Paladin was one of the most fun classes that I played. They can use almost all equipment, but they still have some fun spells. Smite evil makes your character feel like a real hero, aura of courage stops your party from running around scared like headless chickens, and the divine bond animation is sick.
Divine Troth is OP. You can use it on yourself or an ally, you can have it up on 2-3 people because it lasts for 24 hours and resets every rest. Starting at lvl 3 it gives +4 ac bonus to normal, dodge, AND touch ac. Divine Guardian is fantastic, especially if you take only 3 lvls in it for troth+courageous defense. It won't show on your ac but hover over enemy attack rolls in the combat log to see the effects. My Divine Guardian/Sword Saint/ Monk had like 42 ac at lvl 5. It's up to 60 ac now at lvl 9 with duelist. It's a dueling sword dex/int/cha tank with crazy high saves. The description says the ac bonus takes up an attack of opportunity but that has not been the case for me so far. It seems to always apply. I think this is a bug but it is certainly strong.
@Vale Sauce Yea I 100% agree, my main criticism of the game is the lack of essential information provided to players. They assume you know pathfinder rules inside and out, and even then it's still bad. I haven't played in a while but from what I remember, a 3 level dip for full bab, big ac boost on multiple members, fear/disease immunity, cha bonus to saves, etc is very worth it imo for a tank.
Divine guardian on release was bugged. But now Guarding hands which replaces (lay on hands for Divine Guardian) allows you to cast the equivalent of a lay on hands on the target of your divine troth as a swift action. Very nice actually, as you can either cast lay on hands and make and attack per round or cast two lay on hands in a round. Actually not a bad class, but alot of people did not play on release as divine troth didn't work as intended. I played my divine guardian with valerie as divine troth target on unfair, worked pretty well.
The way I see it the Divine Hunter is meant to support parties with multiple ranged heroes, say 3-4 ranged characters including the Paladin, all of whom benefit from the 3 feats Divine Hunter provides, so you can save 9-12 feats on your party overall. This is especially good if you run with 2 Paladins(1 melee 1 Divine Hunter range), 1 with the standard Mark of Justice to still gain that amazing bonus. Considering how powerful going Human is just for that extra feat at level 1, I'd say that saving multiple feat slots on multiple party members is actually incredibly powerful. The Hospitaler Imho is a watered down Paladin, significantly worse against evil targets but better against non evil, at which case why go Paladin in the first place instead of Fighter/Barbarian/Slayer/etc? Immunity to death is nice and all but Paladins already get insane saves thanks to adding their charisma modifier to all saving throws and both Paladins and Clerics have a spell that can give this bonus to any other lawful good character in your party. So it's actually not as good as it seems on paper, but still certainly nice as you're not beholden to RNG.
Divine guardians get bonus feats but loose spellcasting. I think it's the best subclass since pally spells are very weak. Also, it's important to remember that you can exchange your divine bond weapon bonuses for abilities (flaming, keen, holy, defending) so even if you have a +5 weapon you can upgrade it. Oh, and axiomatic causes 2d6 extra damage against chaotic. Nice video and keep up the good work.
@@VelvanTivius I think they were talking over-all. There's is 2-3 great buffing spells they get...the rest are garbage. And you have to think in terms of their use. As a Paladin, you're generally going to be moving up into melee quickly, especially in a scripted fight with no time to buff beforehand. In those situations, you're not going to cast those buffs because there's going to be too many attacks of opportunity flying at you. Also, if you've used up your spells but can't rest, you're simply without. In those situations, having the additional feats and utility is more valuable. It comes down to which you prefer really. Always on benefits or limited but very strong benefits.
The bonuses from weapon bond stack to a maximum of +5, so if you already have a +5 weapon you could make a +5 holy weapon of speed.... Or a +5 keen holy flaming frost weapon, or a +5 holy axiomatic weapon of disruption, as well as other weapon combinations. I think its a really good feature.
