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General Tabletop Discussion
*Pathfinder & Starfinder
Paladin balanced without RP/alignment restrictions?
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<blockquote data-quote="Ridley's Cohort" data-source="post: 1600636" data-attributes="member: 545"><p>Other than those you mention, I would add:</p><p> Improved Initiative, Mobility, Spring Attack</p><p> Cleave, Greater Cleave</p><p> Combat Expertise, Combat Reflexes</p><p></p><p>The first three are about getting into an optimal position based on the situation for offense or defense. I can't tell you how many times my frontline Paladin has been thrashed in the first 1 - 1 1/2 rounds of combat and forced to retreat. Getting a higher initiative or added protection when repositioning would mean I would not need to take a Withdraw action.</p><p></p><p>The next two multiply whatever damage dealing capabilities you have, though this is somewhat campaign dependent.</p><p></p><p>The last two give a lot of tactical control.</p><p></p><p>Now it is hardly unusual for a Paladin to have one of these feats, maybe two in the long run. As a practical matter the Paladin must choose either Power Attack + Divine Might and/or Spirited Charge in stay within a country mile of the Fighter in damage dealing. There just aren't many feats to spare elsewhere.</p><p></p><p>The Fighter will have more feats and the stat flexibility to stack these up early in, multplying and remultiplying their effect. Frex, Spring Attack + Cleave + Combat Reflexes + reach weapon gives the Fighter an enormous tactical footprint that increases the effectiveness of the <em>entire party</em> while he is opening that big can of whoop@$$. I would note that advantageous Flanks happen a lot around Fighters with Spring Attack. Not only does the Fighter get that flank (yielding a "free" +2 or +4 damage) but his buddy does as well.</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 1600636, member: 545"] Other than those you mention, I would add: Improved Initiative, Mobility, Spring Attack Cleave, Greater Cleave Combat Expertise, Combat Reflexes The first three are about getting into an optimal position based on the situation for offense or defense. I can't tell you how many times my frontline Paladin has been thrashed in the first 1 - 1 1/2 rounds of combat and forced to retreat. Getting a higher initiative or added protection when repositioning would mean I would not need to take a Withdraw action. The next two multiply whatever damage dealing capabilities you have, though this is somewhat campaign dependent. The last two give a lot of tactical control. Now it is hardly unusual for a Paladin to have one of these feats, maybe two in the long run. As a practical matter the Paladin must choose either Power Attack + Divine Might and/or Spirited Charge in stay within a country mile of the Fighter in damage dealing. There just aren't many feats to spare elsewhere. The Fighter will have more feats and the stat flexibility to stack these up early in, multplying and remultiplying their effect. Frex, Spring Attack + Cleave + Combat Reflexes + reach weapon gives the Fighter an enormous tactical footprint that increases the effectiveness of the [i]entire party[/i] while he is opening that big can of whoop@$$. I would note that advantageous Flanks happen a lot around Fighters with Spring Attack. Not only does the Fighter get that flank (yielding a "free" +2 or +4 damage) but his buddy does as well. [/QUOTE]
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Paladin balanced without RP/alignment restrictions?
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