Paladin Archetypes Breakdown – Pathfinder – RPGBOT (2024)

Introduction

The Paladin is generally a defender or striker with the ability to be a face and a healer if the need arises. Paladin archetypes completely ignore the Paladin’s skill list, but provide some interesting options to emphasize the Paladin’s combat and healing abilities.

Disclaimer

We support a limited subset of Pathfinder’s rules content. If you would like help with Pathfinder options not covered here, please email me and I may be able to provide additional assistance.

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.

  • Red: Bad, useless options, or options whichare extremely situational. Nearly never useful.
  • Orange: OK options, or useful optionsthat only apply in rare circ*mstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essentialto the function of your character. Useful very frequently.

Archetypes

Divine Defender

The Divine Defender is a small change to the Paladin, and very slightly shifts the Paladin from a “kill them now, fix us later” policy to a “get through the fight in one piece” policy. Shared defense removes the Paladin’s ability to remove negative status effects, but provides a few immunities to your allies for a few rounds. The change to Divine Bond is perhaps the biggest part of the archetype.

Shared Defense (Su): The bonuses are small,the area is small, all of the effects are situational, and the duration isterrible. You give up Mercy for this, so ensure that you have a capable healerin the party to handle conditions which you could cover with Mercy.

Divine Bond (Su): Divine Bond is muchbetter for weapons, but this is miles better than the Sacred Shield archety’esDivine Bond. The list of abilities is respectable, and the ability to addenergy resistance adds some nice defensive versatility to the Paladin.

Oaths: Chastity, Corruption, Loyalty, Savagery, Vengeance

Replaced Features: Mercy, Divine Bond

Compatible Archetypes: Hospitaler, Undead Scourge, Warrior of the Holy Light

Divine Hunter

Most Paladins are melee characters, but the Divine Hunter takes a step back to use ranged weapons. The Divine Hunter is on par with the standard Paladin, and brings some nice feats and abilities which make archery easier.

Precise Shot: Absolutely essential forranged characters. It hurts to give up heavy armor, but with enough dexterityto be a decent archer it shouldn’t matter.

Shared Precision (Su): It’s not often thatyou have allies who need precise shot.

Divine Bond (Su): If you are adding theReturning quality to your weapons, you should just buy a weapon with theReturning quality.

Distant Mercy (Sp): This is a fair tradefor a Mercy, but it will take until fairly high level before the range exceedsyour move speed.

Aura of Care (Su): This greatly mitigatesthe need for Improved Precise Shot, especially if you spend all of your timejust outside of reach.

Hunter’s Blessing (Su): If your allies needthese feats they should have them already. The only way to really use this isto hand everyone in your party a bow and point them at something far away.

Righteous Hunter (Su): Essential. At thislevel almost everything will have DR, and DR/good is common for evilcreatures.

Oaths: No

Replaced Features: Armor Proficiency, aura of courage, divine bond, Mercy (6th level), aura of resolve, aura of justice, aura of faith

Compatible Archetypes: None

Empyreal Knight

The Empyreal Knight is a Paladin trying to become an Angel. While the concept is great, and the flavor makes sense, the archetype just isn’t very good. You give up many important Paladin abilities for some abilities that could replaced with a single spell or a few skill ranks. Overall, the archetype just doesn’t add anything worth having.

Voices of the Spheres: One rank oflinguistics could replace this, and Divine Grace is one of the Paladin’s bestabilities.

Celestial Heart (Su): A nice range ofresistances, and they scale with level. At higher levels you gain truespeech,completely invalidating Voices of the Spheres, and finally you gain theability to create a protective aura for a few rounds per day.

Celestial Ally (Sp): Summon Monster isvery powerful, but you get it three levels behind Clerics and Wizards.

Divine Bond (Su): Turn your Warhorse into aflying warhorse, which technically isn’t a Pegasus. Flight is crucial at highlevels, so it’s nice to have access to a constant source of flight.

Empyreal Champion: A collection of coolabilities, and you can fly without needing your mount.

Oaths: Loyalty

Replaced Features: Divine Grace, Lay on Hands, Mercy, Channel Positive Energy, Divine Bond, Holy Champion

Compatible Archetypes: Undead Scourge, Warrior of the Holy Light

Holy Guide

The Holy Guide is a lousy attempt to introduce Teamwork feats and Favored Terrain to the Paladin. The Teamwork Feat ability is lousy and doesn’t improve, and Favored Terrain has always been awful and boring.

Class Skills: Both skills are situational,and Paladins only get 2+ skills ranks, and Intelligence is their only dumpstat.

Favored Terrain (Ex): I hate Favored Terrain.It’s dull, the bonuses are mediocre, and in this case you have top give upMercies to increase the crappy bonus.

Teamwork Feat (Ex): A free feat is nice,but by 5th level you won’t be able to get anything particularly exciting, andyou can only share this one feat with your allies.

