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Cayden Cailean

Protoman's page

Goblin Squad Member. Pathfinder Society Member. 497 posts. No reviews. No lists. No wishlists. 4 Pathfinder Society characters.


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Imbicatus wrote:
Or a Two-Handed Shield user in a class that only gets simple weapons, like Warpriest, Inquisitor, or Shield Champion Brawler.

I think Shield-Trained actually makes two-handing a heavy shield worse. The trait makes it a light weapon so it can't benefit from 1.5xStr and 2-Handed Power Attack.


There's no changing some peoples' opinions. Just let the guy read the rules wrong and let the talk go back to being about swashbucklers.


In PFS it also takes 1 Prestige Point per day required for retraining using the Ultimate Campaign rules. If it's 1 feat or switching an archetype, sounds maybe worth it. Otherwise I think you're stuck playing a new character.


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From Combat chapter:

Quote:


Shooting or Throwing[i] into a Melee
If you shoot or [b]throw[b] a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)

If your target (or the part of your target you're aiming at, if it's a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you're aiming at is engaged in melee with a friendly character.

If your target is two size categories larger than the friendly characters it is engaged with, this penalty is reduced to –2. There is no penalty for firing at a creature that is three size categories larger than the friendly characters it is engaged with.

[i]Precise Shot: If you have the Precise Shot feat, you don't take this penalty.

Pretty sure Precise Shot and the other ranged combat feats (Point Blank Shot and Rapid Shot) apply to thrown weapons too.


People have been liking half-orc investigators empiricist recently. Low Charisma but use Student of Philosophy to negate the penalty somewhat and potentially be one of the most intelligent, versatile, and articulate members of the party.


lemeres wrote:
Protoman wrote:
What level do you start off at? Starting as level 1 Daring Champion is pretty slow going compared to Inspired Blade. Don't get all the nice deeds til level 4. Also, Daring Champion doesn't get as many of the deeds that the swashbuckler does nor Charmed Life, so doesn't really benefit from the higher Cha. And your current stat lineup is only getting you only 1 Panache point in your pool. Which you'd need to spend just to parry or leave it untouched for precise strike. If doing Daring Champion, can lower Cha to a 10 or lower and still have 1 Panache point (that you can still increase with Extra Grit/Panache feat) and free up stats elsewhere. Maybe Int for Combat Expertise if you're still wanting it.

...but the daring champion gets the 'use cha for int on prereqs' thing that the swashbuckler gets.

I will not argue that int might be a wiser investment, with skill points and all. Although having a few panche to spare can be cool. For example, you can double your precise strike damage using one point, so that means that a daring champion can get up to 3 times their level on an attack if they also use their challenge.

Oh I agree. But OP's stated Charisma was a 13, which would net him only 1 Panache point, the same as if he had a 7 to 12 Charisma. Daring Champion just seems like the class/archetype to be swashbucklery when not wanting as high a Charisma.


ekibus wrote:


@Protoman: Rapier most likely. I'm liking the tactical aspect of the cavalier Giving everyone 1D6 sneak attack for a round or two sounds like fun. Also When I challenge someone I get my level in damage...add the swashbuckler's bonus and my challenged opponent would be taking 2x damage. Order of the dragon gives me +1 aid at level 2. Hmm didn't realize the math wouldn't work (RAW vs RAI I guess?)Still I could skip expertise and swift aid for power attack...hmm maybe still keep the expertise. I want him to hit really hard while being able to take some hits...with bodyguard I will hopefully make the gm look at me as a easier target. I might have to revisit the swashbuckler

Ah yes, I'm doing a Daring Champion in PFS for the same reasons with the added bonus of good Fort saves. Though I'm using a katana for a lightly armored samurai-kinda character. FINALLY got to level 3 and got slashing grace with it so I can finally be accurate and do some damage.

I'm also doing a Str 14 Dex 18 build, the damage was fine in low levels when acting as support, but drastically behind even sword/board fighters.

What level do you start off at? Starting as level 1 Daring Champion is pretty slow going compared to Inspired Blade. Don't get all the nice deeds til level 4. Also, Daring Champion doesn't get as many of the deeds that the swashbuckler does nor Charmed Life, so doesn't really benefit from the higher Cha. And your current stat lineup is only getting you only 1 Panache point in your pool. Which you'd need to spend just to parry or leave it untouched for precise strike. If doing Daring Champion, can lower Cha to a 10 or lower and still have 1 Panache point (that you can still increase with Extra Grit/Panache feat) and free up stats elsewhere. Maybe Int for Combat Expertise if you're still wanting it.