Yes, the creator of this vid didn't seem to understand the main feature of the hospitaler archetype. The hospitaler is a warrior nearly as effective as a fighter and a healer nearly as effective as a cleric. The hospitaler's ability to use it's lay on hands and channel positive energy class features independantly makes this class even more valuable to the party than the base paladin. And it's quite telling that this vid never really mentioned the Paladin's spell list. It not the clerics spell list! Paladins have some unique spells and can cast some more powerful spells on lower spell levels, for example there is a unique Paladin level 2 spell, which boosts the aura of courage making potentally all party members immune against the fear effect. This is the only spell in the game which can do that. Or at Paladin spelllevel 4 there is greater angelic aspect, which is actually a spelllevel 8 sorcerer/wizard and cleric spell, it basically combines the stoneskin effect with minor globe of invulnerability without material costs for one minute per caster level, can you think for a bettter buff for a warrior?
True, but to be fair the game doesn’t convey this information very well. The description on top of the menu is vague and you have to check the tooltip on the channel positive energy ability for the hospitaler in their level progression screen which otherwise looks exactly the same (using the same image and appearing in the same spot as the other paladin builds - so it looks no different from the others at a glance) to discover this information in-game at all. I only learned this by looking up a wiki, because it he game is REALLY bad at teaching the player pretty important info like this.
I think the use for the Divine Hunter stuff is to buff your party members that are not dedicated ranged and just have a bow as a secondary weapon or a Bard or something that is not specing into combat feats. There are some cases where ranged weapons are more useful so I always have a bow or crossbow equipped on every character in one of the slots and the Divine Hunter would be very useful in those specific circumstances.
"For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5," it stacks with existing bonuses
You, sir, are on fire! :) Thanks for your guides - they're very informative! Sure, we can all read the in-game descriptions ourselves, but if you haven't played through the game yet, it's damned near impossible to judge the usefulness of all these abilities and feats. I did my very first D&D game playthrough as a Paladin, after trying a Mage in Baldur's Gate and giving up after being oneshotted by every wolf, gibberling, xvart and assassin before even meeting Jaheira and Khalid XD I enjoy Paladins a lot, actually, but only for companions. They are too restrictive in terms of RP for my liking, and, in computer games especially, lawful good decisions and reasoning always border on caricature, in my opinion. Also, progression as a Paladin is like watching paint dry on the wall :) Playing a build with multiple dependent feats takes ages and even multiple chapters to finally come together. It really is hella strong, though. Absolutely solid class pick. Edit: As for your build, I agree with Str20, but I disagree with the early focus on Charisma for the sole purpose of buffing a L11 ability. At level 11 you should have many ways at your disposal to boost your stats, like items, spells, potions, etc, and that Cha18 on character level 1 is really gimping you. You can only cast level 4 priest spells max, anyway, as a Paladin, so Cha14 is the bare minimum, and since you will not be using your spells offensively, you also don't need to pump your DC. Particularly when the opportunity cost you are paying is a staggering 12 attribute points. I just don't think I would be willing to suffer through the first 10 levels like that, but I'm also not the guy who is masochistic enough to play on unfair difficulty at all :D Cheers
Cha effects smite evil, it gives you an attack bonus on it. That’s level 1. It effects your lay on of hands. The Paladin is primary cha, it NEEDS high cha. It’s nothing to do with spells, it’s all of the Paladin abilities. They get their cha bonus to saving throws. Cha is very much more important than strength.
I wish they had anti-paladin or blackguard or something. Some of the paladin features are fun to use, but the alignment restrictions can be annoying. I guess you can do an evil crusader and have a somewhat similar playstyle.
Divine Hunter ranged abilities may not be worth what you give up from the standard paladin on Unfair (with custom companions or solo). But if you're using Linzi and Octavia. Playing a Divine Hunter can allow you to save on the two feats used to attain Precise Shot and such for those two. Allowing Linzi to focus on skill buffing feats (skillmonkey) and Octavia to focus on spell and other combat feats.
