is more of a lethal joke than anything else, since the effects are as ridiculous as they can be deadly.
Sapling Rod: +5 competence bonus on Survival checks to get along in the wild and prevent getting lost; grant allies benefit of woodland stride feature; 1/week bloom and generate 2d4 pieces of fruit that can duplicate Cure Moderate Wounds or Lesser Restoration. The bonus to those two Survival checks are mostly irrelevant, but the woodland stride effect is great. The fruit effect would have been more interesting had it been daily instead of weekly, since the spells it duplicates aren’t that powerful.
Scepter of Heaven: +1 evil outsider bane morningstar; +2 sacred bonus on caster level checks to dispel magic against creatures with evil descriptor or effects created by evil outsiders; Bless Weapon at-will; 1/day Spear of Purity (CL 10th) effect. The last bit of the “Regalia of Heaven”, and arguably the better of the trio. Spear of Purity is to Holy Smite what Arrow of Law is to Order’s Wrath, and it’s a complete and UTTER mystery why it’s not a Paladin spell (it’s a frickin’ GOOD spell, darnit!). It combines well with the crown of golden heaven, since it makes the rod become a +1 holy evil outsider bane Morningstar, and also grants three very good spells: Holy Smite, Holy Sword (oh, goody!), and Holy Word (nerfed, but still a potential insta-kill item). Morningstars are great secondary weapons that deal very good damage and deal two damage types at once, making this a very good weapon to wield.
Suzerain Scepter (MC): +5 competence bonus on Knowledge (nobility) and Diplomacy checks; 1/day affect up to 7 creatures with Good Hope (CL 7th); attract double followers with Leadership feat; continuous Bless effect on cohorts, followers, familiars, animal companions, special mounts or creatures charmed or summoned by wielder and increase morale bonuses to those creatures by 1 (except for scepter’s Bless effect). The bonus to Diplomacy checks unslotted is fairly good, and the Good Hope spell is immensely good as the Bard is no longer bound to provide a morale boost with Inspire Courage. Mounted combatants will be mildly happy to find their mount’s morale bonus is further boosted, particularly since it also means your auras will provide a better effect.
Trap-Stealer’s Rod: as crowbar that provides +4 circumstance bonus on Strength checks; can transform into magical thieves’ tools that grant +4 competence bonus on Disable Device checks; if beating the trap’s Disable Device DC by 5 or more, 1/day magically steal trap. The crowbar benefit is more useful to you than the bonus to Disable Device, but otherwise this item provides very little worthwhile benefits.

T.G. Oskar
2014-05-17, 09:41 AM
Rings

Decoy Ring: Become invisible and create illusory duplicates whenever taking the withdraw action or becoming helpless. As the item clearly states, the duplicates are decoys to hide the invisible character, which has three rounds to react. Since withdrawing effectively prevents the opponent from making an Attack of Opportunity, this item helps you on the rest of the way. Note that withdrawing isn’t only meant to escape; it can be used to disengage and reposition (not the combat maneuver, the action), possibly to regroup with allies or set up a flanking position with others, which makes this item quite useful for combat. The decoys are somewhat difficult to disbelieve, but since you’re invisible, it’ll take someone with permanent See Invisibility or True Seeing to notice your trick.
Improved Ring of Climbing: +10 competence bonus on Climb checks. Better, but there’s still better ways to get a bonus to Climb.
Improved Ring of Jumping: +10 competence bonus on Acrobatics checks to jump. Better, but there’s still better ways to get a bonus to Acrobatics without making it specific to jump.
Improved Ring of Swimming: +10 competence bonus to Swim checks. You wear heavy armor, which most likely still impose a penalty to Swim checks. Unless you can reduce it at least to -4, this item won’t really help you swim.
Minor Ring of Spell Storing: Store up to 3 levels of spells that can be cast by the wearer (at minimum CL) without spellcasting ability (no ASF, no material components or focus, at same casting time as spell to a limit of no faster than 1 standard action). Unlike the other rings, a spellcaster can use a scroll version of the item. Cheapest of the three, but note that your maximum CL will be 5th (for a 3rd level spell).
Major Ring of Spell Storing: Store up to 10 levels of spells that can be cast by the wearer (at minimum CL) without spellcasting ability (no ASF, no material components or focus, at same casting time as spell to a limit of no faster than 1 standard action). Super-costly (200k gp!), but it allows you to store a 9th level spell, which is great if you have your friendly spellcaster use Time Stop or you have a potent debuff that you can cast Heightened to 9th level, and still have one spell around. Well worth the cost, as it gives you improved spellcasting ability from any class.
Ring of Animal Friendship: Use Charm Animal at-will (Will DC 11 negates). While a nice power, the save DC is incredibly low, even for a creature type that usually has poor Will saves. By the time you can afford the ring, most animals will have a decent Will save to resist. This is based on a ring that was changed in 3.5 from its original incarnation, where it was a way to get animal companions.
Ring of Arcane Signets: Use customized Arcane Mark at-will. It’s cheap, but it’s not a superb ability as, while you can mark something as yours or apply another creative trait, it doesn’t have the weight that it would have on a Wizard, who can use the mark for other spells (such as Instant Summons). A fancy signet ring, if anything.
Ring of Blinking: Blink at-will (CL 7th). Note that having the ability to use Blink at-will is not the same as having it constantly. However, it’s pretty darn close, and that’s what matters. In short: you get 7 rounds of Blink per use, which is enough for any battle, and with such a low price it’s laughably good. Blink makes you ethereal, which is just as good as incorporeal, but only for half the time: you don’t control the blinking, and it’s difficult for you to cross through solid objects unless the thickness of the object is 5 ft. Important to remember is that your own attacks have a miss chance unless you have a ghost touch weapon.
Ring of Chameleon Power: +10 competence bonus to Stealth checks as free action; Disguise Self at-will. This is originally from 3.5. Between this and the psychoactive skin of the chameleon (the skin offers an enhancement bonus, which stacks with competence), you have a +20 bonus to Stealth checks, which is high enough for any of your needs. You also get to disguise, but recall that this is only an illusory effect.
Ring of Climbing: +5 competence bonus on Climb checks. Considering that you only get 2 ring slots (or up to 3 with hand of glory), you’ll certainly look for a more worthwhile item. Cheap, but weak bonus.
Ring of Continuation: Extend duration of one personal-range spell of a 10 minutes/CL duration for 24 hours. In short: 3.5 players will recognize this as a “ring of Persistent Spell”, using 3.5’s definition of Persistent Spell, which was…extending the duration of a spell to 24 hours. The ring uses a FIFO (first in, first out) format, where the spell you cast bumps out the existing extended spell. Note that there’s a conflict between the PRD version and an FAQ that states the change, because otherwise it would have extended Time Stop for 24 hours, so it’s only limited to any spell whose duration goes from 10 minutes/level or more (effectively removing the value of the item regarding rounds/level or minutes/level duration spells, which are the most likely you’d want to extend). If your GM uses the FAQ rules, that means the only spell you can persist is Read Magic, if you use the original item as per the PRD, then it applies to a good bunch of Paladin spells such as the Litanies, Compel Hostility and more.
Ring of Counterspells: Store 1 spell of 1st to 6th level, which is immediately countered as a counterspell but requiring no action or knowledge. Your focus with this feat is having Dispel Magic cast into it, so that your spells aren’t dispelled. Otherwise, it requires a very specific kind of spell to counteract. Later on, have a friendly caster use Greater Dispel Magic into it to protect you from that spell.
Ring of Craft Magic: Make Craft checks to identify items that could be created with said Craft skill; expend a spell to gain enhancement bonus to Craft or Profession check equal to the level of the spell expended. The first benefit is decent, but the other…spending one of your highest level spells for a +4 bonus? That’s ridiculous! You could probably get a spell that does more than this!
Ring of Curing: Increase caster level cap of conjuration [healing] spells by 2. This applies to spells like Cure Light Wounds or Heal. Better on Clerics that can suddenly heal 170 hit points at CL 17th than with you.
Ring of Delayed Doom: Delay onset of effect caused by failed saving throw for 1 minute. Note that this ability can only be used nine times before the item loses all power. While useful (particularly for you, who has mercies to remove most of those conditions), this only truly works when having disabling actions such as daze, stun, paralysis, petrifaction or sleep, not with conditions such as blindness or deafness. This item will be worthwhile as long as you know when and where to use it, and as long as you have the right mercies to heal them.
Ring of Djinni Calling: Allows you to call a djinni to serve for 1 hour per day. Note that this is a calling effect and the item is bound to a specific djinni, so if the djinni is killed, the item becomes worthless (from its original price tag of 125,000 gp!), and the GM may very well pull off a foul move and say the djinni was killed (or died for any other reason) and you now have a worthless item. No chance to get noble djinn, though, which would have made this item a bit more interesting.
Ring of Elemental Command: Protection from elemental creatures’ attacks (as per Protection from Evil, except only the effect that applies to summoned or called creatures, and only for elementals), suppress protection to attempt Charm Monster (Will DC 17 negates); impose -1 penalty on attack rolls upon creatures of attuned plane, gain +2 resistance bonus on saving throws against effects from said creatures, +4 morale bonus on attack rolls and bypass DR of said creatures; speak with creatures of the same plane to which the ring is attuned; -2 penalty against elemental or energy-based effects that oppose that of the attuned plane. On its own, it offers a HUGE amount of abilities (quirky, sure, but it offers them), but the ring’s attunement brings out even MORE powers.
Air: Feather Fall, Resist Energy (electricity only) and Wind Wall at-will, 2/day Gust of Wind, 1/day Air Walk on wearer, 1/week Chain Lightning. One of the items with the better effects, and it can camouflage easily within a ring of feather falling, which is pretty neat. The Air Walk effect is particularly nice as it has good duration, though it doesn’t compare to actual flight unless you cast it on your special mount (if any).

Earth: Soften Earth and Stone and Meld into Stone at-will, 2/day Stone Shape, 1/day Wall of Stone, 1/week Stoneskin, 2/week Passwall. Aside from Wall of Stone and Stoneskin, the rest of the spells are not so great. Stoneskin as a weekly spell simply doesn’t cut it.

Fire: Fire resistance 20, Burning Hands at-will, 2/day Flaming Sphere and Pyrotechnics, 1/day Wall of Fire, 2/week Flame Strike. All but one of the spells are attack spells that deal fire damage. Having Burning Hands deal maximum damage at-will is fairly good, but nothing spectacular. Never underestimate the power of Pyrotechnics, though, as using a fire source to provoke blindness or impose a penalty to Strength and Dexterity can be quite annoying even if they require saving throws (also: it’s a spell that can be used against Fire-based creatures, evenif the damage is somewhat weak). Flame Strike is also very good, even though it’s usable only twice per week.