With your wanted tactic at level 6 where you attack followed by being able to defend others with +5 ac or using opportune parry and riposte for yourself, you could be doing all that at level 1 (with only +4 aid another) with Inspired Blade, and can start off with 2 panache points (yay for minimum 1 for Cha and Int modifiers). Weapon Focus (rapier), Bodyguard, and Combat Reflexes. Then a choice of Combat Expertise and Fencing Grace at 3 or 4 (yay earlier bonus feat). I'd like Fencing Grace simply to have decent damage modifier to be multiplied on criticals. Power Attack is great and all, but sometimes want the extra accuracy. Free Improved Critical and weapon training at level 5, and Power Attack or Extra Panache. Can have pretty respectable damage. Even more so with Weapon Specialization at level 4 instead of Combat Expertise.

If you really wanna do bodyguarding, another tactic is REALLY hurt monsters so they want to attack you over everyone else. Skip Bodyguard at level 1 and get Fencing Grace to give folks more of a valid target. +4 AC is nice and all and I'm not sure on specific order that Bodyguard's aid another applies, before or after the enemy's attack roll result is revealed, but if it's before, you might be squandering your Attack of Opportunity on a low attack roll, help a party member right on the +4 mark, or not helping out at all cuz the attack roll was so much higher than the +4 AC benefit. Then Extra Panache at level 3.

I don't think Weapon Focus is that much of a feat tax no matter what the build when one wants higher attack rolls for the parry rolls or to compensate for potential Combat Expertise.


What weapon do you plan on using?

Why are you liking daring champion over regular swashbuckler? Not critiquing, just wanna know your preferences.

I don't think Swift Aid benefits from Helpful (I'm assuming the Halfling version since it's +4 and you mentioned adopted) trait.
Swift Aid specifically states, "As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC."
Whereas Helpful states "you grant your ally a +4 bonus instead of the normal +2." (bolded for emphasis) Since the bonus Swift Aid bonus wasn't the norma1 +2, but instead its own specific bonus amount, I don't think Helpful would change it.
So at level 6, you can grant a +1 to ally's attack, attack, aid with Bodyguard.

I'm also curious on how your aid another bonus goes up to +5 at level 2.


Maybe Weapon Focus at 3 and Fencing Grace at 5?


Ah ok. Yea that would be a cool visual.


ElementalXX wrote:
Pummeling style has been errataed to only work with unarmed strikes. Martial versatility lets you apply one feat of an specific weapon to another one of the same group. Temple sword and unarmed strike are on the monk weapon group. Hence you can apply pummeling style to temple sword and do iajitsu. There is been some complaints from people saying it doesnt let you bypass requirements, but as far as raw goes this works. I will probably make a build based on iajitsu trought this method

Ah well martial versatility RAW/RAI arguments aside, iaijutsi and pummeling style are both their own specific full-round actions, (kinda like Spring Attack is it's own full-round action and Vital Strike is it's own Standard), I don't believe they can be used together at the same time. Especially when iaijutsu becomes a standard action.

But if Martial Versatility + Pummeling Strike does work, can still pummel when not doing iaijutsu.


ElementalXX wrote:

Pummeling style. Martial versatily> Temple sword

Profit.

Can you explain that one?


Eltacolibre wrote:
Find it interesting that nobody even mentions the sword saint archetype. Ah well guess not as powerful as the other options but does fit the theme a lot.

Iajutsu strike is a chore trying to get it to work at times. Plus doesn't help with the "wearing light armor" bit the OP wanted.


Yup!

Well +40 damage.


I'm doing that for PFS now.

Human
Daring Champion Cavalier archetype (gets me Swashbuckler Finesse at level 1, and precise strike deed at level 4 which stacks with challenge, and good Fort save which is important to me)
Order of the Hammer (acrobatics class skill that when jumping can add +Str bonus and +1/2 cavalier level; nonlethal unarmed strike damage equal to a monk; extra sunder/grapple attempt on challenged opponent)

Str 14 = I'm not finessing until level 3. So a +2 Str mod and Weapon Focus and masterwork weapon would at least allow me to have the same attack roll while finessing a non-Focused, non-finessed weapon. and Can still hold in two hands for a 1d8+3 damage.
Dex 18

Feats
1) Exotic Weapon Proficiency (katana).
1 Human Bonus) Weapon Focus (katana)
1 Tactician) Shake It Off = it's awesome
3) Slashing Grace (katana) = Can finally start finessing katana's and get Dex to damage instead of Str.
5) Power Attack or Weapon Versatility
6) Weapon Versatility or Power Attack = Undecided on order. Versatility so that I can be doing Dex-to-damage with katana for different weapon damage types. I ain't so great with non-katanas.


