Alright, I've been looking at the
Paladin class and just for kicks I've been wondering how feasible it is to make the Paladin also handle the party spellcaster role, considering it has so many options to expand its spell list and abilities. If anybody has any ideas on how best to achieve this, I'm all ears.
The following options for spellcasting expansion come to my mind: Patron deity spell list additions, oaths, the
Unsanctioned Knowledge feat, and
domain selection with
Sacred Servant Paladin. One more thing worth noting is that you probably don't need a spell when you can just UMD a scroll or wand for it. That makes spells that are faster than a standard action or interact better with feats, metamagics, high DCs, and caster levels (use
Magical Knack trait to fix CL) a bit more valuable.
With regards to DCs I'm assuming the Paladin has a charisma score of at least 18 (
Aasimar race works well for this) and a
Lesser Metamagic Rod of
Persistent Spell. A
Cornugon Smash feat with the
cruel weapon property also does a decent job of destroying an enemy's saving throws (-4 to all saves), but that's an investment into melee and you won't be casting in the same turn without a
Lesser Metamagic Rod of
Quicken Spell and/or a
Spell Storing weapon property. On that note though, Paladins do benefit from the lesser metamagic rod of quicken spell and if you have a
Glove of Storing it's quite easy to draw out your lesser metamagic rod as a free action and swap another item into the glove, cast your quicken spell, and swap items back. Obviously it's a bit expensive, but at higher levels it's both affordable and worth doing.
Here's the list of spells I've got so far:
DeitiesAbadar:
Word of Recall (homecity temple only) 4
Apsu:
Apsu's Shining Scales 3
Erastil:
Goodberry 2 /
Animal Messenger 2 (may use any nonhostile animal, including friendly guard animals and domesticated animals)
Gruhastha:
Burst of Insight 1 /
Object Reading 2 /
Clairaudience/Clairvoyance 3
Iomedae:
Good Hope 3 /
Mark of Justice 3
Kazutal:
Blessing of Fervor 4 /
Freedom of Movement 4 (Remember that Oath of Vengeance gives Blessing of Fervor 3 and Oath of the Skyseeker gives Blessing of Fervor 4)
Kols (requires
Oathkeeper's Vow religion trait):
Command 1 /
Forbid Action 1 /
Suggestion (to fulfill a prior promise only) 2 /
Lesser Geas 3 /
Geas/Quest 4
Sarenrae:
Flame Blade 2 /
Sunbeam 4
Shelyn:
Charm Person 1 /
Charm Animal 2 /
Good Hope 4
Shizuru:
Searing Light 2 /
Heroism 3 /
Sunbeam 4
Torag:
Ironbloom Sprouts 1 /
Mending 1 /
Fabricate 3 /
Major Creation 3
Tsukiyo:
Faerie Fire 1 /
Calm Spirit 2 /
Darkvision 2
These spells are obtained rather effortlessly, since all you have to do is worship the deity in question and that's it. No archetype, feat, trait (Kols excepted), or anything else required.
Far as I can tell, Torag has by far the best spells, since Fabricate and Major Creation are extremely versatile and potent options. Just using Fabricate to craft traps, walls, etc. for instance will do all kinds of silly things, and so does using Major Creation to obtain all kinds of alchemical items, herbs, food, walls, traps, weapons, armor, tools, etc. Strongly recommended to pair with the
Voices of Solid Things trait so you can make Craft cha-based. If you're a Half-Elf you can also use
Resilient Reservoir with allies full attacking you for 1 damage so you can get a giant skill bonus and
Paragon Surge (especially with an
Emergency Attunement feat) for Cunning or whatever to give you temporary ranks in the appropriate skill.
From a combat perspective
Iomedae's addition of Good Hope is pretty nice, especially if you use it with
Encouraging Spell metamagic (assuming your GM makes lesser metamagic rods of it available). The bonus on ability and skill checks also means that if you use it as a pre-combat buff (or simply move quickly enough from one combat to the next that the minutes/lvl duration hasn't expired), it will give the entire party a bonus on initiative checks and Perception checks to avoid being surprised. Also worth noting that Iomedae's
Divine Fighting Technique allows a Paladin to replace a mercy with the ability to give allies a +2 sacred bonus to attack rolls, saving throws, and skill checks for a limited number of rounds if performed as a full-round action or, if it is obtained by making a charge attack or single attack as a standard action, for a full minute. Both forms are at-will uses. Combined with the
Good Hope spell (and perhaps even
Prayer if you want to go the extra mile), it turns out that Iomedae is low-key potent at party buffing.
Flame Blade is best for damage you do yourself if you add things like
Flame Blade Dervish, maybe
Divine Favor, and Smite Evil. The other reason to worship Sarenrae is that her
Envoy of Healing religion trait lets you reroll all nat 1s on Lay on Hands and Channel Energy (no use limit).
