Pathfinder: Kingmaker

Pathfinder: Kingmaker

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Bijat Sep 26, 2018 @ 6:28pm
Paladin vs divine guardian
Lookin at some builds...and what the heck is the reason to use paladin instead of divine guardian? Divine guardian gets 3 extra feats, one extra ability (divine troth) and only thing paladin have is aura of courage (divine guardian still get the self buffing part)..so thats a 10y 4+ saving throw agenst fear. becuse it´s only 1y it will prob not affect more then 2 other chars.
Originally posted by Meeky:
Standard paladin makes a fine archer, so there's one reason. I actually prefer standard paladin over Divine Hunter for archery.

Divine Guardian gets those feats, SORT OF. They only function in regards to the one person they're guarding. So... 4/5 party members get no benefit from that.

Divine Guardian looks solid enough but a core paladin has its uses.
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Meeky Sep 26, 2018 @ 6:57pm 
Standard paladin makes a fine archer, so there's one reason. I actually prefer standard paladin over Divine Hunter for archery.

Divine Guardian gets those feats, SORT OF. They only function in regards to the one person they're guarding. So... 4/5 party members get no benefit from that.

Divine Guardian looks solid enough but a core paladin has its uses.
Paladin Ryan Sep 26, 2018 @ 7:05pm 
Divine Guardian also loses access to the divine casting of core paladin. Core Paladin seems to be extremely flexible and compatible with a number of different build directions.
Bijat Sep 26, 2018 @ 7:25pm 
Oh totaly did not notice u don´t get spells...yea that makes a big diffrence !
Meeky Sep 28, 2018 @ 11:45am 
Originally posted by Paladin Ryan:
Divine Guardian also loses access to the divine casting of core paladin. Core Paladin seems to be extremely flexible and compatible with a number of different build directions.

I can't believe I forgot to mention that. Spot on awareness award to you - that's a MAJOR reason for not taking Divine Guardian.
Bijat Sep 28, 2018 @ 2:30pm 
Originally posted by Meeky:
Originally posted by Paladin Ryan:
Divine Guardian also loses access to the divine casting of core paladin. Core Paladin seems to be extremely flexible and compatible with a number of different build directions.

I can't believe I forgot to mention that. Spot on awareness award to you - that's a MAJOR reason for not taking Divine Guardian.
Yea decided agenst Divine Guardian, seems more like a archtype to dip 2-3 levs in not max.
LordBlade Sep 28, 2018 @ 2:32pm 
Honestly, I never play a Paladin for their spells. I have Clerics for that. :p
Bijat Sep 28, 2018 @ 3:02pm 
Originally posted by LordBlade:
Honestly, I never play a Paladin for their spells. I have Clerics for that. :p
Well theres qute a few self buffs that are decent and the gains from divine guardian aint that strong. Like divine favor at lev 20 is 6(or 7?) attack and dmg rolls. Sanctuary is a nice oh crap button. Align wepon give bonus dmg to x alignment. Divine power gives + attack/dmg roll & BONUS ATTACK PER TURN etc. Can´t rly recall all the good ones now. But becuse paladin aint fighter the bonus feats aint that useful and will hardly add up to same ammount of benefits.
Last edited by Bijat; Sep 28, 2018 @ 3:06pm
CaptRory Sep 28, 2018 @ 4:52pm 
I checked before I went to run errands. The bonus feats include mostly general combat stuff so I don't see how they would only affect the paladin and his charge. Second, you can get around the lack of magic by investing in Use Magic Device. Since paladins want a high Charisma anyway it is a natural fit and you can throw on a Skill Focus if you want to spend a feat and since you're getting several bonus feats you can afford a little diversion like that.
Meeky Sep 29, 2018 @ 11:56pm 
Originally posted by CaptRory:
I checked before I went to run errands. The bonus feats include mostly general combat stuff so I don't see how they would only affect the paladin and his charge. Second, you can get around the lack of magic by investing in Use Magic Device. Since paladins want a high Charisma anyway it is a natural fit and you can throw on a Skill Focus if you want to spend a feat and since you're getting several bonus feats you can afford a little diversion like that.

I was talking about the Divine Troth sort of abilities, and those are a main draw for the class.

Furthermore, UMD is great and all, but it does cost money, and you're not going to have a high caster level with UMD unless you get scrolls or wands with higher caster levels. And Paladin spells aren't something to sneeze at: strong self-buffs go a long way.

It's a fair choice either way, I think. For me, the lack of paladin spells breaks the deal. I love them too much to sacrifice them.
CaptRory Sep 30, 2018 @ 12:05am 
Originally posted by Meeky:
Originally posted by CaptRory:
I checked before I went to run errands. The bonus feats include mostly general combat stuff so I don't see how they would only affect the paladin and his charge. Second, you can get around the lack of magic by investing in Use Magic Device. Since paladins want a high Charisma anyway it is a natural fit and you can throw on a Skill Focus if you want to spend a feat and since you're getting several bonus feats you can afford a little diversion like that.

I was talking about the Divine Troth sort of abilities, and those are a main draw for the class.

Furthermore, UMD is great and all, but it does cost money, and you're not going to have a high caster level with UMD unless you get scrolls or wands with higher caster levels. And Paladin spells aren't something to sneeze at: strong self-buffs go a long way.

It's a fair choice either way, I think. For me, the lack of paladin spells breaks the deal. I love them too much to sacrifice them.

There's a lot of great low level magic though that you can get wands for; Shield and True Strike come to mind immediately. I agree losing the paladin magic is rough but I do love feats.
Nathrezim/Skally Oct 17, 2018 @ 12:19am 
Oh god, i just wasted like 10 hours of gameplay... was level 5 on all characters, till i realised that Divine Guardian cant cast spells... So lame...
Oh well, starting over!
Koromo Oct 17, 2018 @ 12:22am 
In regards to the divine guardian, what does their divine toth ability actualy do....
Bijat Oct 17, 2018 @ 7:02am 
Originally posted by Nathrezim/Skally:
Oh god, i just wasted like 10 hours of gameplay... was level 5 on all characters, till i realised that Divine Guardian cant cast spells... So lame...
Oh well, starting over!
Theres mods to respec on nexus. Or a tool in this forum, but the tool is no longer supported and takes alot more work.
Nettleburn_PL Oct 27, 2021 @ 5:17am 
the divine guardian have some potential. for exemple, for healing his guarded teammate with lie on hands twice in a round (once with move action, once with standard action). but im choosing usual paladin: mostly for spells. divine guardian have no spells. which is sometimes also cool, for divine guardian can lightly put more points to physical ability scores.

[edit]. the second thing for choosing usual paladin is "lie on hands: self". makes it better tank. he can actualy use 'lie on hads: others' on himself too. but divine guardian can use both his 'lie on hands' on himself accordingly. but 1 is for move action - not swift action like usual paladin have. it is just compfy to use swift action lie on hands. the differ for 'guarding hands' is that you can use it on your protected teammate, but it uses ur movement action and this is making it just worse. for simple example: with swift action used, you can use full attack action.

so my opinion is 'usual paladin' is better for tanking too. the 'divine guardian' protects a teammate, this can come handy - if your front line teammate (actually) requires aditional defense.

spells are levearage when comparing these 2 archetypes.

the dfference is also about stats. divine guardian doesnt need that high charisma, making it stronger physically, yet i prefere high saving throws asociated with charisma (needed for spells), and my paladin is also my diplomat...
Last edited by Nettleburn_PL; Oct 27, 2021 @ 9:36am
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Date Posted: Sep 26, 2018 @ 6:28pm
Posts: 14