8 dex? why not take 12 dex at the LEAST; also when taking the max attribute it should probably be 17 base on the primary (19 with racial) and 16 base on a secondary if any; that way you don't sacrifice armor class and saving throws from dexterity and wisdom EDIT: I got my answer and went for low dex and wis myself: boost items allow you to dump dex considering full plate long term; wisdom isn't really needed for a paladin with high charisma getting his saves for free; of course you suffer a bit early but boosted you end up just fine; looking back, I would not dump as much as I did (7 and 7) because then again: the early game is where you feel it and that high str won't feel any better given a low dex
It's not that the Divine Guardian is good or anything, but it seems you missed the fact that they get shield-related bonus feats as well in exchange for the spellcasting.
@Vale Sauce I am not denying your experience in a general sense - it's just that in this particular case, the Divine Guardian, the tooltip clearly states what feats are included in the bonus category.
Im playing a Hospitaler, you forgot to mention, the aoe heal ge gets on lvl 4 have a separate pool of uses per day from lay on hands, so now im lvl 7 and have 8 uses of lay on hands and 8 on the aoe heal, puting lay on hands on auto cast as an swift action while spam casting the aoe heal gives me insane burst healing potential, im way more tanky then valery and heal more then tristian :) sorry for bad eng
I know this guide is quite old so I dont know if its changed you are not quite right about divine weapon bond. Lets say you have a +4 weapon and you arelvl 14 so your divine weapon bond adds +4 for a total of +8. Since the weapon enchancment is capped at +5 you have 3 points to consume when adding weapon properties, so you can turn on flaming for 1 point and also distruption for 2 points. Now you have a +5 weapon which is flaming and distruptive. Point is, I'm quite sure the bond is not just valid in the endgame but quite powerful. Unless I misunderstood how it works. I try and check it ingame but I have to set up a cheat mod to create the character.
I think it's about the risk vs reward. You are using your STR multiple times every round for attack rolls and damage versus Will saves which are going to be once every few fights. And paladins have a ton of buffs against fear saves, which are the most common Will-based save. And, it's a lot easier to stack high saves with different spells, gear, or feats.
Played an Aasimar character and was able to toggle their 'light'. I am now running an Aasimar Paladin and have no ability to 'light up'. Why? It is not listed in my abilities.
Going by what you said about the divine bond if I have a +1 weapon and use the divine bond +1 I get a +2 enhancement. But then why did you say that a +5 weapon becomes a +6 with a divine bonus of +6? Can weapons only become +6 even with a +5 class thing that gives a bonus?
This is terrible... you dont explain anything about the hospitaler. He is a divine healbot. He gets double the healing as any other paladin - its downright amazin. ... you should try it - or maybe just read the description
He plays everything on Unfair difficulty. And at that level, it's ALWAYS better to kill the enemy before they kill you. In late game, a single heal spell takes a full round action to cast (normally). In that round, that character could have debuffed and enemy, buffed an ally, attacked several times or cast an offensive spell. All of which are better in regards to time-spent than healing damage retroactively. And a dead enemy isn't dealing damage to your characters/pets. Also, no amount of healing proficiency in class abilities/spells can outperform a character with UMD and a stack of healing scrolls.
Hello sir, Frist thank for makeing this vedioer 🙏 but would it work to muticlas my cleric main her with the Paladin and get him to lv 3? Kind regards from Denmark 🇩🇰 Peter Poulsen
Paladin will always be better than the fighter because he has some crazy spells like Holy Sword (+5 enchantment stacking with weapon enchantment and adding Holy property), then 2nd level spell that add Char bonus to saves for any GOOD character (crazy for your sorcs, so they better be good and effectively doubling your Char bonus to saves), then there's a spell that upgrades your immunity to fear to immunity to fear aura. Those are Paladin unigue spells, he can also gain some immunities from non-unique spells like greater angelic aspect. No fighter can have that. Paladin gets +8/+8 from spells only for important battles (Holy Sword and Divine Favor). The only thing that fighter can be better is if you are making some dual wielder coz paladins don't have enough feats. Another important thing is that paladin self heal is a swift action so you can heal yourself every round in combat, while heal other is a standart action.