Worth noting that
Shelyn has the best
Deific Obedience for Paladins when combined with
Diverse Obedience to get her 2nd sentinel boon for massive smite evil, but you would need to play a
Gray Paladin so you can be a NG Paladin for Diverse Obedience unless you seriously want to prestige into
Sentinel for 6 levels. Charm Person can also be quite handy, especially for getting information out of unwilling people, but remember your code of conduct will restrict you from a lot of shenanigans that fall into lawless and dishonorable behavior.
OathsOath against Fiends: [
Resist Energy 1 /
Detect Thoughts 2 /
Invisibility Purge 3 /
Plane Shift 4] Now this is a solid list, all worth having. Worth noting Paladins already get Resist Energy as a 2nd level spell, but having it at 1st level is nice. And you can already use Litany of Seeing at 3rd level if you want. Detect Thoughts is rather handy (although the 2nd round int score condition may become a problem at higher levels) and Plane Shift at 4th level is great. The downside is this does not stack with Sacred Servant Paladin.
Oath against Grotesquery: [
Sanctuary 1 /
Make Whole 2 /
Banish Seeming 3 /
True Form 4] This list is only mildly useful unless you anticipate dealing with lots of broken items or facing off against a lot of enemies using polymorph effects. Sanctuary is only good if you have a very high charisma modifier. If the loss of Divine Health bothers you, a
Periapt of Health (7.5k gp) will get back your immunity, and losing Aura of Faith doesn't mean much at level 14 when you have more than enough ways to make weapons good-aligned and overcome DR/good anyway, like
Bless Weapon and Smite Evil among many other options. Unless you're really concerned about diseases, it's an easy enough pickup, but the restriction against willfully damaging crafted objects
will restrict you from using Sunder maneuvers, breaking chests, breaking doors, and breaking manacles. Cutting ropes might also qualify. So you may want someone with a good Disable Device skill on your team, at least, and perhaps prepare
Liberating Command.
Oath of the Skyseeker: [
Enlarge Person 1 /
Find Traps 2 /
Spiritual Ally 3 /
Blessing of Fervor 4] Enlarge Person is great Finding traps is really not the Paladin's thing (You're playing the 1 class that can and should dump wis.), but at high levels it may be handy. Spiritual Ally is only good if the GM houserules that it use Charisma instead of Wisdom for Oracles and Paladins. Blessing of Fervor is still great, but you now get it pretty late compared to Oath of Vengeance, which it conflicts against. The real reason you take this Oath is because Stalwart is amazing and Smite Evil Hordes is a pretty good consolation prize for not having extra smite evil uses.
Oath of Vengeance: [
Wrath 1 /
Confess 2 /
Blessing of Fervor 3 /
Order's Wrath 4] Wrath might be useful if for some reason Divine Favor is not enough and you are not using better sources of morale bonuses. Confess is a waste when you already have
Zone of Truth. And Order's Wrath is only useful against chaotic enemies for the 1 round dazed condition really (but that's still handy). Blessing of Fervor, however, is great to have as a Paladin. The real reason you typically want Oath of Vengeance is for massive amounts of Smite Evil uses, especially as a Sacred Servant Paladin (which gets fewer Smite Evil uses and extra Lay on Hands uses).
Other oaths typically conflict with Oath of Vengeance, trade away Divine Grace, or do other things that are not worth having. Oath of Vengeance is more skippable if you have another source of large amounts of smite evil uses (typically a 2 level ninja dip for the ki pool and loads of
Tea of Transference - alternatively a
Perfect Style feat will give you a ki pool of 2 which increases by 1 for every 4 levels beyond 5th). Oath of the Skyseeker is listed despite conflicting with Oath of Vengeance because Stalwart is damn good and so is Smite Evil Hordes.
Unsanctioned Knowledge1 -
Charm Person /
Grease /
Hideous Laughter /
Obscuring Mist (this one should be a wand tbh) /
Call Weapon /
Dazzling Blade? /
Tears to Wine /
Deivon's Parry2 -
Heroism (better as wand) /
Blur /
Invisibility /
Glitterdust /
Pyrotechnics /
Silence /
Gallant Inspiration /
Bladed Dash (with lesser metamagic rod of quicken spell) /
Mirror Image /
Full Pouch3 -
Good Hope? /
Confusion /
Slow /
Charm Monster /
Invisibility Sphere /
Displacement /
Shadow Enchantment /
Jester's Jaunt /
Fear /
Glyph of Warding4 -
Sonic Thrust /
Shadow Conjuration /
Dimension Door /
Dance of a Hundred Cuts /
Greater Invisibility /
Hold Monster /
FearThese are the thoughts I've got so far. Generally speaking for 4th level spells,
Sonic Thrust is the best since you can combine it with
Quick Draw to draw and drop to the ground (dropping items is a free action) something like 12 large greatswords (or just carry a basket with 12x Alchemist's Fire, Holy Water, or Liquid Ice in it) and add Smite Evil to instantly kill an enemy, but if you take the
Telekinetic Mastery feat you can use
Telekinesis as a SLA anyway.