Water: Create Water, Water Breathing and Water Walk at-will, 1/day Wall of Ice, 2/week Ice Storm and Control Water. It has a bunch of useful spells, including yet another way to work on water. Ice Storm isn’t that great of an attack spell, so making it usable twice per week is almost insulting. Control Water, though, can be used creatively to make floods, dry areas through lowering the level of water and so forth.
Ring of Energy Resistance: Resistance 10 (minor), 20 (major) or 30 (greater) to a specific energy type. The cost is 66% cheaper than their armor counterparts, which is a good reason why they’re not so great. They still can’t hold a candle to Resist Energy, though.
Ring of Energy Shroud: Resistance 10 to one energy type; 1/day negate single energy attack and turn it into shroud of energy that protects wearer for 13 rounds. The shroud deals 2d6 points of damage to any adjacent creature plus a special effect, like ongoing acid damage, catching on fire, becoming fatigued, or staggered or 1 round (Reflex DC 14 halve damage and negate effect). Note that this only works with acid, cold, electricity or fire: it doesn’t work with sonic attacks. While the DC of the effect is somewhat low, you still negate one attack per day, which can be a life-saver.
Ring of Evasion: Constant evasion. Yes, you can act as if you were a Rogue or Monk, and with a +1 mithral fusing heavy armor to boot! Make sure you have a respectable Reflex save, though.
Ring of Feather Falling: Constant Feather Fall effect. As you may have noticed, for a ridiculously low cost of 2,200 gp, this item is a complete bargain. There’s a reason why I was promoting it so much, no?
Ring of Ferocious Action: 5 charges/day; if staggered, spend 1 charge as free action to act normally until next turn. It’s cheap, it’s effective on what it does, but you can self-heal the staggered condition, so more often than not you’ll ignore this item.
Ring of Foe Focus: Gain +2 bonus to AC and saving throws against specific enemy. The bonus is untyped, so it stacks with everything, and it has a fairly good cost for what it offers. Bad when surrounded, good when fighting one big strong monster, better when you can fight one big & strong monster who absolutely loathes you.
Ring of Force Shield: Generate a shield-sized, shield-shaped Wall of Force that protects as a heavy shield. Note that, being a Wall of Force, it should provide protection against incorporeal touch attacks and also Magic Missile projectiles, but the effect is unclear. Yet another way in which a Two-Hander or a Lockdown build (or a Fencer, or a Two-Weapon combatant…really, anyone BUT the Sword & Boarder) can get shield protection, though an animated shield is far more useful.
Ring of Forcefangs: Absorb any force spell or force SLA and gain charges equal to level of spell absorbed (maximum 9 charges); spend charges to release one Magic Missile per charge (max. 5 missiles/round). Note that this doesn’t apply to Forcecage, but it applies to Resilient Sphere, which is “centered on a creature”. Force spells can be pretty annoying, particularly if you’re incorporeal; this item allows you to absorb some of those spells and return them as an attack that can hit incorporeal creatures, or trespass the ethereal and attack corporeal creatures. The price is about right, so once you hit 5 charges, unload them for unerring damage (3-4 points of damage on average, so that’s around 17-18 damage overall) so you’re never affected by force spells again. Magic Missile is a medium range spell (by CL, it can reach a distance of 190 ft.), so it’s a very decent way to deal ranged damage.
Ring of Freedom of Movement: Constant Freedom of Movement effect. How does complete immunity to paralysis, stun, daze, any kind of fog, Slow, any web or entangling effect, any kind of grapple or pin, or anything that would otherwise impede movement sound? For 40,000 gp, it’s so cheap, it’s a sin against your Code NOT to buy one.
Ring of Friend Shield (DR): Apply Shield Other effect with no range limitation upon the wearer of the other half of the pair. Note that this item is always sold or found in pairs: you wear one, the ally you wish to protect wears the other. If you’re looking for a way to provide damage redirection, this is THE item for it. It helps you save on Shield Other castings, though you can wear the other ring that serves as a focus to Shield Other in conjunction with this ring and protect two people at once.
Ring of Grit Mastery (Gun): Store up to 2 grit points; 1/day, spend 1 grit point to gain +2 insight bonus to initiative or 2 grit points to activate Bullet Shield effect (CL 3rd). The latter effect grants a +4 deflection bonus to AC against firearms and ranged attacks only. Only a Gunner can take full benefit of it, and unless you choose the Holy Gun archetype, chances are you’ll be a bit devoid of grit to apply to the item. By 11th level, you may have better chances. The bonus to initiative and to AC against firearms is fairly decent, but nothing you can’t find somewhere else.
Ring of Immolation: For 10 non-consecutive rounds, activate Fire Shield (warm; CL 10th) effect; automatically activate if wearer takes cold damage for 1 round. The intention of the item is to prevent the cold damage, thus the item activates if you were to take cold damage without the item, and then works before the damage is actually taken. Fire Shield is a fairly good effect, and having this safety measure added it makes it good. Free action activation is also great. The ring is a tad expensive, though.
Ring of Inner Fortitude: Reduce 2 (minor), 4 (major) or 6 (greater) points of ability damage or temporary ability penalties, or 1 (minor), 2 (major) or 3 (greater) points of ability drain. You’re still not immune to fatigue or exhaustion despite the reductions, and this item does not apply to ability score reductions from Bestow Curse which is a permanent reduction (until the curse is gone, that is). This applies to ALL ability scores (which makes Wisdom a complete dump stat for you), making it excellent protection.
Ring of Invisibility: Invisibility at-will. Certainly you won’t mind attacking from advantage and say something sarcastic like “catch me if you can!”, but this is better for the dedicated stalkers. To you…it’s a nice trick.
Ring of Jumping: +5 competence bonus on Acrobatics checks to jump. Considering how there’s other ways to get a full Acrobatics bonus rather than a slight bonus, mostly skip it.
Ring of Maniacal Devices: +5 competence bonus on all Craft (traps) and Disable Device checks; may make these checks untrained. The secondary benefit is more useful for you than the first, though note that all you need to become trained is spend a single skill point on each. Somewhat specific bonuses, and you’re not really the trapmaster here.
Ring of Mind Shielding: Immunity to Detect Thoughts, Discern Lies and any attempt to discern alignment. This allows you protection from most divination spells, though it doesn’t block you from the more annoying Clairaudience/Clairvoyance or Scrying. It’s better, oddly enough, for the bad guys in order for them to not detect you, though you certainly could use it to avoid the attention of the Antipaladin looking for you… This also lets you gain nearly all the benefits of Mind Blank but without outright immunity.
Ring of Protection: +1 to +5 deflection bonus to AC. One of the simplest and most effective ways to boost your AC. Note that the protection also applies to touch AC of all kinds and to your CMD, so it’s even MORE useful than before.
Ring of Rat Fangs: Gain bite attack as primary natural attack. Note that you can use a bite as a secondary natural attack as well, so this effectively gives you an extra attack. If you have many bonuses that apply to any of your damage rolls, this item grows in effectiveness, as it gives you an extra attack that stacks with Haste.
Ring of Regeneration: Fast healing 1, immunity to bleed damage, capable of regrowing or replacing severed body parts. The one, the original, the…improved? Yes, now this item provides healing at a rate of 1 hp per round (effectively fast healing), compared to the 1 hp/hour of 3.5. This makes the item extremely more useful, and for the same cost as before. The efficiency value of a wand of Cure Light Wounds is about 2.7 gp per hit point healed. Unless you take less than 33,000 hit points of damage from the moment you take the ring to the moment the campaign ends, the ring of regeneration will be far, far, FAR more effective than a wand of Cure Light Wounds (though nowhere near the no-cost efficiency of a Cure Minor Wounds spell) in terms of monetary cost; note that you’ll probably be around the 100 hp by level 17 if you take no Constitution bonuses, and reliably around level 10; if you take 100 points of damage for 330 battles and heal to full afterwards, chances are you’ll approach that amount. The secondary benefits are also nice, particularly since it protects you against the vorpal weapon property.
Ring of Retribution: 1/day as immediate action cast Fireball (CL 10th) centered on yourself. That means 10d6 points of damage (35 points of damage on average; Reflex DC 14 half) against everyone within 30 ft. You also take damage, and if you get killed by it, your items ALSO take damage. Unless you have a formidable protection against fire, this is a trap; even then, chances are your opponents rock better fire resistance than you.
Ring of Return (LD): 3/day form a link with a particular occupied space; as swift action, teleport to unoccupied linked square within 100 ft. In essence, this gives you three zones of control over a relatively long distance. If you can form a equilateral triangle wherein all squares are within 100 ft. distance of each other, you can form a maximum efficiency zone of control. This allows you to, for example, set one square for your allies to regroup in case of healing needs, or allow pursuit of a far-away character, defeat it, and then regroup with the party. A bit confusing, but if used creatively, it effectively expands your options in terms of positioning. A Lockdown build might value the worth of zones of control more than other builds.
Ring of Sacred Mistletoe: +2 competence bonus on Handle Animal, Knowledge (nature) and wild empathy checks; 1/day Shillelagh effect. The only benefits you can use is the bonus to Handle Animal checks (it’s a class skill for you) and the Shillelagh effect if you have a non-magical club lying around and you need to smack someone with the power of a greatsword (clubs are supposed to cost nothing, BTW). Not exactly something you’d benefit from greatly.
Ring of Shooting Stars: Either 1/hour Dancing Lights, 2/night Light, 1/night ball lightning (as Dancing Lights but dealing between 1d6-3d6 damage on contact) or 3/week shooting stars (as Meteor Swarm, except damage is fixed to 12 normal and 24 fire damage in a 5-ft. spread; Reflex DC 13 to avoid being hit) at night or at areas of shadow or darkness; or 1/day Faerie Fire or spark shower (20 ft. long, 10-ft. arc cloud of sizzling purple sparks that deal 2d8 damage to any creature, or 4d8 damage if wielding metal armor or weapons). As you can see, the ring has a lot of random effects, including three effects that are effectively incapable of reproducing by means of spells (though they’re quite close). The item is worthless during the day unless you’re underground, and the power of the ring changes if you’re indoors or outdoors, so you may be deprived of specific powers. Trying to rely on an extremely random effect whose maximum damage output is 6d6 damage (ball lightning if attacking with 2 or 3 spheres), and whose better effect (Faerie Fire) is limited to 1/day and only on specific areas really reduces the worth of this item. Then again, it’s not a must have for 3.5 players, from where this quirky item comes from.
Ring of Spell Storing: Store up to 5 levels of spells that can be cast by the wearer (at minimum CL) without spellcasting ability (no ASF, no material components or focus, at same casting time as spell to a limit of no faster than 1 standard action). While you can benefit from this spell, this is mostly for friendly spellcasters to enchant so that they can give worthwhile spells to you. Since the stored spells last until used, this means you can lend the ring to an ally spellcaster, infuse the spells, then give it to you to store. Since you’re considered the caster, this allows personal-range spells to be cast upon you, which provides a solid benefit. Metamagic-enhanced spells take the same spell levels as the spell slot they require, but this also implies a boost to their CL, so whenever possible, ask your ally to provide metamagic-boosted versions.
Ring of Spell Turning: 3/day reflect the next nine levels of spells, as per Spell Turning spell. Beautiful item against spellcasters who rely a lot on targeted spells, because it makes those spells bounce back towards them at full strength. Note that this item doesn’t work against area spells or spells that originally didn’t target you. Since it reflects a fixed amount of spells, chances are you might reflect up to two spells (and chances are the second will be only partially turned). Expensive, but well worth it.
Ring of Splendid Security: +5 deflection bonus to AC, +5 resistance bonus to saving throws, SR 22; allow changing appearance of armor, clothing and weaponry. About 30,000 gp more expensive than having all effects in different slots. Saves you a bit of money on the cloak of resistance and offers a slightly decent amount of SR (though any SR other than 10 + character level is mostly meaningless; the item’s SR reaches its peak against CL 12th spells). You also get the glamered property for your weapons, armor and clothing, which isn’t really necessary. The only combination of deflection and resistance bonuses that’s actually worthwhile.
Ring of Strength Sapping (US): 1/day when hitting living creature with unarmed attack, deal 1d4 Strength damage (Fortitude DC 20 negates); if target takes Strength damage, wearer gains +2 enhancement bonus to Strength for 1 minute. Sorta disappointing, since it’s limited to one use per day, the Fortitude save DC is high but so will the save DC of most living creatures, and the bonus is an enhancement bonus which won’t stack with the belt you most likely have. Also, it requires making an unarmed strike, so only Unarmed combatants will truly seek for it. It’s relatively cheap, meaning the effect will be available around 8th level or so, but its shelf life will be short indeed.
Ring of Sustenance: No need to eat or drink; sleep 2 hours to gain the benefit of an 8-hour sleep. This is better for spellcasters that need 8 hours of preparation, but also for you as a vigil, in order to maximize sleeping time. Requires 1 week of attunement, so you can’t swap it with other rings.
Ring of Swarming Stabs: 2/day while flanking an opponent, deal 1d6 sneak attack damage on a successful melee attack. It’s relatively cheap and the extra damage is nice, but nothing mind-blowing.
Ring of Swimming: +5 competence bonus to Swim checks. Given that you end up with a LOT of ways to get swim speeds which offer a larger bonus, this item feels a bit weak. What’s worse, your armor will eat all of the bonus and still impose a penalty.
Ring of Tactical Precision: +5 competence bonus on Profession (soldier) checks; +1 to bonus granted or received by teamwork feats or Aid Another action; can imbue with teamwork feat that allows any wearer access to the feat when cooperating with the creature that imbued it. Much like teamwork feats proper, this is an item that should be carefully considered with the party, as you either want to have the benefit for yourself or you want to share that property with others to activate the teamwork feat itself. If no one else but you has a teamwork feat, chances are the other person will wield it, so you’ll lose half of the benefits; on the other hand, if someone else has the feats, then you’ll get most of the benefit of the feat but the other character won’t. The idea is to have two or three rings, with everyone having a different feat so as to maximize its benefit (by providing more than one feat), which means… coordination with the party, much like when getting a teamwork feat.
Ring of Telekinesis: Telekinesis at-will. The Telekinesis spell can be pretty fun: it’s Mage Hand but on steroids, and can also let you make Combat Maneuvers from a distance (though using a fixed BAB and a fixed bonus of +2 to the CM check), or make a violent thrust using the same bonus as with the Combat Maneuver….maneuver. Again, the more creative uses you can give to infinite Telekinesis, the better.
Ring of the Ecclesiarch: Acts as holy symbol, Arcane Mark at-will, +5 competence bonus on Diplomacy and Knowledge (religion) checks; 1/day Prayer and Enter Image; double number of followers with Leadership feat and grant them a +4 morale bonus on Will saves against enchantment spells and effects. The Enter Image feat serves as a medium-distance “scrying “ effect on anything that bears your likeness (egotistic, much?) and use it as a two-way communication method. Aside from the bonus to Diplomacy (there’s other ways) and the Prayer effect, the secondary benefits of this item are not so surprising. If you’re allowed Leadership, then chances are the ring is slightly more beneficial.
Ring of the Grasping Grave: As melee touch attack against undead creature no more than one size category larger than the wearer, negate benefits of negative energy effects for 1d4 rounds. Very cheap, and negates one of the most annoying kinds of enemies their healing method, making them easier to kill. You’re not affected by making a touch, and positive energy effects still harm undead as normal.
Ring of the Ram: 50 charges; spend 1, 2 or 3 charges to either deal damage at a distance (1d6 per charge) and subject target to bull rush maneuver (CMB 16 + 1/charge), or open doors as if having a Strength of 23 + 2/charge. The ranged bull rush attempt is fairly nice, and you deal some damage while at it, so make good use of it. It also helps you open stuck or mundanely locked doors from a safe distance. Useful item, but watch the charges. The only item aside from wands that has 50 charges.
Ring of the Sea Strider: Swim speed 30 ft., +8 racial bonus on swim checks; 1/day as swift action use Dimension Door (CL 7th) as spell, but start and end point must be in contact with water. Yet another way to get a swim speed (but no underwater breathing), though this one is less expensive than most (and only 4,000 gp more expensive than an Improved Ring of Swimming…) Not that worthwhile, especially since the Dimension Door effect is limited.
Ring of the Sophisticate: +4 competence bonus on Knowledge (local) and Sense Motive checks; 1/day Locate Creature or Locate Object; instantly know location to nearest tavern or watering hole within a settlement at 20 miles. The last effect is strangely specific, the bonus to Sense Motive is lower than the usual norm, and the Locate spells you’re given to use can be fooled by stronger spells (Nondetection for both, Polymorph/Any Object for both, Mislead for Locate Creature), but are useful if you need to find something or someone to which you have some degree of familiarity.
Ring of the Troglodyte: 2/day generate stench (as troglodyte, 10-ft. radius, Fort DC 14 negates). As with other such items, this item counts as a poison effect, so it conflicts with your code. Honestly: what’s with the sickened condition and most of them being poison effects…?
Ring of Three Wishes: 3 charges; make three Wishes. Chances are you’ll never see one of these, but if you do, be careful what you wish for. That said, you have one of the most powerful spells in existence (in d20 System terms), so wish wisely. If you get a hand on it, consider yourself supremely fortunate. I though Paizo would have nuked this item, though…
Ring of Transposition: 1/day Dimension Door between bonded rings; rings are traded after exchange. Ideally, this is a nice way to protect an ally when all your efforts to pull opponents away from them have failed, but this also works to, for example, create opportunities to escape (nobody will suspect mundane rings, particularly those with sentimental value like wedding rings or makeshift rings that should have no value whatsoever). Make sure to use it only on your allies, as otherwise you’ll end up with someone taking a good part of your WBL with you. On the other hand, 1/day means you’ll use it only when strictly necessary, never using it tactically.
Ring of Water Walking: Constant Water Walk effect. An item straight from 3.5, and instead of giving you a swim speed, it allows you to walk over water. More useful on non-aquatic campaigns that still have a large amount of water around, but sometimes you need to dive rather than walk.
Ring of X-Ray Vision: Allows seeing through solid matter within 20 ft. If you’re wondering why it’s called “X-Ray vision” when it’s an imaginary world…blame Wizards of the Coast (or better, TSR!) for the name. On the other hand, Paizo could have given it a different name. Not something I hold against them, it’s just that…well, it breaks immersion. That said, this item can be useful when watching treasure chests or what’s behind most doors, but its utility is limited to the thickness and the material, so it won’t always be useful. It’ll work best with phasing items: if you can see what’s behind it, then it’s safe to phase through.
Scholar’s Ring: Comprehend any language, +5 competence bonus on Knowledge (history) checks, 1/5 days Legend Lore effect after attempting a Knowledge (history) check aided by the ring. Note that Legend Lore is probably the only spell able to identify an artifact, which makes the item quite useful. You can also serve as a translator for everything, even dead or extremely rare languages.
Spiritualist Rings: 3/day Speak with Dead (10 min. casting time) or Spectral Hand; any wielded weapon gains ghost touch property; +4 sacred bonus on saving throws against positive and negative energy effects. Spectral Hand allows you to cast touch spells using the ghostly hand at a distance, but not your Lay on Hands. The ghost touch effect is nice, particularly to save you costs.
Splendorous Ring: 3/day cloak in aura of glory that duplicates Hypnotic Pattern effect for 3 rounds (Will DC 13 negates, affects 2d4+3 HD worth of creatures); gain +2 sacred bonus to Charisma checks and skill-based checks with good-aligned creatures affected by Hypnotic Pattern, -2 penalty on same checks against evil creatures likewise affected. The Will save is low and the amount of HD is somewhat small (on average, a bunch of creatures whose HD doesn’t exceed 10 are affected per casting), so the item is best used on impressionable commoners to gain their attention for less than a minute.
Steelhand Circle: Ignore 5 points of object’s hardness when making a Sunder CM, ignore -4 penalty for making a Disarm CM when unarmed; 1/day gain moderate fortification against single critical hit or sneak attack. For the price, none of the three benefits are particularly good.
Other Items

Cursed Items: More often than not, cursed items are a bane rather than a boon, but some gems are hidden right there. Berserking Sword is a +2 greatsword that grants you the benefit of rage when used in battle (just make sure your allies are far, far away when the enemy is defeated); Buffoon’s Sword (as Sword of Subtlety, but you simply can’t lie); Dust of Sneezing and Choking (when thrown into the air, it causes stun for 5d4 rounds, no save; this is a trick famous in 3.5); Hat of Hatreds (automatic hostility on the enemy! But also on your allies…); Heavy Hammer (you’ll have to use this as your primary weapon, but you gain a +4 to damage rolls for a mere –2 to attack rolls) and Ring of Truth (inability to lie, but in ring form!).
Intelligent Items: These are fairly rare, and often the source of conflict, even if you share the item’s alignment. If you can establish proper dominance, you may be interested in a Helmet of the Golden General (as crown of conquest, plus grants three performance or teamwork feats; 3/day True Strike on wearer or ally; 3/day demoralize as free action using the helmet’s Intimidate bonus of +17; Neutral Good alignment) or a Singing Sword (+2 keen dancing longsword; 8/day make bardic performance as bard of 8th level; 3/day Heroic Finale spell; Chaotic Good alignment). Archer Paladins will love the Lightning Bow (+3 adaptive composite longbow that generates +3 shock arrows or +3 brilliant energy arrows with each shot; 3/day True Strike as swift action with bow attacks; 3/day Lightning Bolt at CL 17th; Neutral alignment). The Metamagician’s Apprentice rod is also nice (+1 light mage or +1/+1 quarterstaff, acts as greater metamagic rod with the choice of four metamagic feats that increase spell level by +1 or +2; Read Magic and Detect Magic at-will; +2 competence bonus on Knowledge [arcana] and two other Knowledge skills; Lawful Neutral alignment though it may be of any other alignment), but note that the story behind it is rather cruel and you’d be hard-pressed to destroy the item to grant the soul peace. Note that all items will impose a negative level on you because of incompatible alignments.
Artifacts: Good luck if you ever see one. However, if you do, pray to whatever gods you follow that it’s the Shield of the Sun, because that item is awesome. How about doubling your Paladin spellcasting potential sounds? Other great artifacts are the Beacon of True Faith, the Beacon of Life (Heal at-will!!!) and the Hammer of Thunderbolts.

StreamOfTheSky
2014-05-17, 10:03 AM
Honestly, you should have figured out how many posts your thing would take from the start, then reserve that many and posted all at once, editing in as necessary. The way it is now, despite your repeated reminders that you're not done, there's still posts separating the guide.

(nevermind that a guide that takes literally 40+ posts to complete is probably too long to the point where nobody will actually read the whole thing. I thought it was already running long at the point where I posted earlier in the thread, and apparently that wasn't even the 25% mark!)

Yeah, this thing is getting insanely long. OP, I would suggest:

1. Spoiler block your massive posts of stuff in each section so it's faster to scroll through the pages to find a specific category.
2. Don't even bother rating feats/items/traits/etc... that are poor unless it's to warn of a trap or otherwise is specific to the paladin class. People read a guide for what to take and what pitfalls to avoid; anything else is wasted effort and space.
3. When you are finished, make a new thread with the complete guide that actually has all the posts at the top, together.
4. Try to be less...verbose. If something's mediocre or bad, unless it's deceptively bad / a trap, I wouldn't even bother saying much/anything at all about it.

T.G. Oskar
2014-05-17, 10:11 AM
ConclusionAfter such an extensive analysis of the class, its spells and archetypes, and effectively all races, feats and magic items in Pathfinder, what else is left to say? Perhaps it’s a moment to address both fans and detractors of the system, with a bunch of evidence placed behind (as objective as possible, but never denying the taint of subjectivity behind it).