Your argument is circumstantial (though still valid). A Paladin which has expended those buff spells already, won't be as strong. Not to mention there's situations (especially a first playthrough) where you won't be able to buff before combat starts. You're not going to cast a buff on yourself while engaged by multiple enemies in melee and inviting those attacks of opportunity (maybe on lower difficulties). In which case, you're going to be weaker than a Fighter. Also, there will be times when the enemy isn't evil, as some humans are simply chaotic neutral. And their evil-focused abilities will do literally nothing. A Paladin CAN be better than a Fighter, but it's circumstantial. A Fighters strength rests in the fact that they constantly at the same effectiveness due to not having circumstantial or limited use factors. The one exception to this being saving throws...but that handicap can be made up for a little by itemization. Also, build type variety as you suggested.
@@keldor8302 by your calculation, a wizard that has expended his spells is a mere lvl1 peasant; the only advantage a fighter has is a faster feat progression and universal alignment (somewhat important for story decisions), while the paladin with proper micro has several unique abilities which are unavailable to clerics or mages (such as all-allies protections from fear effects, mercies, smite evil)
You really need to do better research. Everything you said, absolute nonesense. Hospitaler is one of the best damage/aoe healer builds in Kingmaker. The charisma bonus of Paladins is their main focus and not strength. Dexterity needs to be either 12 (for the +1 from the heavier armors benefit) or 13 to use Dodge (if you want to receive less damage). Weapon focus is a waste of time since you get to find all these great weapons out of focus, you're better off going for power attack and later cleave. Instead of toughness and since you go for heavy armors you're better off taking armor focus/heavy armor. In general, not a good guide.
@@johnnythedark3090 Yes but also no. Pathfinder: Kingmaker is only quasi-turn-based. Are there turns? Yes. But you have various speeds in regards to actions (free, swift, movement, standard, full round). An enemy may go before you, but if they do something that involves movement and then full round (like moving and then casting a spell). You get movement, free (attack of opportunity due to them casting), and standard attacks. That person whom had the initiative may be dead before actually doing anything and is then no longer going before you. Even then, once the first round is completed, the only deciding factor on action speed is the action type you select. Dex has nothing to do with action speed outside of number of standard attacks per round if shooting or using weapon finesse.
Low dex doesn't have anything to do with how often you attack, only when. A malus on initiative means you tend to go later in the round, not less often. That said, I never go below 10 dex because of AC and reflex saves, plus feat qualifiers. It's hard to justify dumping dex IMO.
Paladin was one of the most fun classes that I played. They can use almost all equipment, but they still have some fun spells. Smite evil makes your character feel like a real hero, aura of courage stops your party from running around scared like headless chickens, and the divine bond animation is sick.
Divine Troth is OP. You can use it on yourself or an ally, you can have it up on 2-3 people because it lasts for 24 hours and resets every rest. Starting at lvl 3 it gives +4 ac bonus to normal, dodge, AND touch ac. Divine Guardian is fantastic, especially if you take only 3 lvls in it for troth+courageous defense. It won't show on your ac but hover over enemy attack rolls in the combat log to see the effects. My Divine Guardian/Sword Saint/ Monk had like 42 ac at lvl 5. It's up to 60 ac now at lvl 9 with duelist. It's a dueling sword dex/int/cha tank with crazy high saves. The description says the ac bonus takes up an attack of opportunity but that has not been the case for me so far. It seems to always apply. I think this is a bug but it is certainly strong.
Great find! I cant wait to try this out!
@Vale Sauce yea people sleeping on it for some reason. I think they read the description and assumed it can't be self cast.
