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Akin DT's page

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The Human Diversion wrote:
Akin DT wrote:
The Human Diversion wrote:
I've been enjoying the heck out of my Halfling paladin with the riding dog mount, but then I'm playing him in Society where so many dungeons/adventures don't allow large mounts and dogs can go places rather easily if one has a wand of spider climb.
Are you a lancer or an archer?
Lance. Ride by, spirited charge and all that.

What do you think about the boar? It has higher natural armor, but lower dex.


The Human Diversion wrote:
I've been enjoying the heck out of my Halfling paladin with the riding dog mount, but then I'm playing him in Society where so many dungeons/adventures don't allow large mounts and dogs can go places rather easily if one has a wand of spider climb.

Are you a lancer or an archer?


So apparently the only real choices for a medium sized player from levels 4-6 (other than horse and camel) are Axe Beak and Giant Chameleon.
Of the two, axe beak seems a bit better. It's faster after all, and the autotrip after a charge sounds fun.


Dazaras wrote:

Best mount = best animal companion that can also serve as a mount.

Your best bet is looking at animal companion guides. From the looks of it, you've already done this.

Well, I haven't played yet, so I was wondering if anyone had experience with this.

That and there's like 60 mounts or something.
I'm not afraid of looking at every single one and classifying every aspect of them, it's just I'm not aware of what other traits make for great mounts.

blackbloodtroll wrote:

Moose.

If Leadership is available, then Unicorn.

Moose? Was that snark, or are they that great? Several other creatures have powerful charge...

Also, do you mean to say that Leadership is much better than picking the bonded mount? That would suggest that even Lancer paladins should take the "bonded weapon" option at level 5....


So assuming you have a DM who lets you have "non-conventional special mounts" (read: the whole animal companion list), what's the best mount for a paladin?
Assuming you're building a lancer (as that's a popular choice for divine mount paladins) would you want a speed of at least 40?

If I am I understanding things correctly would the best choices be:
(for small PCs)
(at level 5)small cat or boar
(at level 7)Deinonychus (Velociraptor)
The last one would be especially nice at level 11, when the celestial template gives it smite evil, as it has the best charisma of any animal companion.

I'm not sure what's best for medium sized PCs, as there seems to be way more options, but Big Cat looks good at level 7...

So am I missing something?


Bodhizen wrote:

Akin DT,

Thank you for your input! I will definitely look over Shining Knight again. Do you have any specific recommendations or input regarding the Shining Knight that you can share?

[...]

Regarding the wings... I don't think you're crazy for wanting wing attacks for your angelkin. Flight plus attacks are nice, but two feats to get them both? Hrmmm... They're not going to be as great as any of your potential weapon choices are, and I'm not quite sure whether it's worth the penalties. I'd have to think about it. It's not something I'd tell you "Don't ever do this!", but I am not confident that it's optimal.

Thanks for the input and I'm hopeful to hear your reply. Happy gaming!

Oh boy, this is the fifth time I've typed this post. If I lose it one more time I SWEAR, I'll turn into the incredible hulk.

Warning: I haven't played Pathfinder yet, but I've been running other, more 10 sided, games for years, and I've spent the last 3-4 months reading up on the character that I will be able to play whenever my GM decides to actually start it.

---

So the shining knight trades in disease resistance for mounts that are less likely to be effected by annoying effects, such as petrification and instagib vs reflex attacks. Sounds like a good trade, considering how much people warn about dieing mounts on message boards etc.

The level 11 ability is a good trade if you don't use use the Aura of Justice much (because it eats up 2 smites perhaps?) It's also good if you don't have ride-by-attack (no AoO on you & mount when charging). The chance to PANIC the smitten enemy for 5+ rounds every time you successfully charge them sounds nice.

So if you like mounts that die less, and want the chance to panic the enemy, it is a good deal.

(not so much if you like being immune to mummy rot and letting your allies shout "JUST WHO THE HELL DO YOU THINK WE ARE")

:3

--
Oh, yes, Mounts. Unless it's hidden in some guide on some board I haven't found, I can't find any good guides (or any guides at all really) on mounts. And even advice on which to pick is scarce. So you should probably mention them.
The best I can pick up, cheetah and raptor are the go-to mounts for small lancers. The stats look right for both of them, but you would want the raptor by level 11 because the high charisma would be advantageous to the once/day smite evil ability your mount would get then. Also pounce.

Didn't look much at the Large mounts, but Lion/Tiger (liger?) looks like it could pretty much be someone's favorite mount, and T-rex should in theory do x2 Power attack damage.

No matter the creature, however, lunge looks like a requirement so the mount can hit at the same space as you hit.

---
As for the wing attack it's four feats:
*Angelic Blood, a circumstantial benefit feat that serves as a prerequisite for all others below,
*Angelic Flesh, gives you one of four benefits. The Silver and Steel are the only options a paladin should consider. Both of them make all of your natural attacks and unarmed strikes silver and cold iron, respectively. Silver gives you bonuses to things you aren't immune to, and Steel gives you +1 natural armor. Who hates natural armor, I mean really? So pick Steel if you have to pick up this feat, unless you constantly live in fear of being petrified or something.
*Angel Wings (level 10, in theory), give you a slow fly speed, but it means you get fly as a class skill. and you can deal with an anti magic field while high in the air.
*Metallic Wings (requires all of the above, level 11 in theory) lets your wings do 1d4 slashing each. Think about it.

I (a castigator) was going to get the wings anyways, even if it wasn't advantageous, but when I looked at Metallic Wings' 1d4 damage I laughed and said it was a waste of two feats... until I remembered that smite evil doesn't care if you're hitting with a weapon that does 1 damage, because you still add str, power attack damage, and smite damage.

