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Nintendogeek01
2016-11-10, 12:01 PM
Not fully committed to a particular build yet but one idea I'm entertaining is making a Paladin who mainly uses a glaive. If I understand it correctly the glaive won't let my Paladin hit anything adjacent to him, but the reach does enable them to land attacks of opportunity fairly easily yes? Are readied actions particularly effective with this? What sort of feats should I get? Lastly, since I assume I'd be making liberal use of five-foot step with this set-up my main concern is getting too far from my allies to help them out when they need it.

Really any general advice you can give for glaive-wielding as a paladin I'd appreciate greatly.

BWR
2016-11-10, 01:24 PM
As in real life, a back-up weapon that doesn't have reach will be useful.
Power Attack is the no-brainer melee feat.

Frankly, you will want to focus on being a paladin rather than a glaive wielder (which would be a Fighter). Apart from PA, choose feats that work for just about any weapon.
This (http://paizo.com/threads/rzs2q650?Polearm-Paladin-Help)thread may be useful.

Psyren
2016-11-10, 03:12 PM
If you wear armor spikes, then you can attack adjacent foes. You won't be able to TWF with them, but you can use them on alternate iteratives, and also threaten both near and far.

exelsisxax
2016-11-10, 03:19 PM
A spiked gauntlet will probably be better for making any sense as lawful good(you're not an antipaladin, are you?). Doesn't threaten 5' and 10' at once, but you can use free actions on your own turn to switch between it and the glaive. Let go with 1 hand, attack adjacent, grab back on and you threaten reach again.

Nintendogeek01
2016-11-10, 03:25 PM
A spiked gauntlet will probably be better for making any sense as lawful good(you're not an antipaladin, are you?). Doesn't threaten 5' and 10' at once, but you can use free actions on your own turn to switch between it and the glaive. Let go with 1 hand, attack adjacent, grab back on and you threaten reach again.
Definitely not antipaladin.

Okay so it sounds like a gloved weapon as a backup weapon is the way to go. So if I build this like a two-handed weapon paladin that'll leave me a bit more freedom of feat choice (I think) so right now the feats I'm thinking of are...
Power Attack
Combat Reflexes
Weapon Focus

What other feats should I consider to make the most of the equipment set-up and paladin class?

TheFamilarRaven
2016-11-10, 04:28 PM
What kind of stats are we looking at? Paladin's a pretty MAD class without needed some extra dex to make use of Combat Reflexes. Any particular level?

Anywho, some decent feats for you. (Assuming non-human)

1. Power Attack
3. Combat Reflexes
5. Stand Still


So basically by level 5 you are effective at battle field control, not many things can move past you. Weapon Focus is pretty meh. It's helpful, sure, but I think there's always a better option for full BaB classes. If, however, you are lacking in strength because you needed to allocate more points to Dex and such, then yeah, pick up Weapon Focus.

It might behoove you to put points into Intimidate, even though it's not a class skill. That will allow you to make use of Cornugon Smash (http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat) by level 7, and with a decent CHA it shouldn't be an issue. If traits are allowed you could pick up Influence (http://www.d20pfsrd.com/traits/tools/traits-filter) which not only gives a bonus to intimidate but makes it a class skill.

If that the case the you're looking at

1. Power Attack
3. Combat Reflexes
5. Stand Still
7. Cornugon Smash

by 9th you can increase the threat range of that glaive. Maybe not the most worthwhile things, but getting critical hit 10% of the time is better than 5%, So taking Improved Critical (Glaive) would be cool. Or you could pick up Extra Mercy or Extra Lay On Hands.

exelsisxax
2016-11-10, 04:46 PM
Are you permitted to use third party materials?

Nintendogeek01
2016-11-10, 04:52 PM
Thanks for the input so far everyone. To answer some questions about what I can and can't do, here's the character creation rules as set forth by my DM.


Point Buy: 25
2 Traits (no rich parent's)
Use Class Average Gold
Paizo Classes (No third party)
Races: Use only Core, Featured, and Standard. (People in this world will react to you based on race, do not expect to be welcomed into human settlements or cities especially if you're an orc or goblin)

Edit: This means no Orcs, Goblins, or races that will probably be attacked on site.
As for stats... haven't settled on them yet but if I truly commit to this Glaive build I'm thinking of the following (before racial modifiers)
STR: 15
DEX: 14
CON: 13
INT: 10
WIS: 10
CHA: 16

Psyren
2016-11-10, 05:14 PM
A spiked gauntlet will probably be better for making any sense as lawful good(you're not an antipaladin, are you?). Doesn't threaten 5' and 10' at once, but you can use free actions on your own turn to switch between it and the glaive. Let go with 1 hand, attack adjacent, grab back on and you threaten reach again.