@Vale Sauce Yea I 100% agree, my main criticism of the game is the lack of essential information provided to players. They assume you know pathfinder rules inside and out, and even then it's still bad. I haven't played in a while but from what I remember, a 3 level dip for full bab, big ac boost on multiple members, fear/disease immunity, cha bonus to saves, etc is very worth it imo for a tank.
Divine guardian on release was bugged. But now Guarding hands which replaces (lay on hands for Divine Guardian) allows you to cast the equivalent of a lay on hands on the target of your divine troth as a swift action. Very nice actually, as you can either cast lay on hands and make and attack per round or cast two lay on hands in a round. Actually not a bad class, but alot of people did not play on release as divine troth didn't work as intended. I played my divine guardian with valerie as divine troth target on unfair, worked pretty well.
The way I see it the Divine Hunter is meant to support parties with multiple ranged heroes, say 3-4 ranged characters including the Paladin, all of whom benefit from the 3 feats Divine Hunter provides, so you can save 9-12 feats on your party overall. This is especially good if you run with 2 Paladins(1 melee 1 Divine Hunter range), 1 with the standard Mark of Justice to still gain that amazing bonus. Considering how powerful going Human is just for that extra feat at level 1, I'd say that saving multiple feat slots on multiple party members is actually incredibly powerful. The Hospitaler Imho is a watered down Paladin, significantly worse against evil targets but better against non evil, at which case why go Paladin in the first place instead of Fighter/Barbarian/Slayer/etc? Immunity to death is nice and all but Paladins already get insane saves thanks to adding their charisma modifier to all saving throws and both Paladins and Clerics have a spell that can give this bonus to any other lawful good character in your party. So it's actually not as good as it seems on paper, but still certainly nice as you're not beholden to RNG.
Divine guardians get bonus feats but loose spellcasting. I think it's the best subclass since pally spells are very weak. Also, it's important to remember that you can exchange your divine bond weapon bonuses for abilities (flaming, keen, holy, defending) so even if you have a +5 weapon you can upgrade it. Oh, and axiomatic causes 2d6 extra damage against chaotic. Nice video and keep up the good work.
How can Holy Sword and that thing that doubles your bonus from charisma be weak spells?
@@VelvanTivius I think they were talking over-all. There's is 2-3 great buffing spells they get...the rest are garbage. And you have to think in terms of their use. As a Paladin, you're generally going to be moving up into melee quickly, especially in a scripted fight with no time to buff beforehand. In those situations, you're not going to cast those buffs because there's going to be too many attacks of opportunity flying at you. Also, if you've used up your spells but can't rest, you're simply without. In those situations, having the additional feats and utility is more valuable.
It comes down to which you prefer really. Always on benefits or limited but very strong benefits.
The bonuses from weapon bond stack to a maximum of +5, so if you already have a +5 weapon you could make a +5 holy weapon of speed.... Or a +5 keen holy flaming frost weapon, or a +5 holy axiomatic weapon of disruption, as well as other weapon combinations. I think its a really good feature.
The guardian troth is great, allows you to buff up your tank by +4 a.c. just by giving up an aoo
You forgot to mention that Hospitaler's Channel Positive Energy has it's own charges so you get to use both channel and lay on hands.
Yes, the creator of this vid didn't seem to understand the main feature of the hospitaler archetype. The hospitaler is a warrior nearly as effective as a fighter and a healer nearly as effective as a cleric. The hospitaler's ability to use it's lay on hands and channel positive energy class features independantly makes this class even more valuable to the party than the base paladin.
And it's quite telling that this vid never really mentioned the Paladin's spell list. It not the clerics spell list! Paladins have some unique spells and can cast some more powerful spells on lower spell levels, for example there is a unique Paladin level 2 spell, which boosts the aura of courage making potentally all party members immune against the fear effect. This is the only spell in the game which can do that. Or at Paladin spelllevel 4 there is greater angelic aspect, which is actually a spelllevel 8 sorcerer/wizard and cleric spell, it basically combines the stoneskin effect with minor globe of invulnerability without material costs for one minute per caster level, can you think for a bettter buff for a warrior?
