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Pathfinder 1E Paladin combat is kinda dumb.....

Grimmjow

First Post
what can i do to freshen up my paladin in combat? I like my character and don't wanna re-role. I like my story and the way he plays outside of combat but IN combat is dumb. Any class that i should multi-class into to make it funner? I'm wielding a big sword and use STR as my main stat with like 16 CHA.
 

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I don't understand.

You can use your normal attacks, ranged attacks, smite evil, lay on hands, you can take a total defense, fight defensively, hide, use combat maneuvers, charge into flanking positions, cast nifty spells, etc.

How is that "dumb"?

Paladins are a blast to play! Now more than ever, with all the archetypes and stuff.

Please, elaborate.
 

No doubt, in combat is where the paladin shines the most - I wish some of the other martial players got the advantages in combat that the paladin does. Maybe you don't know how to use a paladin tactically speaking - that's not the paladin class's fault, it's got plenty of assets for combat.

I can't imagine there being an issue at all.
 

k elaborate... it just seems boring to smite "k now i have extra damage" roll roll roll roll roll roll roll roll roll roll roll while my cleric friend (okay hes my brother really) has all these cool spells he can use. Id multi-class into the cleric but i feel like im stepping on his toes. IDK maybe after level 10 (we're at level ten now) more stuff will happen for me if i stick with paladin.

What are these archtypes you speak of?
 

I'm playing a Paladin in a pathfinder campaign at the moment. My first attempt at a Paladin under this system and I'm having some good fun with it. You have to remember that you are playing a melee type with extra abilities. It is difficult for the class to be anything but that, but the class does grow better as it levels.

I your GM allows them, look into Archetypes (Players Guide I think) and see if something there grabs your attention.
 

k elaborate... it just seems boring to smite "k now i have extra damage" roll roll roll roll roll roll roll roll roll roll roll while my cleric friend (okay hes my brother really) has all these cool spells he can use. Id multi-class into the cleric but i feel like im stepping on his toes. IDK maybe after level 10 (we're at level ten now) more stuff will happen for me if i stick with paladin.

What are these archtypes you speak of?

At lvl ten I would be worried about having TOO many options!

You have a lot of spellcasting by that lvl. There are a ton of buffs you get to use that complement your cleric's spellcasting.

Here, I'll just list all your "active" abilities

1- Detect Evil
2- Smite Evil
3- Lay on Hands
4- Mercy
5- Channel positive energy
6- Divine Bond (That's a big one)
7- Spellcasting up to lvl 2

Plus any items you might have and base options you can take (melee weapons, ranged weapons, reach weapons, combat maneuvers, intimidate, diplomacy, etc).

This is a link to the SRD website. It has ALL the information of the entire game, both by Paizo and some 3rd party publishers, is update periodically, is free and is legal:

http://www.d20pfsrd.com/classes/core-classes/paladin

Archetypes are a bunch of thematically bound replacements for certain class features of the class. All classes have them. For example, the Divine Defender paladin (focused on protecting allies) archetype replaces your mercies with the Shared Defense special ability, changes your divine bond, etc...
 

Well, you're playing a Paladin in Pathfinder, which has the same problems as the earlier editions of D&D it's made from. That being that melee guys tend to only have one thing to do in combat, and that's deal as much damage as possible. Yes, you technically can use combat maneuvers, but those are only really useful when you're not trying to kill the target of your attack anyway, since a dead enemy makes fewer attacks than an enemy laying down or with a shield un-sundered. I'm not trying to knock the game, or the people who play it, but interesting, entertaining combat abilities really aren't in the cards for non-casters. It's all pretty much finding a consistent method for doling out damage. Which can be fun, don't get me wrong. My point is only that you're probably not going to do anything different from whatever strategy you use to maximize damage output in any fight unless that method becomes ineffective for some reason, so don't play a melee type if you would rather have a selection of spells or spell-like powers, any of which could be effective in different situations.
 



If your DM allows the Advanced Player's guide, consider mutli-classing into Oracle. Gives you some more spiritual magic, plus with clever choice of deity/mystery, you can make a quasi-tripleclassed character by adding new skills and relevant powers.

Or, go Sorcerer and be a happy blaster or a sage... but going Sorc in the tail end of your career isn't always fun since you don't get the better spells until very late in your career.

Or, go Bard and buff your whole party with song.

Paladins are pretty one-sided. Add in some Inquisitor and now you're a bad mamajama who is a REAL hunter of evil.

Or Monk. Monks are delicious when combined with Paladins.
 
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