Call Weapon is a naked melee attack and damage bonus (just target yourself, get +2 to attack and damage until end of round).
Jester's Jaunt is more useful with a
Spell Storing melee weapon, especially since you can hit yourself for 1 nonlethal to teleport as a free action.
Dazzling Blade is mostly recommended for a 1st level spell as swift action to blind an enemy for 1 round. If you decide to use shadow spells, you should get a
shadow stencil set for +1 to DCs (assuming your GM allows non-Wayangs to use them) and really use that metamagic rod of Persistent Spell. DC-based spells do, of course, put very high demands on your charisma modifier (at least 18 cha at start is recommended), but fortunately for a Paladin a high charisma modifier pays so many benefits that you can make it work out well enough.
DomainsCaves: [
Magic Stone 1 /
Create Pit 2 /
Spiked Pit 3 /
Spike Stones 4] More of a battlefield control pick. Tunnel Runner domain power can come in handy too. A decent pick if you have
Torag.
Darkness: [
Obscuring Mist 1 /
Blindness/Deafness (only for causing blindness) 2 /
Deeper Darkness 3 /
Shadow Conjuration 4] All of these spells are quite decent, and don't forget you can put a second Obscuring Mist in the 2nd level slot if you prefer. Obscuring Mist also has a
Magic Trick if you're interested. For the most part, this gives you a smattering of potent concealment and blinding options, but other than giving your party the ability to make stealth checks (which is undermined by the verbal component, unless you use a Lesser Metamagic Rod of
Silent Spell), the utility doesn't really branch out until you have Shadow Conjuration, which lets you do all kinds of handy things.
Defense: [
Shield 1 /
Barkskin 2 /
Protection from Energy 3 /
Spell Immunity 4] Just in case you needed even more AC, here you go. All of these spells are not on the Paladin list and handy, especially since Shield gives you a shield bonus while equipping a 2H or bow, but it might be an overspecialization into a strong point of the Paladin (staying power and shrugging off spells). But you can put every buff aside from Shield on other people to protect them better, which can be valuable depending on the party and campaign (like escort missions).
Home: [
Alarm 1 /
Shield Other 2 /
Glyph of Warding 3 /
Imbue with Spell Ability 4] Mostly useful if you intend to take advantage of Glyph of Warding and Imbue with Spell Ability. Alarm and Shield Other are both spells you can cast daily, so Shield Other being on Paladin list is fine.
Knowledge: [
Comprehend Languages 1 /
Detect Thoughts 2 /
Speak with Dead 3 /
Divination 4] None of these are on the Paladin list. Only caveat is that Detect Thoughts can give you problems at high levels when int 26+ NPCs are near. Makes the Paladin into a master investigator. Also means Paladin gets all Knowledge skills as class skills.
Luck: [
True Strike 1 /
Aid 2 /
Protection From Energy 3 /
Freedom of Movement 4] This is a smattering of useful spells for the Paladin, all of which are not on his class list. True Strike is generally not considered a particularly useful combat spell, but it shines more if you use it for combat maneuvers and/or use a
Lesser Metamagic Rod of
Quicken Spell (at which point you can also use it to land your last iterative). There are some weapons, like lassos and bolas, that can be used to land ranged combat maneuvers, and there are maneuvers like Disarm and Steal (or we can call it confiscating because it's a Paladin) which in the right fights can make a massive difference. As always, remember you can prepare additional copies of lower spell slots into higher ones if you prefer. There is also the Fate subdomain variation with
Augury 2 /
Borrow Fortune 3 and a very good domain power at 10 (normally 8, but Sacred Servant gets it later). Augury and Borrow Fortune can be very useful at the right moment, as can the domain power, but you might favor the normal Luck domain as its spells are easier to use.
Lust (
Arshea and
Lymnieris only): [
Charm Person 1 /
Touch of Idiocy 2 /
Suggestion 3 /
Confusion 4] A solid smattering of mental manipulation spells, all of which the Paladin does not possess. Nice if you want to play at having jedi mind tricks. Use a lesser metamagic rod of maximize spell with Touch of Idiocy so it does good work. There are other
Charm domain variants as well, but this seems to be the most useful one.