Oaths: Corruption, Fiends, Savagery, Wyrm, Charity, Chastity, Loyalty, Vengeance

Replaced Features: Mercy (3rd, 5th)

Compatible Archetypes: Holy Gun, Holy Tactician, Hospitaler, Sacred Servant, Sacred Shield, Shining Knight, Temple Champion, Undead Scourge, Warrior of the Holy Light

Holy Gun

The Holy Gun merges the Gunslinger with the Paladin. You still get all of the Paladin’s excellent healing and defensive abilities, and you get the ability to use a gun and a limited number of Gunslinger deeds. The biggest issue with the archetype is the Grit pool. Until you hit level 11, you may only have one or two points to use in a day, which will mean that many of your fights will be a repetetive series of full attack actions.

Be sure to read my Gunslinger Deed Breakdown.

Weapon and Armor Proficiency: Giving upheavy armor is annoying, but if you’re using firearms you generally don’t needit.

Have Gun: Two free feats and a weapon. Don’tforget to pick your first level Gunslinger deed.

Divine Deed: You get one deed in additionto your free deed from Amateur Gunslinger.

  • Smiting Shot (Su): Considering you get 1Grit point per day, and can only gain a small number of points in a day,this will eat through your Grit points very quickly.

Divine Bond: This adds a lot of versatilityto your weapon.

Holy Grit (Ex): Finally you get a decentsized Grit pool. The additional deeds are great too, and can give you a lot ofgreat options.

Holy Slinger (Ex): 1 Grit point for achance to banish evil outsiders. Not quite as easy to use as regular SmiteEvil, but you can use it on multiple targets in a round.

Oaths: Chastity, Fiends

Replaced Features: Weapon and Armor Proficiency, Detect Evil, Smite Evil, Divine Bond, Aura of Justice, Holy Champion

Compatible Archetypes: Warrior of the Holy Light

Holy Tactician

The Holy Tactician is a teamwork feat archetype. Like many teamwork feat archetypes, it assumes that not everyone in the party is taking teamwork feats, so it grants you the ability to share them with your party.

Weal’s Champion (Su): A bit like a sharedversion of Smite Evil, Weal’s Champion deals less damage, but grants yourallies a bonus to hit your target and a tiny bit of extra damage.

Tactical Acumen (Ex): Losing Divine Bond isunfortunate, but 5 free feats is pretty great. When selecting your feats,remember that you can share them with Battlefield Presence.

Battlefield Presence (Su): It’s not clear ifyour allies need to remain within 30 feet to continue to receive the bonusfeat, but you can grant your allies a teamwork feat any number of times perday. Grant your allies something cool before going into combat likeCoordinated Charge.

Guide the Battle (Ex): Using a move actionto do this is hard because it prevents you from making a full attack orcharging. However, this can get your weak characters out of melee, or it canhelp your allies position themselves in a round in which you need to cast aspell or use Lay on Hands.

Weal’s Wrath (Su): This greatly improvesyour ability to fight multiple foes simultaneously.

Masterful Presence (Su): It’s pretty rarethat you will want allies to have different teamwork feats since teamworkfeats typically only work if everyone has them. Confirming critical hits isgreat, assuming someone in your party relies on them.

Oaths: None

Replaced Features: Smite Evil, Aura of Courage, Divine Health, Divine Bond, Aura of Resolve, Aura of Justice, Holy Champion

Compatible Archetypes: Warrior of the Holy Light

Hospitaler

The Hospitaler gives up a bit of the Paladin’s offensive ability for the ability to channel energy without using Lay on Hands charges, adding another pool of healing to the Paladin. The capabilities lost are fairly minor, which makes this archetype a good choice if your party needs additional healing.

Smite Evil (Su): Less smites per day, butthey still work the same way.

Channel Positive Energy (Su): ChannelEnergy is not a great option at Paladin level -3, but it’s free healing thatdoesn’t consume your uses of Lay on Hands.

Aura of Healing (Su): Assuming your partyis all the same level, this aura will provide less healing on average than anormal usage of Channel Positive Energy. The big draw is the ability to makean extra save against ongoing conditions, and the ability to heal allieswithout healing enemies.

Oaths: Charity, Chastity, Fiends

Replaced Features: Smite Evil, Channel Positive Energy, Aura of Justice

Compatible Archetypes: Divine Defender, Warrior of the Holy Light

Sacred Servant

The Sacred Servant reduces the Paladin’s usual reliance on weapons, and introduces some extra spell slots and the ability to enhance your Channel Energy ability through a Divine Bond with your holy symbol. If you want to make a character focused on Channel Energy, this is a great option. Otherwise, you may be better served to play a Cleric.

Smite Evil (Su): Less smites per day, butthey still work the same way.

Spells: Some domains have good options intheir first few spell slots, and many have abilities which a Paladin will findvery useful. Read myCleric Domain Breakdownfor help choosing a domain.

Divine Bond (Su): If you like to channelpositive energy, this is the way to do it. Use your holy symbol to boost yourdamage/healing and your DC and go nuts.

Call Celestial Ally (Sp): The Planar Allyspells are very powerful, but their biggest limitation is their cost. Removingthis cost allows you to do a lot of very cool things.