When doing a straight comparison between the Core races and the class without any modifications in 3.5 and Pathfinder, it’s obvious the class has improved. Despite my personal incapacity to refer to the Paladin’s signature ability as anything more than a “mark”, the ability is significantly better as it has more uses per day and an extended effect; the Paladin also gets more (and worthwhile) class features, a meaningful source of healing power which starts slow but becomes reasonably good, a lack of dependence on Wisdom that should technically solve its MAD issues, and a wealth of new strategies (after all, nobody would have made an Archer Paladin in 3.5 because you can’t smite with it on Core, and the build would have required between four and five good scores, not to mention the extreme feat starvation). The races are slightly better, though some issues still have to be ironed out (at least Half-Elves and Half-Orcs are options now). However, when comparing the universe of options that a 3.5 Paladin has compared to what a Pathfinder Paladin has, it’s difficult to determine a clear winner. Here is where passions flare, as while the chassis of the Paladin is good, its modularity is not so great. Both games have good options in terms of alternate class features, substitution levels and archetypes; it’s difficult to compare Harmonious Knight, Mystic Fire Knight, Divine Spirit, Cursebreaker and Underdark Knight with the Empyreal Knight, Sacred Servant, Oath of Savagery and Oath of Vengeance archetypes, or the power of feats such as Battle Blessing, Sword of the Arcane Order, various Divine feats such as Divine Might, Divine Shield and Sacred Healing (the Complete Divine version, not its Player’s Handbook II “update”), domain feats such as Travel Devotion and Knowledge Devotion or even simple strategies such as the Shield Specialization/Shield Ward/Agile Shield Fighting line to Pathfinder feats such as Dazing Assault, Channeled Revival, Mounted Skirmisher, Protector’s Strike, Lockdown, Celestial Obedience, Unsanctioned Knowledge, teamwork feats like Outflank and Tandem Trip, and so on. Even combat styles are vastly different: Sword & Boarders and Two-Handers are superior in 3.5, Archers are actually viable in Pathfinder, and both games have strongly competing Mounted combatants (it’s either Mounted Skirmisher and full attacks while mounted or x5 to a single attack). Some Combat Maneuvers, like Trip and Grapple, are surprisingly nerfed, whereas others such as Overrun, of all moves, are boosted to some degree of usefulness, and Dirty Trick is a superb maneuver to use. Even on items there’s a clear distinction.

What does this mean? After revising both systems, the most logical conclusion to approach is that the systems are distinct enough to have their pros and cons, enough to declare no clear winner. It all depends on options and system mastery, and both games have their good stuff and their bad stuff. If anything, I’d like to echo some fallacies that might appear every now and then:


More feats makes Pathfinder better: Unlikely, since as you can see, the staggering amount of feats required to get some of the gems (like Step Up and Strike, Shield Slam and Bashing Finish, the good Critical feats) consume some of the slots that you’d otherwise get. In general, you get as many feats as you would have had on 3.5. The better way to explain it would be: if you had the same amount of feats but access ONLY to 3.5 feats, how many feats would you need to make effective builds for every combat style? Particularly with Combat Maneuver-related feats, which are the biggest examples of these. However, this doesn’t mean the feats are automatically bad; mostly, it means that Pathfinder expanded the potential in some of the chains (the Mounted Combatant line is the ultimate example; Mounted Skirmisher is a feat that would have otherwise required one or two feats to access), while it left others hanging, and it made others unfeasible (it’s extremely difficult to argue that the three feats required for Agile Shield Fighting aren’t as worthwhile for a Sword & Boarder than the two feats required to do the same in Pathfinder, especially when compared to the rest of the line).
Pathfinder is more balanced: Exactly how it’s more balanced is…debatable. At the very least, it kills a lot of tricks available to melee characters, while it leaves some of the tricks of casters intact. There’s still some “WTF!?” feats and items there, and there’s still some way to exploit the game. On the other hand, Pathfinder is harder to exploit, though that’s mostly because of the lack of books lying around. An example of how hard it is to exploit Pathfinder is that there’s still no way to pull off insane 3.5 Theoretical Optimization standards like Pun-Pun, the Omnisficer, the Emerald Legion or even Chain-Gating Solars (though it’s entirely possible to do it, but with some effort). The reason why 3.5 has so many broken things is because of a combination of lack of proper cross-editing, crazy RAW interpretations and a bunch of people willing to look every nook and cranny for rare combinations. If anything, props to Paizo for catching on some potentially broken combinations, though they’re a bit TOO trigger happy with the Nerfbat (if the Glorious Fire feat and the ring of continuation are any examples).
Pathfinder fixed many of 3.5’s problems: I dissent on that. It simply disregarded most of the supplementary material for their own tweaks, but they fixed as much as they broke things, particularly things that didn’t need to be broken (the Improved CM feats being split in twain, the damage ratio of Power Attack, adding class features to the already powerful Tier 1 classes). This premise is correct, but incomplete: it fixed a few of the problems with 3.5, but it sometimes created others in exchange. To note; it still has a wide gulf between the mundanes and the casters, something inherent with the d20 System than with any edition.


While these may seem like unwarranted rantings, they aren’t done from ignorance or fanaticism. It just illustrates one thing: if you wish to enjoy Pathfinder, you really need to treat it as a different system. Think the clear differences between two systems that use the d20 System as a base and that were published by the same company: the 3.5 version of Dungeons & Dragons and the d20 Modern Roleplaying System. Both games are quite different, even though they’re made by the same company, for a good variety of reasons. You can’t expect to say d20 Modern is better than D&D or viceversa because they cater to different genres and playstyles. If you look at Pathfinder through the same lens (catering to a different audience, rather than intending to be the set of rules that finally fixes D&D), you can see the system has its gems.

One thing most players do is merge both systems, taking the best of each. This is certainly a fair approach: take the best parts of 3.5 and the best parts of Pathfinder, merge them into a whole. The Paladin wins and suffers in this way. For example: the extra feats help some of its starvation, and combining the good PF feats with the good 3.5 feats certainly makes for a very interesting set of builds, but some precaution has to be taken with certain approaches to the game (such as how to adjudicate the Paladin’s Channel Positive Energy, since it can harm the use of Divine feats, or how to adjudicate the mount, or how to blend Archetypes with ACFs and Substitution Levels). While a “Golden Mean” approach isn’t always the best solution, it’s certainly workable here.

In summary: the Pathfinder Paladin is a very different monster than its 3.5 incarnation, winning some but then losing some. Much like Tome of Battle classes, it has a good optimization floor (it’s hard to screw it up, but possible), but its optimization roof is close, yet not exactly at, that of its 3.5 incarnation. It is a perfectly workable class, with lots of new options but a lack of access to some classics. It requires a different degree of system mastery, much like what you require when familiarizing with a new system. It’s harder to find the options that make the builds click, particularly as it has a good bulk of books behind it, but it’s certainly easier than delving into the monster that is 3.5.

And no, this isn’t me telling I like Pathfinder. This is, at most, a peace offering; I’d rather stay with 3.5 for my Paladin fix, though at least I know how to work a Paladin within the PF (or “3.PF”) rules. Which…is the purpose of the guide, after all (or at least one of the purposes).

T.G. Oskar
2014-05-17, 10:23 AM
Epilogue: the Antipaladin

If you’ve done a cursory look at the Pathfinder Prestige Classes, you may have noticed the Blackguard is notoriously absent. The Paladin still requires being Lawful Good, so it’s not like they did with 4e where Paladins could be of any alignment. So, what happened to the Blackguard?

Well…enter the Antipaladin.

The Antipaladin is an odd class: it’s meant to be an “alternate class”; effectively a super-archetype that builds off one class and changes so many things from its core that it eventually becomes its own new class. As you can expect from the prefix “anti-“, the Antipaladin is the opposite of the Paladin in nearly every aspect: Evil instead of Good, harms instead of heals, imposes conditions rather than removes them, imposes penalties rather than grant bonus, and so on. The Antipaladin fights a little bit more aggressive than its good-aligned counterpart, but for the most part it’s functionally identical.

Making a guide exclusive to the Antipaladin is certainly viable, but a maddening proposal (just look at this one!) At best, the epilogue should serve to introduce its class features and rate them. The Antipaladin can be played in many ways as a Paladin would, but there’s some key differences between each.

Hit Dice: A respectable d10, the baseline for all combat-oriented classes. Only the Barbarian has a d12 Hit Dice, but that doesn’t mean the Antipaladin is deprived of hit points.
Skill Points: They still have the dreaded 2 skill points per class level, so they have access to only one or two skills, depending on your Intelligence at most.
Skills: The Antipaladin has a different set of skills compared to its good-aligned companion:

Bluff: While the Antipaladin lacks Diplomacy, it has two good ways to convince people. The first one is this skill, which also helps to send hidden messages and…well, tell lies. Note that Bluff’s attitude change is not permanent, but should help you wing it if your Intimidate is not that good. You have enough Charisma to make it worthwhile.
Craft: this skill remains as useful as before, though you now have access to Craft (alchemy). The alchemical items here are pretty good.
Disguise: An odd skill for a melee-centric class, but remember that most Antipaladins are not appreciated by the population. One of the key aspects of the Antipaladin is to hide in plain sight: either act like your nobler “brother” the Paladin, or hide your powers by acting as a mook. This skill certainly helps with any of the two.
Handle Animal: unless you’re planning to train animals, or use animals extensively in combat, this isn’t really the best feature. Unlike the Paladin, your fiendish boon works as summon monster, so you end up with few, if little, animals to control.
Intimidate: an awesome skill. This helps you change the attitudes of others, but it’s useful for a simple reason: Demoralize. This is the simplest way to cause a fear effect on a target, it has a reasonably good scaling, and has enough feats to make it matter. Choose ASAP.
Knowledge: Antipaladins get only ONE Knowledge as a class skill (could have given them Knowledge [local] or something…) Religion is mostly for fluff, but it helps you identify undead, so it’s best if nobody else can identify undead. Note that Pathfinder dropped the skill synergies, so you don’t get benefits from Knowledge (reilgion) anymore.
Profession: another fluffy skill. The effects of the skill are clear, though: they work as a “Knowledge” skill for the desired profession.
Ride: An essential skill for mounted characters, pointless for the rest.
Sense Motive: as before, Sense Motive is a powerful defensive skill. It’s the natural defense against Bluff, and also helps you sense enchantments and discern secret messages. It’s your natural “lie detector” ability, though you don’t know exactly what’s the truth and what’s the lie.
Spellcraft: a skill added to the Antipaladin, it’s necessary to identify spells, the properties of magic items and even to craft magic items. If you have enough skills to spare, you might want to spend on it, but otherwise, a spellcaster may make better use out of it.
Stealth: Being a shady character, you should be expected to build ambushes and fight from the shadows. If necessary, this skill helps you escape and remain hidden, though remember that your nemesis the Paladin can detect you easily.

Base Attack Bonus: As expected, par for the course for a combat-oriented class.
Saves: Antipaladins get two good saves, rather than the single save Blackguards had in 3.5. Not only do they get good Fortitude saves, they get really good Will saves. So, why green rather than blue? Well, as you’ll notice, most of the stuff that would merit a good save will be lost when you get Unholy Resilience, and later on as you pile on the auras, you get so many immunities that having good or poor saves won’t really matter.
Weapon and Armor Proficiencies: Par for the course for a combat-oriented character. You get the ability to wield shields and heavy armor, giving you good defense, and a great deal of weapons. You don’t get to use tower shields or the fun exotic weapons, though.
Aura of Evil: As the 3.5 Blackguard, it merely determines how you ping on a Detect Evil spell. Really nothing important.
Detect Good: A legacy ability of the Blackguard, this is one of your main sensory methods. You can do it as a move action, though, and the information is relied almost instantly, as long as you focus on a single item or individual, which is an interesting boost.
Smite Good: The signature class feature of the Antipaladin. Functionally works like the Paladin’s mark (it’s actually a mark, not a smite, but it’s named “Smite Good”, alright!?). Unlike the Paladin’s mark, the Antipaladin’s mark only works against good creatures, which are quite scarce (and probably you’ll be hanging with one or two of them). While the Paladin’s mark is always useful, this one barely is.
Touch of Corruption: While Blackguards lacked a way to deal damage by touch, the Paladin alternatives from Unearthed Arcana (the Paladins of Slaughter and Tyranny) had an ability called “Deadly Touch”, which was functionally similar. This is their inheritor, and as with Lay on Hands, it has its good and its bad. Unlike with the Paladin, you can’t self-heal with it, which is a shame. On the other hand, it’s a touch attack that deals a fair amount of damage, and while it heals undead, it’s actually untyped damage.
Unholy Resilience: Another legacy ability (Blackguards had it as “Dark Blessing”), adding your Charisma to saving throws against everything. This makes you capable of resisting almost anything, and it aids your ailing Reflex save.
Aura of Cowardice: An aura designed specifically to counter immunities to fear. Note that you’re still vulnerable to fear; you just deny your nemesis’ immunity to it. However, it also works with other races and features, making this a powerful debuff. You also reduce the saving throw against fear, making fear a potent weapon for you.
Plague Bringer: Functional immunity to diseases. You still contract them; you just suffer no effects from it. As it makes you a carrier of disease, this means you can (and probably should) be riddled with disease at all times.
Cruelty: The opposite of a Mercy. Unlike Mercies, you can only impose one Cruelty per Touch of Corruption. This directly improves your Touch of Corruption, as it provides it with a rider effect that can have a lasting duration. The save DC scales quite well, and if you know how to work with penalties, they become even better.

Fatigued (3rd): Permanent fatigue implies a penalty to Strength and Dexterity, not to mention the inability to charge. Not so great, but works. Two uses of fatigue should render your target exhausted.
Shaken (3rd): With Aura of Cowardice above, this should always be your starter. Note that you can always stack fear effects, so three touches should render your enemy panicked. Great if you have allies that provoke fear effects (sadly, demoralize doesn’t work on this).
Sickened (3rd): Another awesome condition, which further stacks penalties. Use this on a shaken character for maximum efficiency. Lasting duration
Dazed (6th): Great debuff, but it only works for 1 round. Dazing Assault does this better.
Diseased (6th): You can choose which kind of disease to provide, but most disease onsets and damage are daily issues, so this is best when used on enemies you know will return, which…will probably recover fully. Thus, never choose this.
Staggered (6th): If you make a Lockdown build as an Antipaladin, this helps you immensely. It has a very long duration, as well.
Cursed (9th): MORE penalties! You can reduce an ability score directly, give a -4 penalty to a bunch of rolls (including saving throws, which makes your Cruelties land better), or a 1 in 2 chance to deny an opponent its action. Note that these are the traditional curses; your GM may allow you other kinds of curses.
Exhausted (9th): Straight into exhaustion – no pass through fatigue, though you need the Fatigue cruelty before that happens.
Frightened (9th): While it has half the duration of sickened, if you can land it, it’s only a one-two punch before you reach panicked, and then the coveted Cowering condition. Also formidable for Lockdown builds, since you want them to be unable to move and act.
Nauseated (9th): Doesn’t last as long as sickened, but even 3 rounds worth of denying standard actions is a win. Another superb winner with Lockdown builds.
Poisoned (9th): Most creatures are immune to poison, but not your nemesis. Furthermore, the specific poison you use is fast-acting: while it lasts for 6 rounds, it deals Constitution damage EVERY round, which makes it further possible to take even more Con damage.
Blinded (12th): Decent debuff, but you gain it extremely late. You don’t blind the target forever, though.
Deafened (12th): Horrible debuff, and it isn’t even permanent!
Paralyzed (12th): Many enemies are immune to paralysis, and this effect only lasts for 1 round. However, if you have a friendly Rogue nearby, this allows for an instant kill (coup de grace, dawg!)
Stunned (12th): Stun is a condition that’s fairly easy to resist. Its duration is better than the daze or paralysis Cruelty, though.

Channel Negative Energy: The counterpart to the Paladin’s Channel Positive Energy and the Blackguard’s Command Undead ability. If you don’t mind spending two uses of your Touch of Corruption, and also to deal negative energy damage to your allies, this ability is a fairly good AoE damage effect.
Spells: As with the Paladin, it relies on Charisma now. Difficult to analyze every single spell, but while the Paladin has a lot of buffing spells, the Antipaladin gets a fair mix of buff and debuff spells and a bit more of damage spells. No Cure spells, though, a hallmark of the old Blackguard, but it gets very interesting spells like Slay Living.
Divine Bond: this ability is pretty interesting, as it allows you to choose:

Weapon Bond: Works as the Paladin’s version, but changing anything “good” for everything “bad’. It has vicious and wounding there, and it tops off with vorpal if you’re interested.
Fiendish Servant: Instead of a special mount, you can summon a fiendish creature from the Summon Monster III list of summons, including the Dretch (a chaotic evil creature). The servant may be changed at every level you get, and at 17th level you can choose a Glabrezu or a Nalfeshnee as your servant; the former is a CR 13 warrior with a few SLAs (including Wish 1/month!), while the latter is a CR 14 brute with some meat behind it. The fiendish servant eventually gets the Advanced template which makes it even MORE dangerous, and excellent scaling SR. Note that you suffer the penalties typical to a Paladin that loses its special mount if your Fiendish Servant gets banished. Did I mention you can summon a Succubus by 11th level (wink, wink)?