Is Hosp a better splash class if you’re just there for level 2?
True, but to be fair the game doesn’t convey this information very well. The description on top of the menu is vague and you have to check the tooltip on the channel positive energy ability for the hospitaler in their level progression screen which otherwise looks exactly the same (using the same image and appearing in the same spot as the other paladin builds - so it looks no different from the others at a glance) to discover this information in-game at all. I only learned this by looking up a wiki, because it he game is REALLY bad at teaching the player pretty important info like this.
I think the use for the Divine Hunter stuff is to buff your party members that are not dedicated ranged and just have a bow as a secondary weapon or a Bard or something that is not specing into combat feats. There are some cases where ranged weapons are more useful so I always have a bow or crossbow equipped on every character in one of the slots and the Divine Hunter would be very useful in those specific circumstances.
"For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5,"
it stacks with existing bonuses
"Stacking with existing weapon bonuses to a maximum of +5" means that bonus will never get above +5.
Wrong lol. Learn how to read
Thanks..finally now all basic classes are guided...well done and highly appreciated
You, sir, are on fire! :) Thanks for your guides - they're very informative! Sure, we can all read the in-game descriptions ourselves, but if you haven't played through the game yet, it's damned near impossible to judge the usefulness of all these abilities and feats.
I did my very first D&D game playthrough as a Paladin, after trying a Mage in Baldur's Gate and giving up after being oneshotted by every wolf, gibberling, xvart and assassin before even meeting Jaheira and Khalid XD
I enjoy Paladins a lot, actually, but only for companions. They are too restrictive in terms of RP for my liking, and, in computer games especially, lawful good decisions and reasoning always border on caricature, in my opinion.
Also, progression as a Paladin is like watching paint dry on the wall :) Playing a build with multiple dependent feats takes ages and even multiple chapters to finally come together. It really is hella strong, though. Absolutely solid class pick.
Edit: As for your build, I agree with Str20, but I disagree with the early focus on Charisma for the sole purpose of buffing a L11 ability. At level 11 you should have many ways at your disposal to boost your stats, like items, spells, potions, etc, and that Cha18 on character level 1 is really gimping you.
You can only cast level 4 priest spells max, anyway, as a Paladin, so Cha14 is the bare minimum, and since you will not be using your spells offensively, you also don't need to pump your DC. Particularly when the opportunity cost you are paying is a staggering 12 attribute points.
I just don't think I would be willing to suffer through the first 10 levels like that, but I'm also not the guy who is masochistic enough to play on unfair difficulty at all :D
Cheers
Cha effects smite evil, it gives you an attack bonus on it. That’s level 1. It effects your lay on of hands. The Paladin is primary cha, it NEEDS high cha. It’s nothing to do with spells, it’s all of the Paladin abilities. They get their cha bonus to saving throws. Cha is very much more important than strength.
Instablaster...
This guy is amazing.
I wish they had anti-paladin or blackguard or something. Some of the paladin features are fun to use, but the alignment restrictions can be annoying. I guess you can do an evil crusader and have a somewhat similar playstyle.
Divine Hunter ranged abilities may not be worth what you give up from the standard paladin on Unfair (with custom companions or solo). But if you're using Linzi and Octavia. Playing a Divine Hunter can allow you to save on the two feats used to attain Precise Shot and such for those two. Allowing Linzi to focus on skill buffing feats (skillmonkey) and Octavia to focus on spell and other combat feats.
8 dex? why not take 12 dex at the LEAST; also when taking the max attribute it should probably be 17 base on the primary (19 with racial) and 16 base on a secondary if any; that way you don't sacrifice armor class and saving throws from dexterity and wisdom
EDIT: I got my answer and went for low dex and wis myself: boost items allow you to dump dex considering full plate long term; wisdom isn't really needed for a paladin with high charisma getting his saves for free; of course you suffer a bit early but boosted you end up just fine; looking back, I would not dump as much as I did (7 and 7) because then again: the early game is where you feel it and that high str won't feel any better given a low dex
It's not that the Divine Guardian is good or anything, but it seems you missed the fact that they get shield-related bonus feats as well in exchange for the spellcasting.