Oaths: Corruption, Savagery, Vengeance

Replaced Features: Smite Evil, Spells, Divine Bond, Aura of Resolve

Compatible Archetypes: None

Sacred Shield

If every enemy was nice enough to stand and hit you in the face with a pointy stick while you did the same, this archetype would be fantastic. Instead the Sacred Shield trades in the Paladin’s Smite Evil ability for the ability to protect himself and his allies from pointy sticks and not much else. The Sacred Shield and his allies are still wholly vulnerable to spells, special attacks, falling rocks, and traps.

Bastion of Good (Su): Reducing damage toyour allies by half sounds great, but this doesn’t affect spells, specialabilities, or other sources of damage. The bonus to your AC is also nice, butit certainly won’t prevent your enemies from killing your allies.

Holy Shield (Su): The bonus to AC is nice,especially when combined with Bastion of Good, but the duration is fairlyshort and this ability stull doesn’t protect you from spells or specialabilities.

Divine Bond (Su): Effects like this areworse on armor and shields than they are on weapons. Armor costs half as muchto enhance, and to get the most mileage out of Bastion of Good and HolyShield, your shield’s enhancement bonus should be high. The list of abilitiesis small and not very good.

Improved Bastion: This makes Bastion ofGood considerably easier to use, and keeps pace with Holy Shield so that theireffects affect the same area.

Perfect Bastion: This makes your party veryresistant to the target of your Bastion of Good, but it still doesn’t protectyour from spells or special abilities.

Oaths: Chastity, Fiends

Replaced Features: Smite Evil, Channel Positive Energy, Divine Bond, Aura of Justice, Holy Champion

Compatible Archetypes: Warrior of the Holy Light

Shining Knight

Shining Knight doesn’t add much, but it adds everything you need to be get by as a mounted combat Paladin. You need to take all of the feats on your own, but your mount will be very difficult to kill.

Skilled Rider (Ex and Su): Removing thearmor check penalty from ride checks will really help for Mounted Combatchecks, and adding Divine Grace to your mount will make it considerablytougher to kill with magic.

Divine Bond (Su): It would be a bit silly to takeanything else on a mounted combat archetype.

Knight’s Charge (Su): Taking an enemystraight to Panicked effectively takes them out of the fight. You can continueto hit them with mounted charges as they run around futily trying to escapefrom you.

Oaths: Chastity, Fiends, Loyalty

Replaced Features: Divine Health, Divine Bond, Aura of Justice

Compatible Archetypes: Warrior of the Holy Light

Temple Champion

The Temple Champion trades in the Paladin’s spells for access to a Warpriest Blessing. While Warpriest Blessings are certainly powerful, the Paladin’s spell list is much more versatile and effective than a single Blessing.

Spells: The Paladin spell list issurprisingly good, and includes a lot of very powerful buffs unique toPaladins. Losing access to spells is unfortunate.

Domain Granted Power: Most Cleric domainabilities available at first level won’t help you much.

Blessing (Su): You only get one blessing,and you get the Minor Blessing power 4 levels late, at which point many of theblessings will have trouble remaining important.

Oaths: All

Replaced Features: Spells, Divine Bond, Aura of Justice

Compatible Archetypes: Holy Guide, Hospitaler, Warrior of the Holy Light

Undead Scourge

The Undead Scourge gives up a little bit of the Paladin’s general evil-smiting ability for some extra powers to destroy the undead. If your campaign features an unusually large number of undead, this is great.

Smite Evil (Su): Not quite as good, but notnotably worse.

Aura of Life (Su): Useful if you plan toChannel Energy to damage the undead around you, but other than that it’s notvery helpful.

Undead Annihilation (Su): Save or die forundead foes. This can be a great way one-shot the BBEG Lich.

Oaths: Charity, Wyrm

Replaced Features: Smite Evil, Aura of Resolve, Aura of Justice

Compatible Archetypes: Divine Defender, Empyreal Knight, Warrior of the Holy Light

Warrior of the Holy Light

Despite having a small spell list and very few spells per day, the Paladin has a lot of very good spells which are exclusive to the Paladin. Giving up these options, especially great spells like Holy Sword, are difficult. Power of Faith is a cool ability, but it’s very hard to make it compete with a full spell list.

Power of Faith (Su): This is what you getin exchange for your spells. Giving up spellcasting always makes me nervousbecause it’s so powerful and versatile, but if you’re okay with that, thebonuses are decent, and you can get a lot of useful effects in a singlestandard action.

Shining Light (Su): Like an awesomecombination of Channel Positive Energy and Holy Word. The bonuses to yourallies are small and the duration is short, but blinding enemies in an AOE foreven one round can really do a lot of damage.

Oaths: All

Replaced Features: Spells, Aura of Faith

Compatible Archetypes: Divine Defender, Empyreal Knight, Holy Gun, Holy Tactician, Hospitaler, Sacred Shield, Shining Knight, Undead Scourge

Paladin Archetypes Breakdown – Pathfinder – RPGBOT (2024)

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