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Let's smite evil or fighter....Fighter will have +5 to hit for weapon training, a further +1 from greater weapon focus (requires fighter level 8). And then fighter ignores 10 DR via greater penetrating strike (which is not all DR, but how much DR do most things have?). And then Fighter also has +10 damage via weapon training, and an extra +4 damage via the two weapon specialization feats. So the fighter weapon has +1x crit multiplier.
So +6 to hit, +14 damage, ignores 10 DR, and +1 crit multiplier. That's before you add in feats that non-fighters can take, such as power attack. And fighter's thing works via every enemy, not just evil ones and not just when smite is used.
Oh, and the fighter can just dump CHA, while the paladin has to lower their potential physical/mental stats to have the higher CHA (well, suppose undead fighter would need the CHA).
And the paladin has half as many feats. And the paladin is impaired by their armor, while the fighter is moving at full speed with reduced penalties to skills.
But the paladin has other things which help it. It can heal and proselytize and has a church backing it and good reputation, and so forth. Fighters don't really have these things.
Plus the fighter can take weapons and gear, and can use magic device, same as the paladin, so there's not really a shortage of options to overcome any "weaknesses" that the fighter has over the paladin.
Most obviously the Paladin’s mobility is NOT impaired by their armor while mounted for example.
Damage dealers or healers. The paladin is a fighter with a touch of cleric - that is to say they are a little less damage focused than a fighter, while a little more healer focused. So you have some cool heals and will fight almost as good as the best fighter (which is plenty on the fighter end), but you might want to look into a dedicated healer for the party.
Tanks....so pathfinder doesn't really do a taunt mechanic. If you can, killing them quickly before they kill you is definitely a viable approach. It doesn't always work....durable classes are nice to have in the party for that reason, and the paladin can certainly be durable.
As for stats, your paladin will basically want some in all areas....weak point to the class, perhaps, is that it really wants lots of every stat and you only get the same as every other class. You might want to aim to be more "above average" than "high" in your primary stats, so you can have Dex and Con and INT and WIS in addition to your CHA and STR.
Regarding 2 handed weapon vs other weapons. So at low levels, the weapon's damage matters a lot. At higher levels, your skills will make the 2d6 of a greatsword vs the 1d8 of a longsword seem rather unimportant. And as a paladin, you don't need to commit to a particular weapon type. Your weapon choice versatility is one of the strong points of a paladin (unlike a fighter whom needs to specialize).
Plus, didn't even mention the mythic end of the fighter.
Or Kineticist - damage dealer without sneak attacks.
Or later spells.
Or other classes which have unique damage abilities.
For damage dealing a paladin is a bit lower on the list imho.
And one doesn´t need turn based to end 98% of all fights in one round, as that is the game design. If the fight takes longer than 2 rounds, You will usually lose, except it´s a scripted battle. Either You win without effort, or the enemy wins without effort - and a reload can yield the opposite result, if You don´t min max it extremely.
And like someone else said above - if You play on core - You can go through the game with any build, while some are easier than others. A paladin with a greatsword is probably easier than a crusader with a greatsword. And i went though the game without any pet, except for Bismut. But if You play it the first time - blind - it will be frustrating no matter what, because of the game mechanics, the encounter design, the lacking QoL features, and ze bugs - not the class choice, which is the smallest problem one could imagine compared to that - while it is helpful to know that around half of the options in the game are only filler content, which nobody would choose - and certain kinds of builds will mostly choose the same feats all over again. Even more so when the most OP thing are pets, and the second most OP thing are critical hits - as these two give You many more attacks per turn, the latter with the teamwork feats.
I'm doing 3 paladins for lots of smites because I want to. It isn't optimal. More than 1 mark of justice paladin is redundant.
Paladins are NOT outperformed by Fighters. Mounted is THAT good. As before your lack of experience using mounted is obvious with such an absurd statement as Paladins being lower mobility.
Paladin brings nothing to the table if it´s about dealing damage - except for smite and mark of justice. It brings the pet, but any pet class can have one - or alternatively it brings some damage features, which are subpar - and limited in use.
Doubly so since it seems you are implying that melee damage is strictly inferior. Which is even more ridiculous.
And for normal play a ranged character can always have full attack rounds, as he doesn´t need to move, and a ranged character also has additional attacks.
I also mentioned spells, which deal a lot of damage late game.
I never said a paladin is bad or anything, i just said it´s not a first, or even good choice, as damage dealer, as the paladin is more a defensive and supportive class. Even more so, when he can heal with various abilities, which are all quite nice in defense, and for the saving throws.
The feats a paladin can take - are not exclusive to a paladin, and the pet he gets is not exclusive for the paladin, while other classes make more use of the pets, as they have certain abilities and / or spells to support them. And one doesn´t need a pet on core difficulty. Any 2 people at the same enemy can make use of outflank, and enable sneak attack damage.
TL;DR:
All i say is that there are better classes for damage dealing. While for some reason You say that a paladin is a great damage dealer. Of course he could deal good damage, but other classes would outperform him in that department, because they have more attacks, or better offensive abilities.
Your point about range doesn’t make sense in either turn based or real time either. In turn based mounted has MORE effective range than unmounted bow due to ridiculous movement. In real time the ranged character will still move-> attack on the first turn and may randomly do that as the fight progresses (IE they are in the back after all firing at max range ideally). Mounted will always do full attacks on contact.
Just if you want your Paladin to be as immersive as possible.
In Wrath, all the two handed weapon fighting talents are locked behind a fighter subclass.
Which you could cheat and give to your Paladin who should have access to those feats.
I did cheat to add them to mine and don't regret it at all.