@Vale Sauce That may be true in a general sense, but in this case the extra feats are there in the class description, plain for all to see.
@Vale Sauce I am not denying your experience in a general sense - it's just that in this particular case, the Divine Guardian, the tooltip clearly states what feats are included in the bonus category.
Im playing a Hospitaler, you forgot to mention, the aoe heal ge gets on lvl 4 have a separate pool of uses per day from lay on hands, so now im lvl 7 and have 8 uses of lay on hands and 8 on the aoe heal, puting lay on hands on auto cast as an swift action while spam casting the aoe heal gives me insane burst healing potential, im way more tanky then valery and heal more then tristian :) sorry for bad eng
Thank you for making this.
if you have alot of ranged party members though and they all get that blessing for 1 minute seems pretty op vs 1 smite.
I know this guide is quite old so I dont know if its changed you are not quite right about divine weapon bond.
Lets say you have a +4 weapon and you arelvl 14 so your divine weapon bond adds +4 for a total of +8. Since the weapon enchancment is capped at +5 you have 3 points to consume when adding weapon properties, so you can turn on flaming for 1 point and also distruption for 2 points. Now you have a +5 weapon which is flaming and distruptive. Point is, I'm quite sure the bond is not just valid in the endgame but quite powerful. Unless I misunderstood how it works. I try and check it ingame but I have to set up a cheat mod to create the character.
Another playthrough would be amazing ._.
My human build was similar to this except I had 12 dex so I could get the dex bonus from plate armor.
Just a question, doesn't 7 WIS hurt saving throws? Yes pally gets alot of immunities which negates alot willpower attacks of but is it worth the -2?
I think it's about the risk vs reward. You are using your STR multiple times every round for attack rolls and damage versus Will saves which are going to be once every few fights. And paladins have a ton of buffs against fear saves, which are the most common Will-based save. And, it's a lot easier to stack high saves with different spells, gear, or feats.
What would be a good main character for unfair? Love your content :)
What about a tank paladin? what would you recomand?
Great guide man, your the best !
So Divine Guardian it is.
Mono is a disease that makes you tired and sleepy.
@MONO BLACK GAMING: 17:55 which long sword are you talking about?
Played an Aasimar character and was able to toggle their 'light'. I am now running an Aasimar Paladin and have no ability to 'light up'. Why? It is not listed in my abilities.
Can you do a well rouned compo guide for Beneath the stolen lands in unfair from start to finish in unfair for the sheer challenge of it ?
Going by what you said about the divine bond if I have a +1 weapon and use the divine bond +1 I get a +2 enhancement. But then why did you say that a +5 weapon becomes a +6 with a divine bonus of +6? Can weapons only become +6 even with a +5 class thing that gives a bonus?
This is terrible... you dont explain anything about the hospitaler. He is a divine healbot. He gets double the healing as any other paladin - its downright amazin. ... you should try it - or maybe just read the description
He plays everything on Unfair difficulty. And at that level, it's ALWAYS better to kill the enemy before they kill you. In late game, a single heal spell takes a full round action to cast (normally). In that round, that character could have debuffed and enemy, buffed an ally, attacked several times or cast an offensive spell. All of which are better in regards to time-spent than healing damage retroactively. And a dead enemy isn't dealing damage to your characters/pets.
Also, no amount of healing proficiency in class abilities/spells can outperform a character with UMD and a stack of healing scrolls.
Hello sir,
Frist thank for makeing this vedioer 🙏 but would it work to muticlas my cleric main her with the Paladin and get him to lv 3?
Kind regards from Denmark 🇩🇰
Peter Poulsen
how is this unfair difficulty?