Aura of Despair: A legacy ability from the Blackguard, this imposes a -2 penalty on all saving throws except for fear, which is already covered by Aura of Cowardice. Unless you haven’t noticed, this makes the Antipaladin a brutal debuffer, since it can stack so many debuffs it makes some of the items with low saves be actually useful.
Aura of Vengeance: Like the Paladin’s Aura of Justice, but with the ability to mark Good creatures. Nothing’s worse than spending two uses of a nearly useless mark for something even more useless.
Aura of Sin: As per the Paladin’s Aura of Faith, except it makes your weapons evil-aligned. While there’s several ways a group might get damage reduction bypassed only by evil creatures (it’s the second most common form of DR, right there with DR X/magic), it’s not so great.
Aura of Depravity: Good for two reasons. First, damage reduction to anything save good weapons is as good as DR X/-, since most of the enemies you’ll face are evil. Second, the penalty on saves vs. compulsion effects DOES stack with Aura of Despair. The only thing that doesn’t make this Light Blue is that it doesn’t bypass immunity to compulsion.
Unholy Champion: Your DR increases to 10/good (a very good amount of DR) and both your Touch of Corruption and your Channel Negative Energy powers are maximized. How does dealing 70 points of damage + a Cruelty sound? Probably “like the smell of brimstone in the morning”. It also boosts your mark, but we’ve already agreed your mark sucks.
Code of Conduct: Typical code of a card-carrying villain – remain chaotic and evil, do no good acts unless they end up being in service to your own dark ends (see: Evil gets wriggling room, Good gets none!), be selfish, impose tyranny (though you’re Chaotic, so you’d rather impose anarchy and nihilism…weird), take advantage whenever possible (aka: Cheat) and punish the good and just unless it interfere with your goals (again, wriggling room; you don’t have to kick puppies wherever you go, but you still do it for the evulz). Oh, and you should avoid good allies like the plague, though (once again, wriggling room!) you don’t need to be constantly atoning for your sins.

grarrrg
2014-05-17, 10:56 AM
Yeah, this thing is getting insanely long. OP, I would suggest:

1. Spoiler block your massive posts of stuff in each section so it's faster to scroll through the pages to find a specific category.
2. Don't even bother rating feats/items/traits/etc... that are poor unless it's to warn of a trap or otherwise is specific to the paladin class. People read a guide for what to take and what pitfalls to avoid; anything else is wasted effort and space.
3. When you are finished, make a new thread with the complete guide that actually has all the posts at the top, together.
4. Try to be less...verbose. If something's mediocre or bad, unless it's deceptively bad / a trap, I wouldn't even bother saying much/anything at all about it.

I don't think he can hear (read) you. He's too far gone.
He's more machine now than man.

StreamOfTheSky
2014-05-17, 11:38 AM
The capstone is written TERRIBLY. The way I run it, the Paladin gets to CHOOSE when to use the Banishment effect. That actually makes the capstone good!

Well yeah, if I were DM, I'd houserule that you choose to use banishment, *and* the smite doesn't end if you fail. But handbook writer can't assume there'll be houserules, so the rating should be red.


I don't think he can hear (read) you. He's too far gone.
He's more machine now than man.

Yup...

T.G. Oskar
2014-05-17, 12:06 PM
Alright, it's finished. No more "not finished yet, just wait!" thing.

First, I want to apologize for the radio silence, since I wanted to post everything nicely, but while I knew it'd take me several slots, I didn't imagine it'd take me so much because of one little thing. In fact, it's so important, I decided that to answer questions, that one has to be the starting one:



Honestly, you should have figured out how many posts your thing would take from the start, then reserve that many and posted all at once, editing in as necessary. The way it is now, despite your repeated reminders that you're not done, there's still posts separating the guide.

(nevermind that a guide that takes literally 40+ posts to complete is probably too long to the point where nobody will actually read the whole thing. I thought it was already running long at the point where I posted earlier in the thread, and apparently that wasn't even the 25% mark!)
Yeah, this thing is getting insanely long. OP, I would suggest:

1. Spoiler block your massive posts of stuff in each section so it's faster to scroll through the pages to find a specific category.
2. Don't even bother rating feats/items/traits/etc... that are poor unless it's to warn of a trap or otherwise is specific to the paladin class. People read a guide for what to take and what pitfalls to avoid; anything else is wasted effort and space.
3. When you are finished, make a new thread with the complete guide that actually has all the posts at the top, together.
4. Try to be less...verbose. If something's mediocre or bad, unless it's deceptively bad / a trap, I wouldn't even bother saying much/anything at all about it.

I already answered part of this question to Seerow via PM, but there's a VERY good reason why the Guide is so big and so bloated.

I posted up the three currently existing guides for Paladins in Pathfinder: Cryptic's, Bodhi's and Thallin's. All three are very good (Bodhi's in particular is excessively well-written, well-organized and right to the point).

When I decided to write up the Guide (as a point of reference, since I was invited to play an online PF game), I wanted to know everything about the changes, and clearly enough, the three guides were useful... However, being a veteran at 3.5 and a complete n00b at PF, I figured that I had to make a document, personal or not, that would help mention the changes. That's the genesis of this guide, started about three weeks ago (it was only this week that I finished it and it got ready to be posted).

Now, I could have none a short guide with one or two things, but that begs the question: if you're already praising a great guide, why make another? Mine had to distinguish, and my distinction is pretty much verbosity and immense amounts of content. I felt it was my responsibility to analyze just about everything Pathfinder has to offer, because that's the conundrum most 3.5 players will face: what are the changes, what is good and what's not? That could involve a good time of analysis and introspection, and this guide helps more than enough with that, since it gives it from the perspective of a Paladin player. Otherwise, my guide would have been just one more, not THE guide. Bodhi's guide is still great, and its size is what makes it stand out; Cryptic's guide is also great, but a bit more focused into the mark than anything else; Thallin's guide is the shortest of the trio and mostly serves as a complement. There's options.

Another thing I do is offer advice related to the topic they want to play. That's a good reason why I went with the Weapon Thrower and Fencing styles: none of them are mentioned in the earlier guides, and none of them are particularly great to a Paladin, but there's someone out there that probably doesn't want to play the armor-clad, heavy-weapon wielding stereotype of the Paladin, isn't interested in Archery or TWF, and wants to play a Fencer with the Paladin class on it, because it fits its idea. Hearing the words "you're playing the wrong class" hurts, since that's exactly what you hear in 3.5 when someone asks "what can I do with my Paladin"; the general answer is "go play a Crusader" (it's one of the reasons why I wrote Project Heretica in the first place). Is it sub-par? Sure. Is it still possible to make a decent build that way? Yes, and I feel this is another strength of my guide compared to the rest. It's a compromise between excessive analysis and comprehensive advice.

Which is, really, the goal of my guide: to be as comprehensive as possible regarding the Paladin's options. Sure, some are traps and others are non-existent (in fact, all feats that simply can't be accessed by the Paladin are absent, but if I missed stuff like Stunning Fist or the styles because they're meant for Monk, I would have missed in its entirety the Enlightened Paladin, which does the same or better work).

Though, I'm partially at fault at the size of the guide going out of control. My original intention was to have it pre-edited by people I trust their advice in this forum, both fans and dissenters of Pathfinder: in fact, Seerow and StreamOfTheSky were two of my choices (the rest were Psyren, toapat, Grog the Giant, Lord_Gareth and one or two I might be missing). I would have sent the feats and the items, and after receiving that, I would have done a much clearer post. Thus, apologies on that: had I done this earlier on, the size of the guide would have been a tad smaller, if not much smaller (since the feats and the items were the two largest sections).

So: to answer Stream's questions: a) I'll do that in time; b) I find checking all feats not to be a waste of space, since they can serve as reference when stating why X feat or Y item is pointless to someone when they go asking in a forum (in essence, providing a secondary reference); c) not before I refine the guide (or else it'll conflict with the second question, no?); d) I can't help you with that. I could have the guide edited, but part of the way to deal with the stress of reading is the humor and the notes.



Haven't read the entire guide, but overall seems really good and you have a pretty exhaustive 3.5 to PF set of note.

I must take deep exception to your ranking the paladin's capstone so highly (the highest ranking, in fact). It's actually a nerf to the class, and any sane person would multiclass out rather than take 20th level of Paladin.

First off...by RAW, the smite ends whether the banish succeeds or not. That's just horrible.
Even if you go with the supposed "intent" -- that it only ends the smite if you do banish the outsider...I don't WANT to banish the outsider! Banishing means it comes back in a week. Killing it means it has to reform years later on its home plane and most likely take a huge dive in rank, going by the 3E fiends books (has PF changed how outsiders dying on other planes works?). Also...you don't get the treasure. Banishment is an unwelcome addition to a situation it's certainly not needed (if you're smiting it, it's dead...), and there's no choice in whether you want to use it or not.

True straight classed Paladins look the other way and feign ignorance that a 20th level exists. :smallwink:
I tend to agree with StreamOfTheSky on this.

T.G. Oskar, can you explain your line of reasoning on this? (that said, this guide is an impressive work. Kudos)


The capstone is written TERRIBLY. The way I run it, the Paladin gets to CHOOSE when to use the Banishment effect. That actually makes the capstone good!

This is another big question, but it resumes to: if you banish the Evil Outsider, you win the battle, you get XP, you (should) get the items. Plus, it ignores the rest of the capstone.

In longer form: this is running off the idea that a banished enemy is an enemy you don't defeat. Perhaps that changed in Pathfinder, but by looking at the Banishment and Dismissal spells (the latter being the "parent" spell of the former), nothing says that a banished character doesn't grant allies their XP. Going by how a GM adjudicates XP, it does by surpassing challenges. Now, a defeated enemy is a surpassed challenge, but killing the enemy is not the only way to defeat it. To me, a banished creature is a defeated enemy (it cannot stay here any longer, so it's no longer a threat; ergo, that challenge is vanquished). Think about the following: if an evil creature the Paladin kills is revived one or two sessions later, does the Paladin lose all the XP it gained in the battle because it didn't truly kill its enemy?

As for the items, I concede one thing: anything the evil outsider held is lost with the banishment. The rest, though, isn't necessarily defined by what the evil outsider is holding. Again: an evil outsider does not drop a treasure chest when defeated; its defeat adds to the hoard at the end of the quest (which is how you adjudicate treasure, unless once again Pathfinder changed the rules).

So: if you still get XP and you still get (a portion of) the treasure, does it really matter if the enemy was defeated through banishment or through dropping it to negative HP and surpassing the threshold?

As for the other bit: Holy Champion is comprised of three bits. One is the added DR, which is fairly good so as long as the enemy doesn't hold an evil weapon (most fiends treat anything they hold as evil, which is IMO a big fail of the d20 System as a whole); this would probably lay between Green and Blue. The second is the maximized healing, which turns every LoH and every channeling into a great amount of healing: this alone would merit Light Blue. So, based on my discussion, the Banishment effect can range from Red to Blue (either you lose everything or it becomes an insta-kill), and thus it'd be Purple on its own. The "average" of all three would still be fairly high, if not at the top.

To finish: I could lower it to Blue, but not any further. Evil outsiders, while numerous and oftentimes the most powerful forces you face, aren't the only people that your mark targets (and deals additional damage to). In fact, I could say Undead are more numerous than Evil outsiders, but I kept with the Paladin, not with the monsters.



May I suggest that the legibility of this guide could be improved by picking a different color scheme? I think that having one gradient would be very clear, e.g. red to purple to blue, or red to yellow to green; but red to brown to purple to green to blue is just confusing.
I agree with Kurald, it is kind of disorientating seeing so many different colours, especially when I have to look back up to see what colour means what. Simplifiying it would probably help people more and if you need to give more of an opinion on how good/bad/situational it is you can append the comments for it.

I also answered this to Kurald through PM.

The reason why the color scheme goes that way has two reasons: GitP's color scheme, and the need for a wider spectrum. My original choices were Red (bad), Orange (meh), Yellow (average), Green (good), Blue (great), Light Blue (must-have) and Purple (conditional). If you can't see the "Yellow" there, or if you have difficulties seeing it, then you might realize why I had to do the change. I settled for Brown since it's usually what you get when you darken Yellow.

The wider spectrum responds to the goal of the guide: how to adjudicate those options that stand between good and bad? Those that, if you get them, it's because you can draw some use to them? I settled for Orange because it was the next color in the spectrum. However, Treantmonk's guides often use Orange for "average", which might be the reason of the confusion.


A lot of your examples for roleplaying a Paladin are far more appropriate for a fighter, ranger, or really any other LG character rather than a Paladin. They are still great philosophies to roleplay as, but they are definitely not a Paladin.

As I mentioned, that part of the guide is probably the most subjective. Bodhi's guide has the same, but it gives them names (and some may be different). In fact, when writing that guide, I took ideas from Bodhi's guide. The Powder Keg of Justice is straight from the /tg/ boards, so if you have any issues with that, go tell that to the elegan/tg/entlemen on the boards. And, I believe both my guide and all other guides agree: the Lawful Stupid way to play a Paladin isn't the best way, or THE way to play a Paladin, period.


I would also change the rating of improved critical, for one important reason.

Improved Critical functions with bless weapon very well.

Keen (and Vorpal) explicitly does NOT function with bless weapon at all.

Hence, a Paladin gets quite a bit more use out of Improve Critical then any other class.

We might also discuss things like which exact weapon to use for each build.

If you're crit fishing on a THF build with improved crit/bless weapon, bonus damage per strike matters a whole lot more then 2d6 vs. 2d4, for example.


Might want to take another look at keen. It's rated too high for something that doesn't stack with Bless Weapon.

Although it's up to you if that makes Bless Weapon suck or Keen less useful.

There's a good reason why Keen is rated higher than Improved Critical. Keen costs a +1 enhancement bonus; Improved Critical costs a feat. What's cheaper?

Bless Weapon is great since it's a spell that works with everybody. It's not a Personal spell, so you can cast it on someone else. If someone else has Improved Critical (and therefore is the crit-fisher), then they can take the advantage. They probably have the feats and the build to make this worthwhile. You, on the other hand, probably have enough attack bonus to make the hit almost constantly, so the higher your attack roll (which can be achieved through items and spells and imposing penalties to the enemy's AC), the higher your critical confirmation roll will be as well. Bless Weapon is a safeguard at best, but since it applies to others, it's still invaluable.

Now, think about your feats. You'll want, at the bare minimum, to cover for your main combat style. With 10 feats (11 if human), only Two-Handers have it easy (they need only about 2 feats to break even). The rest need a bunch of feats (Lockdown, Two-Weapon Fighting, Sword & Board, Gunmanship) or could use those feats to further improve (Weapon Throwing, Unarmed) their style. The second bit is that it only improves ONE weapon; if something makes you unable to wield that weapon, that feat becomes pointless.

Compare it in the following way: Improved Critical (falchion) saves you a +1 enhancement bonus. A +1 keen falchion saves you a feat. Which one is less expensive?


Nitpicks...

[Static vs. Dynamic corrections]

The point about "3.5 > back to full health quickly" still stands, but total daily healing pulls WAY out into the lead.

Perhaps it's my "static > dynamic" mentality, but if you have someone with Cure Minor Wounds as an orison, it offers infinitely better healing in downtime than anything you could ever use, barring getting CMiW on your own. In combat, you want your heals to be efficient: if the enemy hits you for more than you can heal, then healing yourself in battle is mostly wasted (fortunately for you, the healing is swift-action, so you don't lose much). LoH in 3.5 is nowhere near as useful as this one, but when you really need a bunch of healing at once, that's when you step back, do that burst healing all at once, and then rejoin the fray next turn.


Not really a fair comparison.
Part of it depends on just how many spells a Cleric can/will convert into Cure spells. If the Cleric does nothing but Curing, then yes, they will out heal the Paladin. But the Cleric is inclined to use his spells for more than just healing, there's buffing, battlefield control, etc...
But a Paladin can very easily save all of his Lay on Hands for healing purposes (and pretty much has to, unless you fight tons of Undead).

Yes, if the Cleric _wants to_ they can out-heal the Paladin. But trust me, they probably don't want to that badly.

True, but take into consideration that, if the Cleric wants, it can do so. Except for yourself, the Cleric's healing will be always slightly better, and the Cleric has other tricks that do the job. If the Cleric does its job, then it can afford healing with a Cure Wounds spell better than you, and you can afford to save your resources to yourself, which is what you'll probably be using LoH for anyways. So yeah: it's an unfair comparison.


Also, very angry about the lack of mention of Oradin...

Well, if you need a mention, just look below...


Generally a decent guide. A few quibbles, but hardly worth mentioning, except for:
Smite: it's still smiting if you do more than one blow. Look up the word. Yes, there are meanings that tend towards a single act, but this is not the only meaning.

I chose the meaning that leads to a single act because it's the most common interpretation. When Bruce (of Bruce Almighty) speaks his famous line "SMITE ME, OH MIGHTY SMITER!", what did you honestly expect? If the answer was "lightning from the sky", then you'll understand why.

See it in another way: think about the 4e Fighter, or even the 4e Paladin. Both have the "mark" ability, typical of defenders. That -2 to AC, or the extra damage from Divine Challenge (which explicitly mentions the term "mark" by name) approaches more the concept of PF''s Smite than the general perception of the term. Sure, it exists: I checked on dictionaries before doing that.