Plant: [
Entangle 1 /
Barkskin 2 /
Plant Growth 3 /
Command Plants 4] Obviously, this list is much more useful in campaigns where you are going into the jungle or forest, although in that case you would probably do better to play a
Forest Preserver or
Hunting Paladin, aside from the loss of Oath of Vengeance. If you can cast Plant Growth, it's just amazing battlefield control. If you expect you can't, prepare an extra lower level domain spell (like Barkskin) into your 3rd level slot. If you don't like spell DCs or the excessive reliance on plants, you can take the Growth subdomain for Enlarge Person 1 instead of Entangle and the 3+wis mod swift actions to Enlarge Person for a single round. While Clerics do it much better, there are some tricks pulled off by taking advantage of the ability to shrink into the five foot square of your choosing and enlarge in the direction you want, along with taking 5 foot steps, to effectively hand yourself an extra 5 feet of free movement (ie. shrink into the square 5 feet away, enlarge again into the squares farther behind, full attack, take 5 foot step back, and you have 10 feet of distance where you were originally adjacent & you can similarly shrink, move, and enlarge towards the direction of someone to bring you 10 feet closer). With an
Evergreen Seed Pouch you can use Entangle and Overgrowth in any terrain, making this domain very strong.
Saurian (No valid Golarion deities): [
Magic Fang 1 /
Animal Trance 2 /
Greater Magic Fang 3 /
Summon Nature's Ally 4 (
Deinonychus or
Pteranodon only)] The biggest perk here is the dinosaur companion (probably a
Deinonychus, but you have a good variety of options, including a flier and a Tyrannosaurus) you get at -4 levels (-2 from domain, and another -2 from Sacred Servant), which is 1
Boon Companion feat away from having full companion levels. You also get to buff your animal companion with these spells (and your own
Divine Favor and Litanies through the share spells feature), so it's pretty solid. Trading away Poison for the SNA4 is still an improvement (Poison makes the Paladin fall), but you'll probably want to prepare another Greater Magic Fang or something into the slot. On the whole of it, though, it's not entirely clear if this is superior to just getting a normal mount as your divine bond and using
Monstrous Companion to get a
Celestial Griffon at full Paladin level.
Toil: [
Command 1 /
Wood Shape 2 /
Stone Shape 3 /
Minor Creation 4] A decent list of crafting spells to pull off a lot. Works well with the
Voices of Solid Things region trait to make Craft cha-based, but if you have
Torag as your patron deity (giving you
Fabricate and
Major Creation), this domain list is rather redundant.
Travel: [
Longstrider 1 /
Locate Object 2 /
Fly 3 /
Dimension Door 4] The domain powers are good. Longstrider and Dimension Door are both great spells. Fly is only good for higher speed and buffing others when you already have
Angelic Aspect to give yourself a fly speed with minutes/level duration. Locate Object is too situational to have it every day, really.
Trickery (
Erecura and
Chaldira only): [
Disguise Self 1 /
Invisibility 2 /
Nondetection 3 /
Confusion 4] No one really expects the Paladin to be a master of sneaking around, but now you can do it (
shadow property on armor helps too -
improved and
greater variants exist also), and you even get
Veil (with a terrible DC) as a domain power. The downside is that your Code of Conduct still looks dimly upon sneaking into anywhere you're not permitted, fraud, or manipulating others with dishonesty (unless you have a rather good reason that necessitates it, like trying to protect someone).
Worth noting that
Icon of Aspects lets you swap the domain powers of one of your domains with the domain powers from any other domain you choose that your deity provides, with the change being initiated while preparing spells and lasting for 24 hours. It's not PFS legal though, and it's a Cleric-specific item, but a UMD check will let your Sacred Servant Paladin count as a Cleric anyway. This makes Sacred Servant Paladins much better since you can combine the spells of one domain with the granted powers of another. That means that
Hubris subdomain (available to
Iomedae) can be obtained with any domain spell list, for instance.
Rage subdomain can also be obtained (
Ragathiel would be a fitting deity) if you want to add the Barbarian's Rage to your Paladin.
Kobold Faith race trait (which can be obtained as a non-Kobold through the
Adopted social trait),
Urban Acolyte faith trait, and
Acolyte of Apocrypha faith trait also allow you to expand the list of subdomains available to your deity.
Still a bit uncertain on what other domains, and spells are good to have. Any thoughts? What do you think are the best spells and domains for a Paladin to add to his list? I think part of the question we need to ask is what kind of proficiencies the Paladin is missing and how to cover that in order to make the Paladin a more useful party member. Another thing worth noting is the ability to UMD scrolls and wands. A wand of
Calcific Touch or
Sonic Thrust can be used to inflict quite a bit of damage without bothering with any feats.