But I worried about the negatives to the main 2h attack (I picked a nodachi). Then I read the Bestiary rules for natural attacks during a normal attack.

Unlike secondary manufactured weapons, secondary natural weapons don't hurt the main attack's chances of hitting. So instead of hitting with a nodachi at +13, then +8, then +3, I'd be hitting at +13 with the nodachi, then +8 and +8 for the wing attacks, then +8 and +3 for the Nodachi again. Other than the opportunity cost of whatever else you could do with those two feats, there's no penalties. I ran some calculations vs the AC of a demon with a CR a few levels higher, and it's quite favorable *free damage*. Like 25 average /wing, assuming I'm making the right assumptions as to what gear would be available at that point, and ample time to prepare exists.

Yeah, it doesn't add much when you power attack without smite evil against said demon (because you will mostly miss, thanks to lack of power attack), but if you have an amulet of annoying expenditure... er mighty fists, you could do some interesting things each time you hit (you would also want permanency on your greater magic fanged wings). In crazy la-la land where you can afford such things at level 13, you could even have your amulet have the vorpal property on it. A random chance to lop off somepony's head sounds nice.

Oh, right, and there's a spell called Strong Jaw you'll want a wand of if you know you'll be in a fight with a evil boss. And if you take Sion of Humanity you can have yourself Enlarge Personed (or have a GM that lets Enlarge Monster exist as a level 3 spell). Or there's that armor property that can make you larger. There's another spell I can't remember that helps with natural attacks as well. Regardless, we're actually talking about nice base damage now, ESPECIALLY during a smite.

.... I wish I could find a way to get another natural attack though, preferably a unicorn horn gore. Then I could get multi-attack at level 15, making the wings 20 perce-- er I mean 15% cooler (more likely to hit). Oh, right, and more free smite evil damage.

(Yeah, I could get that one trait that gives you a 1d4 bite attack, but you'd need to get it via Adopted because it's a half-orc trait, and your GM is likely to kill you IRL for that.)

---

Black_Lantern wrote:
Maybe I didn't look hard enough but I don't see the feat fey foundling mentioned anywhere. It's probably one of the best feats for paladins.

Oh, wow. I haven't heard of that.

====
P.S. Yes, I did put a lot of references in this post.


Thank you for the updates to the guide. That said:

Shining Knight would appear to be an obvious choice for a lancer. (binary logic warning:) Either this is a good choice for lancers, or this is a trap that new players would not notice. Either way, it should be mentioned in your guide.

Dhampir now have a magical item that allows them to use positive energy like temporary hit points. Lay on hands is positive energy. http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9p08 Is this enough to change the classification for archer pallys?

****Surprise Follow-Through doesn't require you to be half-orc/orc**** despite being in that section.

You seemed to dislike Eldritch Heritage. Obviously temporary claws aren't going to be the best bet for someone with a big sword, but if you already picked half-elf, or one of the human racial traits that gives you skill focus, are all of the bloodlines still a bad choices? The Samurai guide seemed to like a few, and getting a full BAB assistant (Arcane Bloodline) for one feat (if you already have skill focus) doesn't sound that bad...

I look forward to expansion regarding Aasimar. Am a crazy for wanting the wing attacks for my Angelkin?


Any interesting traits, or do I have to wait till wednesday for that?


I was thinking about this myself. As long as you have the right feature (claws, tail bash, prehensile tail), I don't see why you shouldn't be able to use the attachments. The claw attachment in particular would be good with a natural weapon type with multiattack at higher levels I assume.


thebwt wrote:
Shifty wrote:

So is there much for Aasimar and Tielfings in this book?

With BoF and BoA, I was wondering whether they still gave these two races much space in this guide.

6 pages for each, so quite a bit. Though tieflings get nothing about being a specific type of fiend here.

Thank you very much. i can infer that the 6 alternative statblocks for Aasimar aren't in here and I'll have to wait for Blood of Angels for it.

Did tier 2 races get support concerning alternative advancement for favored class or whatever?


Cheapy wrote:
BREAKING NEWS: Archetype that's about peace and serenity replaces an extremely violent class ability. More details after the talking bag.

... which I have no problem with, it's just the feat it's based off of didn't look impressive at that job. But of course, I haven't read the text for this archetype yet so I wouldn't know how good it is at it's intended purpose.


Replaces Smite Evil? Unless that works out very different than it does in my head, screw that! =P

Edit: Thanks for the info.
Any word on the alternate bloodlines that were found in Blood of Fiends and will be found in Blood of Angels? That repeated here?


PepticBurrito wrote:
Akin DT wrote:

I'm going to make an Aasamir Paladin in a few weeks for my first pathfinder game. Any details on the archetype they have for that?

Also, were the tiefling and aasemir bloodlines from Blood of Fiends/Angels in here?

You're not going to be impressed. It's a Paladin that's centered around Touch of Serenity and converting confirmed critical hits to non-lethal damage as a free action. If you want to take captives, it's great. If you want to kill the evil king, no so much.

Everyone who replied, thank you.

What is replaced? I assume somehow the archetype is incompatible with Oath of Vengeance? ;P

Also doing nonlethal damage? Isn't their a weapon property called "merciful" for that? I may possibly be the only full BAB in the group (2 different monks, a synthesizer or w/e, and 2-3 more players) so I dont know...


I'm going to make an Aasamir Paladin in a few weeks for my first pathfinder game. Any details on the archetype they have for that?

Also, were the tiefling and aasemir bloodlines from Blood of Fiends/Angels in here?



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