In the end, it's semantics, which is why I devoted a "Bear with Me" section to it.


You have the fly thing backwards: You need the DC10 check to fly less than half your speed, not more.

Hmm...it seems you're right. IMO, 3.5 had it simpler: if you don't have good or perfect maneuverability, you have to move more than half your speed to remain aloft. It's still something that irks me, but yeah: I guess I got winded by this.


I do like that the Damage Redirection style is apparently viable for the Paladin. That's one thing I've generally wanted to see more of.

Well, considering the Oradin is the master of this style...

The options for Paladins to redirect damage are slightly higher, though not spread out (like with Glory of the Martyr) or complete (such as the Unwilling Shield spell that most full casters get). Probably it's because Damage Redirection is assumed to be a caster thing, and not a tanking alternative.


Thank you, I plan to reference this guide in the future, and I appreciate the depth you put into it, particularly some of the finer points in the spoilers.

a few things...

It seems you skipped the feat "channel smite". The pfsrd lists it as a core rule book, combat feat, and it seems you already covered that section in your guide.

It was originally on the Combat Feat section, but it exceeded the 50,000 word mark otherwise, so I had to move it to the Channeling Feats. It's still there, and still as bad as before IMO.


I also believe "variant channeling" options are worth a mention, as they are available to paladins, and not only clerics. A "lock down" paladin might find the "rulership" variant channel a good option.

I took a look at them, but I found that trying to analyze them all would take even more time. It's also kinda confusing: a Paladin, if what I read is correct, can only choose the healing option and not the harm option. The Rulership heal version only grants a bonus to Diplomacy; the harm version is the one that offers a daze. Strength is better for Trip Lockdown builds, tho.


The bolded part is mistaken. Bards have Alignment: Any in PF, as opposed to the Alignment: Any non-Lawful of 3.5.

Actually, I had noticed, but that section I quoted was something I missed. I noticed when helping one of my players work his Bard, and I did the double take. Other references to Bard were replaced, specifically the one regarding Inspire Courage granting a competence bonus.

Angelalex242
2014-05-17, 01:25 PM
Hmmm. When I bring up Bless Weapon, I see its best use against foes with REALLY high AC. Dragons, and that kind of thing. The kind of bad guys where it's reasonably difficult to confirm the roll.

If you can only hit your enemy on a natural 20, break out a scythe, bless it, and hope you roll some 20s for that X4.

If you can only hit the opponent on a 15 or better, but you've got a blessed improved crit falchion...then every time you do hit him, it's a crit that he can't get out of.

So, that's how I've always thought of it. I used the improved crit/bless weapon effect back in 3.5, when the Book of Exalted Deeds let me make Bless Weapon permanent as a +1 enhancement bonus. Wish that was still there in Pathfinder. How would you rate that if it was?

Remember, the higher the AC of your opponent, the more powerful bless weapon becomes.

StreamOfTheSky
2014-05-17, 08:29 PM
I already answered part of this question to Seerow via PM, but there's a VERY good reason why the Guide is so big and so bloated.

I really don't see this as a "good reason." It's a paladin guide, it should be about making a paladin.
Just one example of something I saw randomly when scrolling through: you cover gloves of dueling and gripe they're exorbitantly priced for the bonuses against disarm and such. They're priced at 16,000 gp because they also add +2 to weapon training if you have it, which you didn't mention. That's why people buy it. For their fighters. Because it does more for your attack and damage than upgrading your belt from str +4 to str +6 does *and* costs less, the disarm bonus and whatever is seriously just an after-thought. Other classes don't touch the item, it's not for them. It doesn't need to be included in a Paladin guide, it's just a waste of space.
Even if you're trying to make a super-general guide for everything in Pathfinder (in which case the title is misleading)...your method's no good. Because you're reviewing things from a Paladin's perspective, while said thing might be more useful to a different class, so explaining why some item sucks that a Fighter would actually love doesn't really help anybody. Of course, many feats and items will be situationally useful to someone (though PF has quite a lot of outright horrible options bad for anyone, too), so making one gigantic guide of everything seems like a hopeless endeavor to me.


Though, I'm partially at fault at the size of the guide going out of control. My original intention was to have it pre-edited by people I trust their advice in this forum, both fans and dissenters of Pathfinder: in fact, Seerow and StreamOfTheSky were two of my choices (the rest were Psyren, toapat, Grog the Giant, Lord_Gareth and one or two I might be missing). I would have sent the feats and the items, and after receiving that, I would have done a much clearer post. Thus, apologies on that: had I done this earlier on, the size of the guide would have been a tad smaller, if not much smaller (since the feats and the items were the two largest sections).

I'm flattered I was on your list for trusted advice, but...your guide, including each section, is so massive and unwieldy that I just don't feel like reading through it all. Sorry. I guess to you 100% comprehensiveness is a feature, for me...it is not.


This is another big question, but it resumes to: if you banish the Evil Outsider, you win the battle, you get XP, you (should) get the items. Plus, it ignores the rest of the capstone.

In longer form: this is running off the idea that a banished enemy is an enemy you don't defeat. Perhaps that changed in Pathfinder, but by looking at the Banishment and Dismissal spells (the latter being the "parent" spell of the former), nothing says that a banished character doesn't grant allies their XP. Going by how a GM adjudicates XP, it does by surpassing challenges. Now, a defeated enemy is a surpassed challenge, but killing the enemy is not the only way to defeat it. To me, a banished creature is a defeated enemy (it cannot stay here any longer, so it's no longer a threat; ergo, that challenge is vanquished). Think about the following: if an evil creature the Paladin kills is revived one or two sessions later, does the Paladin lose all the XP it gained in the battle because it didn't truly kill its enemy?

As for the items, I concede one thing: anything the evil outsider held is lost with the banishment. The rest, though, isn't necessarily defined by what the evil outsider is holding. Again: an evil outsider does not drop a treasure chest when defeated; its defeat adds to the hoard at the end of the quest (which is how you adjudicate treasure, unless once again Pathfinder changed the rules).

So: if you still get XP and you still get (a portion of) the treasure, does it really matter if the enemy was defeated through banishment or through dropping it to negative HP and surpassing the threshold?

As for the other bit: Holy Champion is comprised of three bits. One is the added DR, which is fairly good so as long as the enemy doesn't hold an evil weapon (most fiends treat anything they hold as evil, which is IMO a big fail of the d20 System as a whole); this would probably lay between Green and Blue. The second is the maximized healing, which turns every LoH and every channeling into a great amount of healing: this alone would merit Light Blue. So, based on my discussion, the Banishment effect can range from Red to Blue (either you lose everything or it becomes an insta-kill), and thus it'd be Purple on its own. The "average" of all three would still be fairly high, if not at the top.

To finish: I could lower it to Blue, but not any further. Evil outsiders, while numerous and oftentimes the most powerful forces you face, aren't the only people that your mark targets (and deals additional damage to). In fact, I could say Undead are more numerous than Evil outsiders, but I kept with the Paladin, not with the monsters.

1. I don't dispute that it would count as winning the encounter and getting XP. I'm saying if you're smiting, you probably could've beaten it anyway (unless it's much more powerful than you, in which case...fat chance the banishment will work anyway). And defeat by beat-down would be worse for the creature (it won't be "coming back" for MUCH MUCH longer, if ever), and gives you treasure. On that note...

2. How do you figure you get the loot if it goes poof? You think the stuff it's wearing and carrying don't go with it? Of course banishment = no loot for you. Maybe I'm misunderstanding what happens when it "dies" on a foreign plane; I figured called (not summoned) creatures leave behind physical objects if not their bodies when terminated on that plane, otherwise it'd be nearly impossible to get treasure off of them (I guess you'd have to knock them all unconscious, loot, then finish them off...).

3. Yeah, it affects 3 things. But one is basically worthless (as you said, if it's an evil outsider, it has Evil weapons by default), another is improved healing which is certainly welcome but nothing to get excited over. And the third...completely nerfs and destroys your biggest, most important class feature (against evil outsiders...but they're probably your most common evil opponents by level 20). Yeah, no thanks, I'd rather get a Fighter bonus feat or whatever than get souped up healing and ruined Smite Evil.

4. Once more, for emphasis. This is level 20. Most of the evil foes you'll face who will warrant use of one of your single-target-only smite evils will in fact be evil outsiders. It's not necessarily the case at level 1, or level 5, or level 10.... But we're talking level 20. Major evil threats (ie, worth using a smite on) will be evil outsiders, evil dragons, and evil creatures w/ class levels, basically. Maybe a tiny selection of undead.

T.G. Oskar
2014-05-18, 12:28 PM
Hmmm. When I bring up Bless Weapon, I see its best use against foes with REALLY high AC. Dragons, and that kind of thing. The kind of bad guys where it's reasonably difficult to confirm the roll.

If you can only hit your enemy on a natural 20, break out a scythe, bless it, and hope you roll some 20s for that X4.

If you can only hit the opponent on a 15 or better, but you've got a blessed improved crit falchion...then every time you do hit him, it's a crit that he can't get out of.

So, that's how I've always thought of it. I used the improved crit/bless weapon effect back in 3.5, when the Book of Exalted Deeds let me make Bless Weapon permanent as a +1 enhancement bonus. Wish that was still there in Pathfinder. How would you rate that if it was?

Remember, the higher the AC of your opponent, the more powerful bless weapon becomes.

Speaking about 3.5: how was the usual rating of Improved Critical in the system? More often than not, keen pushed ahead by a slim margin (and so did impact), because feats in 3.5 are a rare resource. You get up to 7 feats during your entire career, though the feat chains were shorter. If you got Improved Critical, you either chose one weapon over others (Mounted Characters with Lances, Monks with their Unarmed Strike), or you had ways to expand that to others (the aptitude weapon quality). Pathfinder, at least in terms of the Paladin, still suffers from feat starvation, and I would dare say at the same rate as 3.5, particularly since there's some feat taxes hidden there (I've seen quite a bit the expression "every martial character should have Step Up"). Once again, you have to consider whether Improved Critical is worth its price of admission or if it's better to get another, more worthwhile feat. Furthermore, if you ARE to take Improved Critical, then it's important to determine when. It's the why and the when, coupled with how Improved Critical was usually lower-ranked than keen (as far as I recall), that led me to the rating; after all, while IC + Bless Weapon is a cool tactic, it's nowhere near as good when it eats up a feat slot and applies only to one weapon that could be disarmed, destroyed, or otherwise made ineffective by damage reduction (even though you have better ways to punch through DR). It's a reason why it ranks higher with Mounted combatants; with a Mount, you're almost ALWAYS expecting to use the Lance, so they have it justified. Most likely, that will be the case with someone who devotes itself to one weapon.

Going to your example of high AC: if your enemy has high AC, then chances are that whenever you're not landing a critical hit, you're not hitting at all. In this case, as usual, the best option is to either increase your attack roll or reduce the opponent's AC. This also contributes to your critical confirmation roll (a reason why Critical Focus is purple; since it's a feat tax for the other critical feats, it's only a must-have if you're aiming to maximize your crits; otherwise, it'd be red), so each time your attack bonus increases, the worth of Bless Weapon decreases. However, that decrease is only marginal; as you mentioned, the combination effectively negates the need for a confirmation roll. In the end, if you reach a point where you miss on a 1 just because it's an automatic fail, Bless Weapon is effectively pointless, but at least you ignore that 5% chance of negating that critical hit).

If the blessed weapon property from the BoED/MIC remained? I'd rate blessed as I'd rate the spell, and the feat would remain the same. Now, if the aptitude weapon enhancement was there, things would differ, since aptitude effectively improves the range of Improved Critical and has the same cost as keen.


I really don't see this as a "good reason." It's a paladin guide, it should be about making a paladin.
Just one example of something I saw randomly when scrolling through: you cover gloves of dueling and gripe they're exorbitantly priced for the bonuses against disarm and such. They're priced at 16,000 gp because they also add +2 to weapon training if you have it, which you didn't mention. That's why people buy it. For their fighters. Because it does more for your attack and damage than upgrading your belt from str +4 to str +6 does *and* costs less, the disarm bonus and whatever is seriously just an after-thought. Other classes don't touch the item, it's not for them. It doesn't need to be included in a Paladin guide, it's just a waste of space.
Even if you're trying to make a super-general guide for everything in Pathfinder (in which case the title is misleading)...your method's no good. Because you're reviewing things from a Paladin's perspective, while said thing might be more useful to a different class, so explaining why some item sucks that a Fighter would actually love doesn't really help anybody. Of course, many feats and items will be situationally useful to someone (though PF has quite a lot of outright horrible options bad for anyone, too), so making one gigantic guide of everything seems like a hopeless endeavor to me.

[...]

I'm flattered I was on your list for trusted advice, but...your guide, including each section, is so massive and unwieldy that I just don't feel like reading through it all. Sorry. I guess to you 100% comprehensiveness is a feature, for me...it is not.

To me it's not a hopeless endeavor. It's there. It's 2 weeks of constant revision, back and forth, to check everything. From now, the best thing you can do is quit, rather than add something that just because I thought of it as meaningless it may end up being a key to a build otherwise unheard of. How about the Psionic feats? Sure, perhaps only a few may gain access to it, but chances are you may want to play with a Half-Giant, which is actually a pretty decent race for a Paladin (particularly a Two-Hander). The general conception would be "the Paladin doesn't use psionics, why bother?" Well, a good deal of the psionic feats actually help quite a bit, even complementing on existing builds and strengthening them. None of the feats consider that, and most people crossing from 3.5 to PF might ignore them, not knowing that most of the psionic feats that improve combat maneuvers actually add to the damage, making them even more useful. Not everyone has access to it? Sure, but that doesn't mean I can't just leave it aside.

It's good that you mention the Gloves of Dueling. See, if they were something like the Ring of Wizardry (good for arcane spellcasters only), or the Soothsayer's Raiments (their entire benefit is for Oracles only), then I wouldn't have added them: IMO, those are class-exclusives. Gloves of Dueling offer a benefit even if they are otherwise specific to fighters. I found it expensive, yes, but I also gave it an "average" rating because I find its other uses decent, but not really something that they could matter when compared to, say, Pliant Gloves or Deliquescent Gloves. They're still on the random table, and they can appear as random treasure, so chances are you might still end up with them when there's no Fighter around.

But, that's only an example. What about other items? What about other feats? Think about, say, Flagbearer, or Eagle Knights' Candidate, or Noble Scion. Those are feats that are either small in benefit or tied to roleplaying, but the former grants a very nice bonus and the two latter have abilities that are nice. I could have just ignored them, but I didn't because they're worthwhile.

In the end, my motivation is to allow the reader to make its own decisions when building its character. I don't like cookie-cutter builds; in fact, you may have noticed that, while the guide works as usual in detailing the best options, it lacks sample builds altogether. Offering advice to a player about the best and worst options will end up letting them have more fun than building "Holy Archer #369" with no variation on the theme. I'm not sure if you'll agree with me on this, but making a good build requires making some homework. I'm unaware of how you'll answer, but this guide is shorter than all the content in the PRD or the expanded PF SRD, so while it's still some homework to be done, it's less than just going blindly, or choosing the same feats over and over again because the other guides aren't as updated. It has its own way of guidance: Ctrl+F and using the abbreviations to look at things from a specific combat style perspective, so it's not like it has no simplicity tacked in (the posts right between are something that wasn't intended).

If you don't wish to read it, then I can't force you. Then again, if I placed trust when I intended to edit it before posting, it's because I know (despite differences in opinion) that you know a lot about the system, or at least quite a bit. This will look as a chore because it's stating things that you already know. Other people won't have that fortune, but may appreciate an extensive guide nonetheless.


1. I don't dispute that it would count as winning the encounter and getting XP. I'm saying if you're smiting, you probably could've beaten it anyway (unless it's much more powerful than you, in which case...fat chance the banishment will work anyway). And defeat by beat-down would be worse for the creature (it won't be "coming back" for MUCH MUCH longer, if ever), and gives you treasure. On that note...

First: going off by how 3.5 works with fiends (specifically the devils; the demons aren't exactly keen on ranking), demotions are defined by either failures or a necessity for energy conservation. A creature banished from the Material Plane while undergoing a mission failed it just as much as someone who got killed; the degree of how it failed is what makes a demotion more likely, in which indeed a killed devil is demoted faster than a banished devil. On the other hand, while a killed devil takes time to reform in its plane, a banished devil is present right there, and weakened enough for effortless demotion.

Second: yes, the DC for Banishment was nerfed to oblivion (as Dismissal's DC was nerfed, which is the core of Banishment). On the other hand, one of the things I always recommend is to impose reductions to saving throws to make some attacks and effects more effective (fear effects and sicken being the usual two; Prayer being another), so it's not like it'll never fail the save (it'll be difficult, yes, but treat it as you would a critical hit). The starting score is DC 21 (10 + 7 [the one for Sorc/Wiz, being the highest; otherwise, it's ill-defined] + your weapon and holy symbol adding a +2 each), plus your Charisma (that should be high enough: a 20 minimum, considering it boosts everything else). I can agree with you: Balors, Pit Fiends and Olethrodaemons (and I'm surprised at the weak Will saves of devils and daemons overall...) will pass it with ease, and will have enough HP to withstand a single strike from you (even with the +40 to damage), so losing your mark just "because" is a low blow.