One question. What's a paladin?
Ultima reference 😂 Thank you my good sir.
@@jamesf2743 Your knowledge of the land shall be great.
15:00 LMAO
Paladin will always be better than the fighter because he has some crazy spells like Holy Sword (+5 enchantment stacking with weapon enchantment and adding Holy property), then 2nd level spell that add Char bonus to saves for any GOOD character (crazy for your sorcs, so they better be good and effectively doubling your Char bonus to saves), then there's a spell that upgrades your immunity to fear to immunity to fear aura. Those are Paladin unigue spells, he can also gain some immunities from non-unique spells like greater angelic aspect. No fighter can have that. Paladin gets +8/+8 from spells only for important battles (Holy Sword and Divine Favor). The only thing that fighter can be better is if you are making some dual wielder coz paladins don't have enough feats. Another important thing is that paladin self heal is a swift action so you can heal yourself every round in combat, while heal other is a standart action.
Your argument is circumstantial (though still valid). A Paladin which has expended those buff spells already, won't be as strong. Not to mention there's situations (especially a first playthrough) where you won't be able to buff before combat starts. You're not going to cast a buff on yourself while engaged by multiple enemies in melee and inviting those attacks of opportunity (maybe on lower difficulties). In which case, you're going to be weaker than a Fighter. Also, there will be times when the enemy isn't evil, as some humans are simply chaotic neutral. And their evil-focused abilities will do literally nothing.
A Paladin CAN be better than a Fighter, but it's circumstantial. A Fighters strength rests in the fact that they constantly at the same effectiveness due to not having circumstantial or limited use factors. The one exception to this being saving throws...but that handicap can be made up for a little by itemization. Also, build type variety as you suggested.
@@keldor8302 by your calculation, a wizard that has expended his spells is a mere lvl1 peasant; the only advantage a fighter has is a faster feat progression and universal alignment (somewhat important for story decisions), while the paladin with proper micro has several unique abilities which are unavailable to clerics or mages (such as all-allies protections from fear effects, mercies, smite evil)
You really need to do better research. Everything you said, absolute nonesense. Hospitaler is one of the best damage/aoe healer builds in Kingmaker. The charisma bonus of Paladins is their main focus and not strength. Dexterity needs to be either 12 (for the +1 from the heavier armors benefit) or 13 to use Dodge (if you want to receive less damage). Weapon focus is a waste of time since you get to find all these great weapons out of focus, you're better off going for power attack and later cleave. Instead of toughness and since you go for heavy armors you're better off taking armor focus/heavy armor. In general, not a good guide.
Lol. Youve obviously never played on anything more than normal. Your opinion is invalid here.
@@johnathanera5863 I play Challenging (x3 playthrough) and think DraikoGR is right
@@Dan-uf2vh try unfair
Ok but with that terrible dex he will attack once per 8-10s.
what?
@@JetstreamKage with 7 dex its -2 initiative.
@@diomedes7971 and are valid for the whole encounter
@@johnnythedark3090 Yes but also no. Pathfinder: Kingmaker is only quasi-turn-based. Are there turns? Yes. But you have various speeds in regards to actions (free, swift, movement, standard, full round). An enemy may go before you, but if they do something that involves movement and then full round (like moving and then casting a spell). You get movement, free (attack of opportunity due to them casting), and standard attacks. That person whom had the initiative may be dead before actually doing anything and is then no longer going before you. Even then, once the first round is completed, the only deciding factor on action speed is the action type you select. Dex has nothing to do with action speed outside of number of standard attacks per round if shooting or using weapon finesse.
Low dex doesn't have anything to do with how often you attack, only when. A malus on initiative means you tend to go later in the round, not less often.
That said, I never go below 10 dex because of AC and reflex saves, plus feat qualifiers. It's hard to justify dumping dex IMO.
You don’t know why Precise Shot is even there??? Because it’s a free feat! You don’t know what you’re talking about. I’m done.