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Race & Abilities
Angelkin Aasimar (+2 Str, +2 Cha)
Lawful Good
STR: 19 (add 1 at level 4)
DEX: 13
CON: 14
INT: 12
WIS: 9 (add 1: level 20)
CHA: 15 (add 3 : level 8,12,16)
18 Paladin - 2 Fighter
Levels & Feats
1st Paladin: Power Attack
3rd Paladin: Precise Strike (add same feat to other of your Companions)
5th Paladin: Outflank (add same feat to other of your Companions)
7th Paladin: Cleave
9th Paladin: Cleaving Finish
10th Fighter : Wings
11th Fighter : Great Cleave
11th Fighter : Sunder Armor
13th Paladin: Improve Cleaving Finish
15th Paladin: Toughness
17th Paladin: Metamagic (Maximize Spell)
19th Paladin: Armor Focus (Heavy)
Skills
Put points in Mobility every level. Then you chose the other 2, I recomend Persuasion. Also Knowledge Wold (for cooking) or if you dont have religion in group then Lore (religion is good)
Make sure you and you Team-feat companion are attacking same target to get the bonus. Remember you are not a Tank, dont go first, is ok if one maybe 2 are attacking you too, positioning is key. Keep Keen as much as you can in harder fights. Use charge in the first attack after the tank get flanked or give tank distance so both things happen at the same time.
You do need to be choosy about your feats, particularly what you take weapon focus/improved critical in.
Extra smite maybe, go for powerattack > cleave > cleaving finish.
Very standard paladin build.
It´s way better going 2-3 lev pala then rest fighter if thats your goal (only melee dmg)
Also, is it really worth getting those two fighter levels of great cleave and sunder armour? You'll lose out on an extra smite per day, a +1 enhancement bonus to your weapon, the level 20 capstone (5 more DR vs anyone that isn't evil and heals are rolled to their maximum). All your spells/heals/smites/etc scale to Paladin level, so they'll be a bit weaker. I think it's better not dipping at all tbh if you're going that far with a Paladin.
You could Change the Cleave Finish and Improve Cleaving for more Crit if want to change it. But I have to say that in higer level the amount of mobs increase, you will be fighting more than one at a time. Also you can eliminate the cleave finish ones and go full pally, But the DR is only agains evil, the maximize spell compensate some of the heal, the enhancement and smite is a trade-off.
Plus this is a Retri Paladin, not a fighter, so as a Paladin you are half fighter, hallf support. Meaning that Cleave will let you clean trash very fast, then when you deal with a big boss you will do a average dmg and some sunder. These is a team oriented build, you not going alone. If you want to do a high crit one hit attack that is another build. Paladins have only few feats, so you can go either good crit one target or clean trash, try both and will get feat starving.
Edit note: Retribution Paladin is an old archetype (is like going in a righteous frenzy, trying to kill all in its pass) , is good angaist multiple mobs and suport the group with some buff and debuff. Now full single dmg Paladin is a Avenging/Avenger Paladin, this one do alot of damge to single target (Good for soloing).
I make use of cleave and cleaving finish regularly since at least 3/4 of the enemies fall in one hit. That means I'm hitting 3 to 4 times per round, 4 to 5 if I'm hasted. And I'm considering getting greater cleaving finish as well.
Also, don't ignore the team feats. Outflank is amazing and there is one (can't remember the name) that gives you an extra 1d6 damage from each character just for flanking the same creature.
Just buff your str and cha as high as you can. Have your casters load up on haste and blur spells, then go wreck everything. And don't be afraid to use lay on hands (only use it on your paladin) when you do take a hit. Leave party healing to Tristian. He can channel energy more often and with those phylactery of channel energy head bands he heals far more than you can. Also cook shepherds pie when you camp, that will give him another 1d6 to his channel energy. At level 8 instead of 4d6, he's channeling 7d6 for me.
So in all, this build is great for clearing out hordes of lackeys, surviving tougher encounters, and dealing moderate damage to single enemies. If you want to do more damage to single enemies, you can build a crit machine with the build mentioned above with the falcata. You could also dip a few levels of rogue for some sneak attack damage, since you'll basically always be flanking.
On a side note, it's too bad this game doesn't include more feats. In my last pencile and paper game I ran a paladin that had the fey foundling feat, greatly increasing his healing ability, along with feats like leap attack, the spell rhino's rush, a feat that doubles damage on all charges, powerful build, and another feat that waives the attack roll penalty to power attack. At level 14 I was hitting for something like 2d12+180 normally, on a crit, forget about it.
Granted, we were playing with both D&D and Pathfinder rules. My paladin joined an elite military and underwent special training, granting him the ability to basically take the best aspects of either rule set. (lay on hands is much better in Pathfinder than D&D while the special mount is much better in D&D than Pathfinder, etc)