Yet, as I mention below, you're placing WAY too much weight on that bit, saying it ruins the Mark. It doesn't, and you know it: it only ruins it for one of your big three opponents, but not to the rest, or the other bunch of evil creatures that you can mark.


2. How do you figure you get the loot if it goes poof? You think the stuff it's wearing and carrying don't go with it? Of course banishment = no loot for you. Maybe I'm misunderstanding what happens when it "dies" on a foreign plane; I figured called (not summoned) creatures leave behind physical objects if not their bodies when terminated on that plane, otherwise it'd be nearly impossible to get treasure off of them (I guess you'd have to knock them all unconscious, loot, then finish them off...).

I conceded that anything carried off by the evil outsider is gone, so I don't think that they drop that. That doesn't mean you can't get its treasure's worth by other means. I'll quote myself once again to make it clear: "anything the evil outsider held is lost with the banishment. The rest, though, isn't necessarily defined by what the evil outsider is holding. Again: an evil outsider does not drop a treasure chest when defeated; its defeat adds to the hoard at the end of the quest (which is how you adjudicate treasure, unless once again Pathfinder changed the rules)."

Treasure adjudication can be done via hoards, rather than by looting (you don't carve up the dragon and get a +5 dragon bane greatsword from its stomach, for example, since that most likely will cause it indigestion). In that case, the banished creature still counts towards the end hoard, even if its personal loot doesn't count. That loot is randomly rolled: a balor holding a +5 holy longsword will be weakened by holding it, so it won't use it; however, you can still get it from him through random rolling.

I blame the console RPGs for making Banishment effects so worthless: since you get no XP and no loot when banished as mobs explode into XP and loot when killed (pretty much), that association will creep up into tabletops as well. In the end, it's more GM adjudication than anything else: the only hard and fast rule about loot and Banishment is that everything that's held or carried by the banished creature is gone. Treasure doesn't necessarily has to be held or carried.


3. Yeah, it affects 3 things. But one is basically worthless (as you said, if it's an evil outsider, it has Evil weapons by default), another is improved healing which is certainly welcome but nothing to get excited over. And the third...completely nerfs and destroys your biggest, most important class feature (against evil outsiders...but they're probably your most common evil opponents by level 20). Yeah, no thanks, I'd rather get a Fighter bonus feat or whatever than get souped up healing and ruined Smite Evil.

Considering how people are excited about Lay on Hands self-healing being enough to merit getting minimal Constitution...I wouldn't say it's nothing to get excited over. In fact, consider the opposite argument: would a Fighter sacrifice one of its bonus feats to gain swift-action heals that recover almost half of its hit points? If they're willing to sacrifice two for Dungeon Crashing, I'd say they'd sacrifice one for that, particularly if they get at least 10 uses of it.

That said: damage reduction is still worthwhile on those cases mentioned (an evil creature holding a non-aligned weapon, a strong neutral creature, an Elder elemental, etc.), so it's not entirely worthless. It is, at best, conditional. Considering that Dragons are as powerful, if not more, than Evil Outsiders and yet their natural attacks lack an alignment, I would say in those cases that you're basically even.

The Banishment effect is where you're pouring all the vitriol. It doesn't carry all the weight of the capstone, but you seem to insist otherwise. There's ways to get a Fighter bonus feat without taking any other level (and, if it really bothers you, you *can* multiclass into Fighter, if that's what you're saying; nobody's pushing you), there's ways to get rid of that capstone. I even said that I could reduce its rating to Blue, but not to Red which is what you're vying for, when the mark is still effective against every single other evil creature around, and against Undead (the most numerous creatures and one of the few that has creatures at every CR) and Dragons, they're still super-effective. That's why I see it as an exaggeration, as I honestly consider the spilled milk over the Banishment effect an exaggeration.


4. Once more, for emphasis. This is level 20. Most of the evil foes you'll face who will warrant use of one of your single-target-only smite evils will in fact be evil outsiders. It's not necessarily the case at level 1, or level 5, or level 10.... But we're talking level 20. Major evil threats (ie, worth using a smite on) will be evil outsiders, evil dragons, and evil creatures w/ class levels, basically. Maybe a tiny selection of undead.

Most of the threats that will warrant using Aura of Justice will be evil outsiders. You're the only one that loses the property: your allies don't, and even the Wizard benefits from your Charisma modifier to AC (unless it has a Ring of Protection that grants a deflection bonus higher than your Charisma modifier); worse, you add about 40 points of damage to the Wizard's ray/ranged touch HP-damaging spells, since it says that it adds to your damage rolls (does it add to AoE spells as well?).

Now, for every threat in which you can use the Mark, there's other major threats in which you can't. In that case, you rely upon the same thing in which you have relied on: your weapon and your strength. I don't see you going the same way against those individuals, where you can't even mark them, and they can be just as much of a menace as that Evil Outsider, and just as viable to appear as one. In those cases, the Paladin's potential for damage is vastly reduced. If you don't plan for those, then you're only effective when fighting evil, and most of the times you'll be doubting whether you have to use your mark on those to be effective or just sit that battle out. The advantage with Evil Outsiders is that you still have some ways to affect them.

I can only say ONE thing that's, by all means, true: if you're in a place swarming with Evil Outsiders, chances are you're hosed because its when the nerf hits with full force. I can also say that, chances are you'll end up being in one of those places. Aside from the Worldwound (which is in your plane, but coterminous with the Lower Planes), chances are you won't even make a Banishment effect there, as it's pointless, but chances are that every evil outsider you defeat there will be completely killed. Chances are that you won't have enough uses of your Mark per day to fight every evil outsider you face, so that means you'll end up being at square one; even without the Banishment effect ending your mark, you'll still be starved of uses. Aside from the Worldwound, that is a very specific situation, the key difference being that it's not impossible that it happens, and that it's most likely that it would.

However, to use this example to state a hyperbole (it ruins the entirety of the mark, and therefore it makes the capstone worthless) doesn't help. It helps to state that it's probably not deserving light blue, but it doesn't help your statement that a true Paladin ignores a 20th level exists. At all.

Angelalex242
2014-05-18, 12:45 PM
If it bothers you so much that banishment seems like the fiend is getting off cheaply...

Just say a Paladin's banishment lasts 1000 years. Now it's actually better then killing him, because if he were dead, the planes of evil would just make a new one. But banished for 1000 years, it's a useless piece on the cosmic chess board that gets in the way of making new ones.

...And I guess my favorite combo just isn't as awesome as I thought it was. I've always made good use of it, but apparently that's because I was in low OP campaigns.

T.G. Oskar
2014-05-18, 02:37 PM
...And I guess my favorite combo just isn't as awesome as I thought it was. I've always made good use of it, but apparently that's because I was in low OP campaigns.

It's not that the trick isn't awesome; it's just that its costly.

I mentioned that the trick has its worth, particularly since it turns critical threats into automatic hits (effectively extending your natural 20 benefit to lower). However, the cost of a feat is higher than the cost of an enhancement. The feat's worth depends greatly on how much you can extract from it; if you, for example, choose any of the critical feats (which means spending two more feats), and you choose a feat like Staggering Critical or Stunning Critical, chances are the combination will be quite effective, since the critical hit will not only deal more damage but also have an effect tagged in. Yet, that's three feats you need to spend of your limited amount of 10: not all builds will have 10 feats to play with, particularly those with long feat chains. A Paladin can dabble in crit-fishing (most likely as a fencer, who's most definitely NOT wielding a falchion, instead relying on an Elven Curve Blade or Rapier), in which case the naturally high threat range of those weapons makes Improved Critical somewhat desirable (and yet, you still need to focus on one weapon to the exclusivity of others). As mentioned, Mounted Combat focuses on one weapon, so it's viable to add it to the lance. I didn't went with Archers or Gunners, because their feat chains are pretty long.

Note that, if you specialize on blunt weapons, chances are you'll need Improved Critical. However, blunt weapons aside from the heavy flail have poor threat ranges. If you focus on using a heavy flail, chances are the feat will be far more useful.

If anything, I'll meditate and see if this merits raising the cost by one, but not because of how it combines with Bless Weapon, but I can't really mention if it'll increase.

Pluto!
2014-05-18, 04:01 PM
...This map is roughly the size of the territory.

Have you considered organizing entries by combinations or theme, rather than source or type? As is, I think there's going to be more effort and reading involved in using this guide to build or assess the viability of eg. an intimidate- or trip-based paladin build as there would be in just going to d20pfsrd.com and searching out combo pieces or pf's changes to the applicable rules.

upho
2014-05-25, 10:44 AM
Skin of Proteus: Constant Metamorphosis effect. If you don’t get what it offers…well, it’s not as sweet as it was in 3.5, but it lets you transform into any creature of your own size as a cosmetic change, and gain one option from enhancement menu B (+4 enh. bonus to Str, Dex or Con; increase or decrease size by two categories, +20 ft. to land speed, or a combination of three from the benefits above but halved) or from ability menu B (two natural attacks that deal 1d8 damage, fast healing 2, +3 natural armor bonus, 20 temp. hit points, Imp. Critical with natural attacks, DR 5/magic, fly speed of 20 ft. with poor maneuverability, swim speed of 40 ft., climb speed of 40 ft., burrow speed of 30 ft. or a combination of three choices from abilities menu A which grant such lovely things like Cleave or Improved Trip, resistance 5 against one type of damage, and others). Note that, being ML 7th, it means you ALSO get one choice from enhancement or ability menu A, so you can mix and match forms. And you can change forms as much as you’d like, since the effect is constant. That level of creativity with forms is astonishing.AFAICT, it's even better than that:

Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A. (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/m/metamorphosis)My emphasis.

So you actually get one B-enhancement or B-ability, one A-enhancement AND and one A-ability, for a total of three goodies. For most str-based melee builds, this item is simply beyond competition IMO - it gives you a continuous size increase greater than even the temporary increases of any other item, AND a free feat slot if using trip or cleave, or a damaging primary natural attack (d8 base and ripe for effective up-sizing), or, in the worst case (if you don't benefit from the feat or natural attack) one of the other abilities options. The biggie here is that this is the only item in the game AFAIK that will allow a medium PC to constantly count as huge, or gargantuan when making maneuvers if combined with Titanic armor. Meaning you can for example actually trip or bull rush the tarrasque, without you or your friendly caster having to take any prior actions or forcing you into limited and inflexible permanency/wish tricks.

T.G. Oskar
2014-05-27, 02:25 PM
...This map is roughly the size of the territory.

Have you considered organizing entries by combinations or theme, rather than source or type? As is, I think there's going to be more effort and reading involved in using this guide to build or assess the viability of eg. an intimidate- or trip-based paladin build as there would be in just going to d20pfsrd.com and searching out combo pieces or pf's changes to the applicable rules.

Well, while it may seem like a cop-out, you *can* use the search function of the browser to help you on that. There's a prefix for just about every combat style I could recall: Unarmed (US), Fencing (Fen; this covers the "wield a weapon in one hand and nothing in the other" bit), Two-Hander (THF), Two-Weapons (TWF), Sword & Board (SnB), Mounted Combat (MC), Archery (Arc), Thrown Weaponry (Thr) and Gunmanship (Gun; it also includes crossbows to an extent). Making one for every combat style would involve loads of repetition (note that Vital Strike applies to just about every combat style), whereas presenting them with prefixes and color-coding those makes it easier. That goes without mentioning that Bodhi's guide also does this, which would involve a repetition of his guide, which would sorta defeat the purpose of being comprehensive.

Note that I've lumped Trip-builds into the Lockdown combat style (LD), and the explanation defines to which kind of lockdown it applies (there's also Stand Still Lockdown, which relies on that feat rather than on a trip). Since some concepts of Lockdown apply (both prefer to have Combat Reflexes, Dazing Assault works wonders to compile on the lockdown, etc.), I didn't went for two styles, nor I considered them part of an existing style as you can do Lockdown with more than one style.


AFAICT, it's even better than that:

Augment For every 2 power points you spend, you gain one choice from Enhancement Menu A and one choice from Abilities Menu A. (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/m/metamorphosis)My emphasis.

So you actually get one B-enhancement or B-ability, one A-enhancement AND and one A-ability, for a total of three goodies. For most str-based melee builds, this item is simply beyond competition IMO - it gives you a continuous size increase greater than even the temporary increases of any other item, AND a free feat slot if using trip or cleave, or a damaging primary natural attack (d8 base and ripe for effective up-sizing), or, in the worst case (if you don't benefit from the feat or natural attack) one of the other abilities options. The biggie here is that this is the only item in the game AFAIK that will allow a medium PC to constantly count as huge, or gargantuan when making maneuvers if combined with Titanic armor. Meaning you can for example actually trip or bull rush the tarrasque, without you or your friendly caster having to take any prior actions or forcing you into limited and inflexible permanency/wish tricks.

Hmm...I could swear it was X or Y, not X *and* Y. It's already Light Blue, so it's the top of the top anyways.

Even with the nerf, Skin of the Proteus is amazingly flexible, and as a constant effect, it's price is a non-issue. Just about ANY build can take advantage of it, not just STR-based builds; you get free healing (Fast Healing), a constant flight speed (Fly 20 ft. poor) or swim speed or even burrow speed, and even some natural armor bonus just in case. There's also the temporary hit points, which can be used to pad your HP from healing. Plus, just the ability to assume any form, which is an incredible boon to anyone that depends on disguises. It definitely deserves no little than Light Blue, and even in the way I wrote about its effects, it's still impressively flexible.

On a different note: I actually missed the Angelic Aspect line of spells. The Lesser Angelic Aspect spell is weaker than Lesser Visage of the Deity from 3.5, but it's acquired much earlier; Angelic Aspect is toe-to-toe with Visage of the Deity (the former makes you a weaker anger, the latter gives the Celestial template), and Greater Angelic Aspect just blows Greater Visage of the Deity out of the water, hands down (immunities rather than resistances, Protective Aura). The duration is also beautiful, and Paladins gain access to all three aspects (with Angelic Aspect, the middle spell, being a phenomenal 3rd level spell). In fact, a lot of the stuff from the Chronicle of the Righteous book, aside from select choices like the open-ended Celestial Obedience feat and some of the magic items, aren't so easy to access.

upho
2014-05-28, 06:06 PM
Hmm...I could swear it was X or Y, not X *and* Y. It's already Light Blue, so it's the top of the top anyways.

Even with the nerf, Skin of the Proteus is amazingly flexible, and as a constant effect, it's price is a non-issue. Just about ANY build can take advantage of it, not just STR-based builds; you get free healing (Fast Healing), a constant flight speed (Fly 20 ft. poor) or swim speed or even burrow speed, and even some natural armor bonus just in case. There's also the temporary hit points, which can be used to pad your HP from healing. Plus, just the ability to assume any form, which is an incredible boon to anyone that depends on disguises. It definitely deserves no little than Light Blue, and even in the way I wrote about its effects, it's still impressively flexible.Yep, totally awesome for virtually any build, though I think even more so for str-based (especially maneuver focused) ones due to the unique +2 size categories increase. I'd say it's rarely anything less than the best item in the game for such a build in higher levels.


On a different note: I actually missed the Angelic Aspect line of spells. The Lesser Angelic Aspect spell is weaker than Lesser Visage of the Deity from 3.5, but it's acquired much earlier; Angelic Aspect is toe-to-toe with Visage of the Deity (the former makes you a weaker anger, the latter gives the Celestial template), and Greater Angelic Aspect just blows Greater Visage of the Deity out of the water, hands down (immunities rather than resistances, Protective Aura). The duration is also beautiful, and Paladins gain access to all three aspects (with Angelic Aspect, the middle spell, being a phenomenal 3rd level spell). In fact, a lot of the stuff from the Chronicle of the Righteous book, aside from select choices like the open-ended Celestial Obedience feat and some of the magic items, aren't so easy to access.Yes, in total the PF AA line of spells is clearly a great improvement on the 3.5 VotD line. So is definitely the whole PF pally class, pushing it far into T4 (and the Sacred Servant into T3 it seems), even though especially the stupidly nerfed combat feats hurts.

Speaking of AA, I think you've missed an important point concerning the Fly skill:

The few people who get it as a class skill are…the spellcasters (and not the partial spellcasters; that includes our friend the Paladin, as well as our friend the Ranger), and it has an Armor Check Penalty, so people in heavy armor are screwed up to no avail. Really, it’s like the developers didn’t want knights to fly… The maneuverability aspects were subsumed into mere bonuses to the Fly skill, and you need to beat at least a DC 10 Fly check to move more than half your speed and remain aloft. This screws up pursuit, as a Wizard with the Fly spell gets enough maneuverability to matter, while a heavy-armor guy with, say, Winged Boots will rarely catch him. This is unfair and inane. Seriously, guys: WTF!?I believe this isn't quite true, thankfully:

"Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability)." (http://www.d20pfsrd.com/skills/fly)

And more importantly:

"Creatures with a fly speed receive the Fly skill for free as a class skill." (http://www.d20pfsrd.com/alignment-description/movement)

In short, the moment your pally can cast angelic aspect (or for example buys a pair of Wings of Flying or grabs the aasimar feat which lets you fly), Fly becomes a class skill. Though it's debatable whether your friendly caster's mass fly or similar counts for this purpose or not, I'd definitely rule it so at my table. So it's usually completely redundant to have Fly as a class skill by default.