I didn't recommend a gauntlet because it's useless for threatening both ranges. Taking one hand off your weapon is a free action, meaning it can only be done on your turn - so either your gauntlet hand is occupied by the glaive (thus you can't use it to threaten adjacent), or you're not holding your glaive in both hands (and thus can't threaten reach.) Worse, you'd have to pick which one you want at the end of your turn before the enemy even starts moving.

If spiky armor somehow doesn't feel "Good" enough (I personally disagree (http://fma.wikia.com/wiki/Alphonse_Elric)), you can go for another "hands-free" weapon instead like a Boulder Helmet.

TheFamilarRaven
2016-11-10, 05:30 PM
Personally I'd drop the WIS to 8 and boost CON to 14, then apply a racial mod to strength from being Human. (you have't mentioned what race you're playing as but I think human is always a strong choice for paladin). That's just me though, if you don't wanna roleplay tohe8 WIS that's fine, I've just ben itching to play a paladin that acts like Aquaman from Batman: The Brave and the Bold for awhile now...

Divine Grace will cover that WILL save penalty, and WILL is one of your good saves anyway.

With the 2 traits you can easily pick up intimidate as a class skill and thus would make Cornugon Smash a good option for your mid game. If human I'd either pick Improved Initiative as your bonus feat (going first is always nice), or you could use it to get your 1st 3 feats earlier.

Geddy2112
2016-11-11, 10:12 AM
So I assume you are going to be a paladin of Shelyn?

A glaive paladin works well as a combat medic style paladin-you can stand behind your allies and attack with a glaive but also be close enough to heal. You likewise protect a large area with the combat reflexes and reach.

Second power attack and combat reflexes, you also probably want furious focus to power attack. You could consider cleave since you have a reach weapon, and just hack through hordes of things. For healing feats, greater and extra mercy are super handy.

Also check out this guide (https://drive.google.com/file/d/0B9vv1a7v3y5BSGpObWxScUs1YlU/edit)

Nintendogeek01
2016-11-11, 01:45 PM
Definitely DON'T want to role-play 8 WIS, really not confident I could pull it off. But thanks for the input.


So I assume you are going to be a paladin of Shelyn?
Yup. I know that going same weapon as your deity doesn't do anything mechanically, I'm doing it for fluff.


A glaive paladin works well as a combat medic style paladin-you can stand behind your allies and attack with a glaive but also be close enough to heal. You likewise protect a large area with the combat reflexes and reach.

Second power attack and combat reflexes, you also probably want furious focus to power attack. You could consider cleave since you have a reach weapon, and just hack through hordes of things. For healing feats, greater and extra mercy are super handy.
Hm... interesting, I had not even considered this. I might have to give it some serious thought.


Also check out this guide (https://drive.google.com/file/d/0B9vv1a7v3y5BSGpObWxScUs1YlU/edit)
Now this definitely looks like it could be helpful thanks!

Geddy2112
2016-11-11, 03:22 PM
Yup. I know that going same weapon as your deity doesn't do anything mechanically, I'm doing it for fluff.

Which is totally awesome. A fluffy but also very good feat in Shelyn's fold is clarifying channel (http://archivesofnethys.com/FeatDisplay.aspx?ItemName=Clarifying%20Channel). It lets you 1/day give a re roll against any charm or compulsion that allowed a save to anyone healed by your channeled energy, with a bonus equal to your charisma modifier.

grarrrg
2016-11-11, 11:11 PM
If spiky armor somehow doesn't feel "Good" enough (I personally disagree (http://fma.wikia.com/wiki/Alphonse_Elric)), you can go for another "hands-free" weapon instead like a Boulder Helmet.

Some ways to threaten Adjacent while holding a Reach weapon:
Boulder Helmet (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/helmet-dwarven-boulder), Exotic Light weapon, no restrictions.
Boot Blade (http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/blade-boot), Martial Light Weapon, treats terrain as more difficult.
Helm of the Mammoth Lord (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/h-l/helm-of-the-mammoth-lord), Wondrous Item, gives a Natural Attack > 1d6 Gore (would often take Secondary Natural penalties).
Getting a Natural Attack some other way.
2 Level dip into Polearm Master Fighter (http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fighter-archetypes/polearm-master), turns Reach on/off with Immediate Actions, also takes a penalty to To-Hit while 'short'.