EDIT: And mithral armor (not to mention Celestial) means your hellknight plate counts as medium and only has a -2 ACP, while a heavy shield will have no ACP. Meaning a high Fly skill value is quite easy and beating a DC 10 should be near automatic from the moment you're able to fly (unless you've totally dumped dex or int and aren't human).

T.G. Oskar
2014-05-28, 07:58 PM
Yes, in total the PF AA line of spells is clearly a great improvement on the 3.5 VotD line. So is definitely the whole PF pally class, pushing it far into T4 (and the Sacred Servant into T3 it seems), even though especially the stupidly nerfed combat feats hurts.

Well...there are people who can debate that the PF Paladin is no improvement, though for the most part it has its improvements (mark > smite, even though you don't get the stuff from 3.5 like Awesome Smite or Sapphire Smite; better healing; Cha to spellcasting and better CL, etc.).

However, I find debatable that Sacred Servant takes the Paladin to tier 3, particularly since IMO Empyreal Knight is far, far better. The first impression is that Sacred Servant is more powerful because of the Call Celestial Ally ability, but as I mentioned, it's dependent on how creative you can get with its use (particularly on how to extract the use of one week's worth of actions from the called creature for free); however, once you check up how Celestial Ally works, and how one feat (Summon Good Creatures) suddenly makes this class feature insanely good, you might realize why I doubt its benefits. At the very best, Empyreal Knight alone should take the Paladin to Tier 3, since it can summon veritable hordes of creatures capable of casting a wide variety of spells and having a wide variety of benefits, not to mention its effect of slowly turning you (and your mount) into a Celestial creature (even if you lose Divine Grace, which for me is more than unforgivable!) The additional spellcasting potential and access to Domains doesn't really push the Paladin to Tier 3 on its own, and there are other ways to gain more spells (the compatible Oaths, and Unsanctioned Knowledge), so it's mostly Call Celestial Ally 1/week or Celestial Ally 1/2 character level + Cha mod/day (which beats the tar out of swift-action self-healing, IMO).


Speaking of AA, I think you've missed an important point concerning the Fly skill:
I believe this isn't quite true, thankfully:

"Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability)." (http://www.d20pfsrd.com/skills/fly)

And more importantly:

"Creatures with a fly speed receive the Fly skill for free as a class skill." (http://www.d20pfsrd.com/alignment-description/movement)

In short, the moment your pally can cast angelic aspect (or for example buys a pair of Wings of Flying or grabs the aasimar feat which lets you fly), Fly becomes a class skill. Though it's debatable whether your friendly caster's mass fly or similar counts for this purpose or not, I'd definitely rule it so at my table. So it's usually completely redundant to have Fly as a class skill by default.

EDIT: And mithral armor (not to mention Celestial) means your hellknight plate counts as medium and only has a -2 ACP, while a heavy shield will have no ACP. Meaning a high Fly skill value is quite easy and beating a DC 10 should be near automatic from the moment you're able to fly (unless you've totally dumped dex or int and aren't human).

That is mostly a tangent to what I find is the real problem: having Fly as a skill, period.

Thing is, once you get a climb speed or a swim speed, the Climb and/or Swim speeds become somewhat redundant. They are still valuable since they represent your ability to climb (or swim) without the racial abilities that enable you to do it easily: you can still climb or swim without the required speed, but you'll depend on the skill rather than your body's natural benefits. The Fly skill doesn't work within the same means: rather than allowing you to fly without a fly speed, it becomes a necessity to do proper flight. Since you don't get it from the start, you can't really plan getting ranks in the Fly skill (and for mundane characters, their skill slots are often too limited) from the very beginning, meaning you have to find a way to get a direct increase to Intelligence in order to spend those points on the skill. Then, you're effectively bound to the result of a d20 to do something as simple as pursuing a character. Granted, I thought at first you needed the Fly skill to pursue the target beyond half your speed; on the other hand, if the target moves less than half your speed, chances are you can't keep up and you'll fall, particularly if making the check is effectively impossible for you.

The 3.5 version of flight was simple: you check your movement profile, you get that automatically. Obviously you wanted good or perfect maneuverability because that meant you could fly without penalties whatsoever. The Fly skill collapses all that so even someone who flies clumsily (i.e. Dragons; despite their size and clumsy movement, they can get enough ranks in Fly to make this meaningless) can do VTOL and hover without a feat, but it then hurts mundanes even more because the usual forms of flight (Wings of Flying, for example) get nerfed due to a lack of access to Fly. You either have to replace spending points in one skill (and with how Acrobatics works, you can't drop those points, so you don't have an excuse to drop one point and suddenly learn how to fly) or do it with whatever Dexterity you can muster, or find a Headband of Vast Intellect (or a headband that grants a +2 to Intelligence) and hope it provides ranks in Fly.

I could presume it works sorta like the Ride skill, or the Drive/Pilot skills in d20 Modern: it allows you to do the tricks and maneuvers allowed to drivers and pilots. However, other than resisting wind effects (probably the only part of the Fly skill that makes sense, but not enough to really matter), there's no real trick to the Fly skill; everything was part of the movement stunts carefully organized between the maneuverability ranges.

In short: the problem isn't the ACP, it's that Fly shouldn't have been a skill at all. It's as ridiculous as creating the Burrow skill and removing the Earth Glide ability from the Xorn and the Earth Elemental, and even THEN you could justify it by saying that you can use your hands to burrow. IMO, a Burrow skill would make more sense than Fly.

upho
2014-05-29, 06:09 AM
However, I find debatable that Sacred Servant takes the Paladin to tier 3, particularly since IMO Empyreal Knight is far, far better. The first impression is that Sacred Servant is more powerful because of the Call Celestial Ally ability, but as I mentioned, it's dependent on how creative you can get with its use (particularly on how to extract the use of one week's worth of actions from the called creature for free); however, once you check up how Celestial Ally works, and how one feat (Summon Good Creatures) suddenly makes this class feature insanely good, you might realize why I doubt its benefits. At the very best, Empyreal Knight alone should take the Paladin to Tier 3, since it can summon veritable hordes of creatures capable of casting a wide variety of spells and having a wide variety of benefits, not to mention its effect of slowly turning you (and your mount) into a Celestial creature (even if you lose Divine Grace, which for me is more than unforgivable!) The additional spellcasting potential and access to Domains doesn't really push the Paladin to Tier 3 on its own, and there are other ways to gain more spells (the compatible Oaths, and Unsanctioned Knowledge), so it's mostly Call Celestial Ally 1/week or Celestial Ally 1/2 character level + Cha mod/day (which beats the tar out of swift-action self-healing, IMO).I'll come right out and admit I haven't really looked into the matter and haven't yet seen either in play, I'm just echoing what appears to be the current consensus AFAICT. Though I have to say I agree with you, Empyreal seems to be far better. Makes me wonder if both you and I have missed something about Sacred Servant or if other people simply have "lesser cognitive abilities"... :smallamused:


That is mostly a tangent to what I find is the real problem: having Fly as a skill, period.
snip
In short: the problem isn't the ACP, it's that Fly shouldn't have been a skill at all. It's as ridiculous as creating the Burrow skill and removing the Earth Glide ability from the Xorn and the Earth Elemental, and even THEN you could justify it by saying that you can use your hands to burrow. IMO, a Burrow skill would make more sense than Fly.For what it's worth, I agree with you here as well. But this isn't what you actually say in the guide, and my point was that what you do say isn't strictly true and could confuse things, especially for a 3.5 player unused to PF, and especially since the fly rules are spread out in various rules sections (for some unimaginable reason only known to the Paizo devs/editors). More specifically:

1. "The few people who get it as a class skill are…the spellcasters" - No, anyone with the means to fly gets it as a class skill (though not all get it at 1st level).

2. "... it has an Armor Check Penalty, so people in heavy armor are screwed up to no avail." - No, the usually very minor ACP and not having Fly as a class skill from 1st level hardly equals "screwed up to no avail". (I would maybe call it a minor annoyance, at the most.)

3. "...you need to beat at least a DC 10 Fly check to move more than half your speed and remain aloft." - You already know what's wrong here, but your "target audience" probably doesn't.

And IMHO, the main issue with the above statements aren't actually that they're not quite true, it's that they imply that getting a truly useful and functional fly speed is much more resource demanding and difficult for a pally than it actually is. I believe this is doing your readers a disservice that may hinder their pally building rather than assist it. (For example, as soon as the pally who has a pair of Wings of Flying gains a level, he usually also has at least a 90% chance of succeeding on any DC 10 check if he spends one single skill point.)

In other words: please do rant about fly being a skill (it really is silly), but please also change the above parts!

SuwinTzi
2014-05-29, 04:51 PM
So...much...reading...

Hi. You might remember me from asking about Vital Strike.

Would Dazzling Display, Sunder Defenses and Dreadful Carnage synergize well with a THF paladin? I'm tempted to throw Great cleave in too, since I should be in the thick of things to maximize the 30ft radius for the checks. But Dazing Assault would also apply to every mob hit if I can hit them, meaning I should be dazzling -> Sunder Defenses + Dazing Assault + Great Cleave and escalating shaking creatures all at once. But I don't know if that's too feat intensive or worthwhile, since that requires at least 8 feats to take advantage of all that, and I won't be applying any of that crowd control until much later, or know if it'll be useful against a single powerful big bad.

I do plan on taking at least Oath of Vengeance, and use Wrath (wording suggests I can cast on more than one?) and that'll remove the need for Improved Crit or Keen weapon once I hit 12th lvl. And it would stack with Bless Weapon too.

Fluff and crunch reasons, I want a twohander paladin who can handle a group of creatures and nuke a big bad, by himself if needed.

T.G. Oskar
2014-05-30, 01:25 AM
I'll come right out and admit I haven't really looked into the matter and haven't yet seen either in play, I'm just echoing what appears to be the current consensus AFAICT. Though I have to say I agree with you, Empyreal seems to be far better. Makes me wonder if both you and I have missed something about Sacred Servant or if other people simply have "lesser cognitive abilities"... :smallamused:

Well, perhaps it's because Greater Planar Ally at 16th level is better than Summon Monster IX at 20th level, but the differences are pretty minimal. One's a called creature bound to you for an extended amount of time and that can effectively be customized, while the other is not customized but can be summoned a larger amount of times. Greater Planar Ally is a bit more open-ended (you can summon any creature so as long as it's not chaotic or evil, which potentially includes Greater Elementals and Genies) while Summon Monster IX is limited to archons or angels at most, so that is what might bring the difference. However, Summon Good Monster expands this list to cover just about everything Greater Planar Ally could provide and even more, which is why at the end I consider Empyreal Knight to be superior in that regard (not to mention the slow transformation).

So yeah, that could be a proper thing to discuss. It'd be great if that bit of discussion could end up clearing things about the current paradigm of how to deal with Paladins.


For what it's worth, I agree with you here as well. But this isn't what you actually say in the guide, and my point was that what you do say isn't strictly true and could confuse things, especially for a 3.5 player unused to PF, and especially since the fly rules are spread out in various rules sections (for some unimaginable reason only known to the Paizo devs/editors). More specifically:

1. "The few people who get it as a class skill are…the spellcasters" - No, anyone with the means to fly gets it as a class skill (though not all get it at 1st level).

2. "... it has an Armor Check Penalty, so people in heavy armor are screwed up to no avail." - No, the usually very minor ACP and not having Fly as a class skill from 1st level hardly equals "screwed up to no avail". (I would maybe call it a minor annoyance, at the most.)

3. "...you need to beat at least a DC 10 Fly check to move more than half your speed and remain aloft." - You already know what's wrong here, but your "target audience" probably doesn't.

And IMHO, the main issue with the above statements aren't actually that they're not quite true, it's that they imply that getting a truly useful and functional fly speed is much more resource demanding and difficult for a pally than it actually is. I believe this is doing your readers a disservice that may hinder their pally building rather than assist it. (For example, as soon as the pally who has a pair of Wings of Flying gains a level, he usually also has at least a 90% chance of succeeding on any DC 10 check if he spends one single skill point.)

In other words: please do rant about fly being a skill (it really is silly), but please also change the above parts!

When I checked, I did out of a plan I had for a character, one that I eventually changed because it was too intensive in terms of feat requirements and whatnot. It definitely sucked when you had to roll something short of a 20 to move more than half your fly speed, and that meant moving only 10 feet per round (even though, at the moment, I was thinking otherwise).

It may seem a little when your DC is a 10, but the basics are there: poor maneuverability means a -4 to your check, while the Armor Check Penalty of a basic full plate armor is -6, for a total of -10, meaning that without modifiers you need a natural 20 to pull this off. That's for the ability to fly without magic items, something that's appreciated when an opponent suddenly drops an Antimagic Field on you or takes the higher ground on a dead magic zone (fyi, I speak of the Angel Wings feat). To me, that was too much of an effort to gain something that wasn't so great.

So let's shift to Wings of Flying, which offers a series of benefits, such as a better speed rate (60 ft.), plus the +5 competence bonus to Fly checks, which is appreciated. With a mundane full-plate armor (ACP -6), that means you still have a -1 penalty to Fly checks, so you'll need some Dexterity to pad it off. With a 12 or higher Dexterity or a masterwork full plate, you break even with a 50% chance of pursuit, which is usually the goal for most things, but not for something as crucial as pursuit. With both, you have a 55% chance of success, which isn't so great either.

Now, let's address the three points you mention:
First, that everyone gets it as a class skill. I saw that, and for some reason it seems to be intended differently; anyone with a racial fly speed could get it as a class skill, but not anyone who gets that speed once and temporarily (it kinda breaks with PF's temporary/permanent ruling, which is where this ruling would default). Certainly it flies with RAW (pun intended), but then it makes no sense why a spellcaster (and by that I mean Alchemist, Druid, Magus, Sorcerer, Summoner, Witch and Wizard) would get it as a class skill from 1st level onwards, when they don't have access to flight methods until after 5th level at best (Druids get it from 4th level; Synthesist Summoners can fly from 1st level onwards), which means they can't get ranks in Fly until then. RAI seems to suggest this rule applies to creatures with race-acquired fly speeds, given how the ruling consistently seems to specify just when they get Fly as a class skill. Even then, to get the +3 bonus, you need to spend 1 rank, and Paladins don't have enough skill ranks (or an incentive to get high Intelligence scores) to afford them.

Second, the ACP. A range of -5 to -7 ACP is nowhere near "minor"; quite the contrary, it is a MAJOR problem. Not everyone will be lucky to have a Mithral Fused Hellknight Plate to reduce ACP to -1 (what I'd consider minor; even a Mithral Fused Full Plate or a Mithral Hellknight Plate would still be "minor"), and even Celestial Plate has an ACP of -3, which is still not so "minor". That involves getting very specific armor (either custom-made or two very good ones, but that precludes you from getting Invincible Armor, Empyreal Armor or Phoenix Breastplate which are also great), and the most you could reach is a -2 to ACP, which is only barely minor. You can't really afford spending skill points on Fly (unless you get a Headband of Vast Intellect with ranks in Fly), so any penalty will hurt. If you don't get a Mithral suit of armor, then you DEFINITELY get "screwed to no end", when spellcasters won't even mind as they wear no armor whatsoever. You need to jump through many hurdles to reduce penalties that spellcasters don't have. How is that not gettting "screwed up to no avail", when in 3.5 you didn't suffer from that? You either could do it or not, but armor often wasn't the reason why you couldn't (maneuverability was).

As for the third: we've agreed that perhaps the problem was that I interpreted that ruling in the opposite way, but that is only the tip of the iceberg. If you can manage to get to a reliable 90% chance of success, you still can't hover, do vertical take-off or lifting, or do a sharp turn in the same way. By the time you can afford pursuit, a spellcaster can do all the maneuvers almost effortlessly (minimum 5 ranks, positive Dex, bonuses from Fly and/or Overland Flight, class skill bonus...that's almost a +15 right there, from the bat, meaning they can do everything save VTOL, and they still have a 75% chance of success where you have almost none).

Perhaps the first read was a bit precipitated, but it wasn't wrong at times. I recognized where I did a mistake, but the first two are still applicable, even if they don't seem like much. The effort/reward proportion is nowhere near that of a spellcaster or monster (though some monsters have their own problems, particularly Mr. "clumsy-flying Colossal Great Wyrm Red Dragon"; not so much for evil outsiders, though), and that is still a serious problem.


So...much...reading...

Hi. You might remember me from asking about Vital Strike.

Would Dazzling Display, Sunder Defenses and Dreadful Carnage synergize well with a THF paladin? I'm tempted to throw Great cleave in too, since I should be in the thick of things to maximize the 30ft radius for the checks. But Dazing Assault would also apply to every mob hit if I can hit them, meaning I should be dazzling -> Sunder Defenses + Dazing Assault + Great Cleave and escalating shaking creatures all at once. But I don't know if that's too feat intensive or worthwhile, since that requires at least 8 feats to take advantage of all that, and I won't be applying any of that crowd control until much later, or know if it'll be useful against a single powerful big bad.

I do plan on taking at least Oath of Vengeance, and use Wrath (wording suggests I can cast on more than one?) and that'll remove the need for Improved Crit or Keen weapon once I hit 12th lvl. And it would stack with Bless Weapon too.

Fluff and crunch reasons, I want a twohander paladin who can handle a group of creatures and nuke a big bad, by himself if needed.

I think I can answer that on your post, but you can use the search function of your browser and look for each feat (all of them are on the first page) and see their colors (or just look for THF and see which ones work). I'm not much of a fan of Shatter Defenses (it's Brown on my list) because of the effort/reward proportion: it requires two meh feats (I consider Dazzling Display to be meh because you spend your full-round action on that and the shaken effect from demoralize lasts for 1 round only) to get to a decent feat that you'll have difficulties activating unless you find a way to extend the shaken condition. It's better with Cornugon Smash + Great Cleave because you can demoralize the targets with your first attack, then take advantage of making your opponents flat-footed for your subsequent attacks, making Dazing Assault much better. That's about the only difference, because the rest is fairly good.

As for the rest...it's a long read, but with your feats (and archetype) out of the way, you can focus on the Green, Blue and Light Blue spells (only two posts) and see which ones can help for fighting multiple opponents and for when you need to beat a single BBEG. Magic Items will take a longer time, but if you check them with your browser search and "THF" for what's good and what's not for Two-Handers.

Angelalex242
2014-05-30, 02:46 AM
Aha. So that's what's wrong with Angel Wings. Because it's EX flight, it follows the rules of the fly skill, and while it's certainly easy enough to craft a headband of mental prowess that includes flight as a skill, it requires very specific armor and a lot of money to actually use your nonmagical flight well, that you had to spend at least 2 feats for, 4 if you wanted the wing buffets.

Baron Malkar
2014-05-30, 06:10 AM
The poison mercy section seems to assume 3.5 poison mechanics. Notably if you wait a minute to remove a poison, it will likely have run its course and you could already be dead.

SuwinTzi
2014-05-30, 06:29 AM
I think I can answer that on your post, but you can use the search function of your browser and look for each feat (all of them are on the first page) and see their colors (or just look for THF and see which ones work). I'm not much of a fan of Shatter Defenses (it's Brown on my list) because of the effort/reward proportion: it requires two meh feats (I consider Dazzling Display to be meh because you spend your full-round action on that and the shaken effect from demoralize lasts for 1 round only) to get to a decent feat that you'll have difficulties activating unless you find a way to extend the shaken condition. It's better with Cornugon Smash + Great Cleave because you can demoralize the targets with your first attack, then take advantage of making your opponents flat-footed for your subsequent attacks, making Dazing Assault much better. That's about the only difference, because the rest is fairly good.

As for the rest...it's a long read, but with your feats (and archetype) out of the way, you can focus on the Green, Blue and Light Blue spells (only two posts) and see which ones can help for fighting multiple opponents and for when you need to beat a single BBEG. Magic Items will take a longer time, but if you check them with your browser search and "THF" for what's good and what's not for Two-Handers.

But would Cornugon > Dreadful? Should I still take Dazing Assault?

I have read through your entire post. The entire post, before posting this reply, even the magic items section regarding armor and weapons. The only sections I really skipped through were the psionic ones. And I don't know if it's a Chrome thing or not, but "THF" brings up plenty of matches (thf in Pathfinder for one).

From what I've read, you have plenty of blues and greens on both damage output feats and maneuver feats (THF specific), but as a new player to tabletop and this system in general, I don't really understand why the latter is important. Granted, this is a guide for players from 3.5 but I haven't found too many out there that are newbie friendly; Cryptic only mentions a handful of feats, Bodhi's lists more but doesn't really show strong/worthwhile combinations. It's still hard to see which ones I should take over others, for what kind of situations.

I mentioned dreadful carnage up there but am I correct in assuming you're saying the demoralize effect from Cornugon Smash lasts longer than the one from Dreadful Carnage?

The last thing I'd like clarification on is Vital Strike. In another thread I asked if worthwhile for THF but the vast majority of responses were "Not worth it". But you rated it as blue here, and I don't really understand the explanation.

T.G. Oskar
2014-05-30, 04:30 PM
Aha. So that's what's wrong with Angel Wings. Because it's EX flight, it follows the rules of the fly skill, and while it's certainly easy enough to craft a headband of mental prowess that includes flight as a skill, it requires very specific armor and a lot of money to actually use your nonmagical flight well, that you had to spend at least 2 feats for, 4 if you wanted the wing buffets.

Any kind of flight follows the rules of the Fly skill: Angel Wings only offers a non-magical form of flight, and no bonus as would a Fly/Overland Flight spell. For the most part, though, it's right: you need to spend quite a bit (Mithral and/or Fusing armor, additional bonuses to Fly skill, remain in Medium size) to make the speed remain useful, compared to the spell version.

That's sadly a thing about Racial feats, though: you need to carefully consider whether you can afford all the slots for them from your normal slots, so only a few characters can truly take advantage of them. Metallic Wings is particularly great because it adds secondary natural attacks (which is good the more damage bonuses you get), but having 4 feats when you're always limited to 10 feats at the very least hurts.


The poison mercy section seems to assume 3.5 poison mechanics. Notably if you wait a minute to remove a poison, it will likely have run its course and you could already be dead.

It's only on that bit, because later on I manage to catch the differences. For the most part, the only poisons that change to become deadlier are the injury poisons, which have a round-based onset; ingested and inhaled poisons often have a minute-based onset. It's still an average mercy, if you compare it to others. IIRC, most poisons are dealt with after one save, so a Heal check (or Delay Poison) can handle this better. Still, thanks for pointing that out.


But would Cornugon > Dreadful? Should I still take Dazing Assault?

I have read through your entire post. The entire post, before posting this reply, even the magic items section regarding armor and weapons. The only sections I really skipped through were the psionic ones. And I don't know if it's a Chrome thing or not, but "THF" brings up plenty of matches (thf in Pathfinder for one).

From what I've read, you have plenty of blues and greens on both damage output feats and maneuver feats (THF specific), but as a new player to tabletop and this system in general, I don't really understand why the latter is important. Granted, this is a guide for players from 3.5 but I haven't found too many out there that are newbie friendly; Cryptic only mentions a handful of feats, Bodhi's lists more but doesn't really show strong/worthwhile combinations. It's still hard to see which ones I should take over others, for what kind of situations.

I mentioned dreadful carnage up there but am I correct in assuming you're saying the demoralize effect from Cornugon Smash lasts longer than the one from Dreadful Carnage?

The last thing I'd like clarification on is Vital Strike. In another thread I asked if worthwhile for THF but the vast majority of responses were "Not worth it". But you rated it as blue here, and I don't really understand the explanation.

In order:

Cornugon Smash is mostly equivalent to Dreadful Carnage, but you'll see CS in action a bit more than DC because the former activates on every hit. Both synergize well, though; now Dazzling Display doesn't, because it requires a full-round action to activate. Dreadful Carnage does the same effect (down to the duration) but it activates once you down a target to 0 or lower hit points, which is better for Two-Handers because they deal enough damage to down an opponent in less hits, so chances are you can keep a steady chance of demoralizing targets each round.

The search function of all browsers (I use Opera and Firefox, at times in tandem) isn't sensitive to Caps Lock, so it will always mark Pa(thf)inder. That's the limitation of the search function, but for the most part it should work. That said: the reason why I mark certain maneuvers as useful is because they synergize well with that combat style, or it's easier to make that combat style work. For example: it's easier to attempt Bull Rush with Two-Handers because the key feat of THF (Power Attack) is a prerequisite to Improved Bull Rush, the main feat that enables Bull Rush. Bull Rush is a great maneuver when you learn to use it: think about how football players do tackles, and you'll understand the mechanic behind Bull Rush and how to use it (move an opponent towards your allies, or behiind a wall). You don't have to take Bull Rush if you want to: your intention is to deal lots of damage, disable mooks and deal with BBEGs reliably, so Bull Rush is not something you should consider. So, for the most part, go for the Blue and Green feats that deal with damage output. Once you have some experience around you, you can try using Bull Rush and other combat maneuvers.

When I mentioned about "making your opponents flat-footed for your subsequent attacks", I was referring to full attacks. A "full attack" is when you, as a full-round action (hence, taking your move action and your standard action) make use of all your attacks (represented in the "Base Attack Bonus" column of the Paladin table as "+6/+1" or "+12/+7/+2"; the former means you get 1 attack at your highest BAB and another attack at your BAB -5 when making a full attack, the other means you get three attacks, but the second is at your BAB -5 and the third is at your BAB -10). With Cornugon Smash, Shatter Defenses and Dazing Assault, here's what happens: your first attack (the one with the highest attack bonus) would activate both Dazing Assault (so your attack roll would be at a -5) and Cornugon Smash (if it hits). If, through Cornugon Smash, you demoralize the target, the second and subsequent attacks (with the penalty from Dazing Assault and whatever other penalties from your BAB) will be done as if the target was flat-footed, so you deny their Dexterity bonus to AC (so chances are you'll hit them better, probably even halving the penalty depending on how much they rely on Dexterity). Those are the subsequent attacks I referred to. The duration of demoralizing an opponent is always 1 round, no matter if you do it by using Intimidate as a standard action, as part of Cornugon Smash or Dreadful Carnage (or even Dazzling Display).

As for Vital Strike, the reason why I made it Blue for THF is because the feat is more useful the more damage you can stack up on it. Generally, it's not useful because there are ways to make a full attack and still be capable of moving: if you make two attacks as part of a full attack, chances are you stacked up enough bonuses to the attack and damage roll that it surpasses whatever Vital Strike can offer. Two-Handers, however, have weapons that have higher damage dice, so it makes Vital Strike better; furthermore, since Two-Handers often deal the highest damage output in terms of melee for the least amount of effort, chances are the combination of damage bonuses available for Two-Handers (better damage bonus from Power Attack, 1.5x your Strength modifier, very high damage output when benefiting from a size increase) supplements well the increased damage from Vital Strike, enough to make that single hit matter. As I mentioned, Vital Strike works better if you have to stake everything in a single blow (because you're limited to a standard action, mostly). Chances are, with magic items such as Jaunt Boots and feats such as Dazing Assault, you will have access to full-round actions reliably, making Vital Strike not as good, as others say. Now, if you manage to get free feats by any means, Vital Strike isn't a bad feat, though it needs some dedication (4 feats!) to make it worthwhile.

Larkas
2014-05-30, 05:42 PM
Wow, great guide (and I mean that both as "good" and as "huge")! :smalleek:

A few pointers that crossed my mind while reading it (though I must confess I pretty much gave up after the first page):

1) You don't ever want to spend a feat in lockdown builds to get IUS. That's what using spiked gauntlets, spiked armor, or even your spear/reach weapon of choice as an improvised quarterstaff, is for.

2) Just thought I should point out that Dervish Dance is usable with a buckler.

3) A SnB paladin could do worse than enchanting his shield with the returning property for use with Equipment Trick - Shield.

4) Eschew Materials might combine well with a tattooed holy symbol.

Angelalex242
2014-05-30, 06:03 PM
Speaking of which, you might want to do a guide on Half Celestial as a race choice, and whether or not it's 'worth it' to take the ECL penalty for all Half Celestial offers. Since it's only +2 now, it's a far better deal then it was in 3.5.

I think you can even stack Half Celestial/Angelkin Aasimar for +6 Str, +2 Dex, +4 Con, +2 Int, +2 Wis, +6 Cha. Stacking the elemental resistances helps too. 15 resistance to 3 elements isn't bad at all.

Baron Malkar
2014-05-30, 08:55 PM
It's only on that bit, because later on I manage to catch the differences. For the most part, the only poisons that change to become deadlier are the injury poisons, which have a round-based onset; ingested and inhaled poisons often have a minute-based onset. It's still an average mercy, if you compare it to others. IIRC, most poisons are dealt with after one save, so a Heal check (or Delay Poison) can handle this better. Still, thanks for pointing that out.

Heal also doesn't automatically cancel out a poison anymore. It only grants a +4 on the next saving throw.

Blyte
2014-05-31, 12:44 AM
T.G., "I took a look at them, but I found that trying to analyze them all would take even more time. It's also kinda confusing: a Paladin, if what I read is correct, can only choose the healing option and not the harm option. The Rulership heal version only grants a bonus to Diplomacy; the harm version is the one that offers a daze. Strength is better for Trip Lockdown builds, tho."

----
Paladin's should have access to both heal and harm versions of each variant, as they gain the cleric's channel energy class feature, and even good clerics can choose to harm with their channels. At the start of the variant channeling section it states that someone worshiping a fire diety might instead deal fire damage, rather than positive or negative damage. By that precedent, someone who worships an authoritarian might deal a damage type that isn't positive energy, as undead are immune to daze. (perhaps psychic damage or sacred/profane damage)

...and I was of course referring to the broader category of "lock down" rather than the niche tripper lock down. There is more than one way to say, your monsters can't murder my party wizard this turn. Selective channeling mass daze, is a decent option.

I also like the variant "magic" channel. I'm sorry your devils/demons can't greater teleport on top of my wizard this turn... or out of Dodge for that matter.

edit: oops, yes it does state that positive effects "heal" and negative effects "harm"... it's too bad that is explicitly stated, as I can easily see a good+sun/fire god, dealing holy+fire damage for their harm.

SuwinTzi
2014-05-31, 04:02 AM
In order:

Cornugon Smash is ...

... Now, if you manage to get free feats by any means, Vital Strike isn't a bad feat, though it needs some dedication (4 feats!) to make it worthwhile.

This is exactly what I'm looking for, thank you for breaking it down for me :D.

If I have to roll another character (probably, DM is worried I'll break the dungeon at some point), I'll probably look at something with reach or a SnS or some other type (not Archer, sounds very OP).

Critical Focus going to get at some point (falchion for the threat range), and can't see an argument against bleeding (unless there's abundance of evil/undead immune to bleed....are there?). If I could, probably would've shot for stunning critical.

Final thing I'd like cleared up, is
Cornugon Smash is mostly equivalent to Dreadful Carnage, but you'll see CS in action a bit more than DC because the former activates on every hit. Both synergize well, though They synergize together well, or they synergize with Dazing Assault well? I can see CS for the tougher creature, and DC for crowds...

For sure getting Power Attack, Cleave, Dazing Assault, and Furious Focus. Vital Strike, reviewing what you said, only if DM running someway to get extra feats.

Again, thank you. THIS was the response I was looking for :D

T.G. Oskar
2014-10-14, 03:18 AM
Less of a bump and more of an update.

With the Advanced Class Guide released, I'm gonna update the guide on the next days. As of this post, the two new archetypes and nearly all new Combat Feats applicable to Paladins have been added.

Being the only place where this is available, I presume this could count as an exception to the rules regarding thread necromancy (while it counts as a bump, the content has been updated). Try not to post, unless the admins or the mods allow it. Most likely, if you wish to discuss about the changes to the guide, please PM me or create a new thread for discussing the guide.

I'd like you guys, via PM, to tell me if splitting the thread into a thread containing only the guide and a discussion thread which contains all the other posts would be viable. That way, I could have better control and potentially add more content, such as the Path of War supplement rules (with maneuvers as an addendum, probably).

Dysjong
2015-02-24, 01:00 PM
First of all, a great guide, favorit part is how to play a paladin.

I do have a question regarding the code of conduct and trip; would the code, specificly about fight with honor, go against you when go for trip?

Right now i have a player in a upcoming group, that says a paladin is NEVER allowed to trip, which i call a bunch of hugwash. As far as i am concerned, it is how you use it.

endur
2015-02-24, 11:40 PM
Interesting Guide. Thanks for posting it.

I do disagree with your bashing of Sword & Board style.

1. I agree that mechanically 2 handed weapons > Sword and Board.
2. I also agree that offensive Sword & Board takes a ton of feats (not worth the value of the investment).

However, plain ordinary long sword without any fancy feats can be more effective than great sword.

A. While on horseback, some GMs will not allow a mounted warrior to wield a two handed weapon. long sword > great sword.
B. Sword fighting while swinging on a chandelier or on a rope across ship decks or climbing a ladder or while carrying a damsel in distress or while turning undead. Long sword > great sword.
C. Shield can be used for defense in the early rounds of combat when the issue is in doubt, and dropped to enable power attack in the end rounds when combat result is not in doubt.
D. Holy Avenger and other similar paladin weapons are usually a long sword.
E. You don't look like a min-maxer when you are wielding a long sword.

BWR
2015-02-25, 03:36 AM
First of all, a great guide, favorit part is how to play a paladin.

I do have a question regarding the code of conduct and trip; would the code, specificly about fight with honor, go against you when go for trip?

Right now i have a player in a upcoming group, that says a paladin is NEVER allowed to trip, which i call a bunch of hugwash. As far as i am concerned, it is how you use it.

There isn't anything in the rules about if CMs are honorable or not. The default is they are perfectly fine. You could have a paladin specialize in the Dirty Trick maneuver and it would be perfectly fine. What individual paladin codes, or divine patrons might say about the subject is another matter. If a player wants to play someone who doesn't trip their opponents, who refuses to disarm or feint them or take advantage of flanking etc. that's fine (not required in the rules). If you want a paladin who happily confounds the enemy by tripping them up, disarming them, plucking their gear off them, throwing sand in their eyes, knocking them about etc., this is also fine.
Poisoning people, deliberately deceiving them (feint doesn't count), blackmail, threatening innocents for tactical advantage, etc. are right out.