Steel hounds still need the Ranged Study feat if they want studied combat for their firearms.


Bigdaddyjug wrote:
I'm still not sure how the half-elf thing works, though.

Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

I was just using half-elves' ancestral arms as a common example of a race granting a feat despite a potential class' lack of BAB meeting the prerequisite. Like a half-elf rogue picking up elven curve blade proficiency or half-elf magus (not kensai) getting katana proficiency.


Some Other Guy wrote:
Protoman wrote:
The whole Fencing Grace needing Weapon Focus issue is exactly why my human empiricist took Adopted Parentage (Tengu). Can score Weapon Focus and Weapon Finesse at level 1 and get Fencing Grace at 3
You need a +1 BAB to take Weapon Focus. I don't see how anything related to Tengu helps?

The same reason why half-elves with Ancestral Arms and +0 BAB at level 1 can still take Exotic Weapon Proficiency or Dawnflower Dervish when it's a feat specifically granted by race or class and doesn't say it needs to meet prereqs it'll skip the prerequisites.

Tengu have been a legal race in PFS for at least couple seasons now so their racial options are open to Adopted Parentage. Tengu specifically do not have weapon familiarity which would have prevented Weapon Focus or Skill Focus selection from Adopted Parentage. Tengu also got a list of weapons specifically tied to the race: Swordtrained. So easy enough to pick up Weapon Focus from the swordtrained list without anyone claiming you're pulling up random weapon selection to justify the Weapon Focus, like say a Human with Adopted Parentage (undine) and picking up Weapon Focus (dwarven battleaxe).


The whole Fencing Grace needing Weapon Focus issue is exactly why my human empiricist took Adopted Parentage (Tengu). Can score Weapon Focus and Weapon Finesse at level 1 and get Fencing Grace at 3. Unfortunately I'm still a little early for the book to come out so I'm waiting to get Advanced Origins PDF before playing a level 3 investigator. If you're taking Fencing Grace at level 5, do get mutagen at that level, it'll make the feat more worthwhile; otherwise it's a feat that only does +2 damage (Str 13 vs Dex 16), with mutagen the feat does +4 damage (Str 13 vs Dex 20).

Before bigdaddyjug can lower strength, he'll have to check on his encumbrance first (and you should too, Avatar-1). Formula book, alchemy crafting kit, thieves tools, and good light armor are all pretty heavy things that an investigator would want with him all times and can accumulate quickly. And if being (possibly mutagen-enhanced) Dex-build, wanna keep in light load. Sure this isn't an issue after level 3, where Ant Haul can last a decent amount of time and can afford handy haversack soon, but lower levels it can be a great big drag.

I wouldn't bother with Butterfly's Sting for PFS unless you're playing with someone specifically every game that's willing to work with you on synching up initiatives. I met a married couple that does that: one with higher initatives delay so they act RIGHT after another, rogue dual wields kukris, when she crits -> Butterfly's Sting, paladin with scythe does major damage. Without that teammate, in a typical PFS game, someone else's crit might not be all that much better compared to your Fencing Grace crit = 2d6 + 2xDex + 1/2 investigator level.


Ah right, forgot greatclub was martial. Heavy mace or morningstar it is.

16 Int I think would be fine. Hard to imagine something lasting more than 3 rounds for studied combat. You get a number of inspiration = 1/2 investigator class levels + Int modifier. 1-2 loss of inspiration ain't a big deal when at low levels you're gonna be using them for the trained knowledge/linguisitcs/spellcraft checks which don't need to spend the points.

14 does seem too low for a non-human. Investigators want skills, even melee-focused ones, as that's what they're bringing to the party that most other classes have difficulty contributing. When using a mutagen for strength bonus, the -2 Int penalty is gonna cut into the studied combat duration too much.

Well if you're aware and not caring of the 7 Wis, no point commenting on it. Your current stats would have AC around 17 with fullplate at level 3 or 5, 19 with mutagen. Higher if it's magical. At levels 1 and 2, it'll be a 15 with the best medium armors.

If you got 16 Int, can get a better Dex = Str 16, Dex 13, Con 16, Int 16 [14+2], Wis 7, Cha 7
Your AC can be a 17 at level 1 with four-mirror armor (or breastplate when you got more cash).
By level 3 you got 4 inspiration. Pick up Power Attack instead of extra inspiration. Or if you want, heavy armor and get 20 AC with fullplate.
With a +1 Dex mod, could be worthwhile to chuck discounted crafted splash weapons, which are awesome for support. Though I think you're better off with Quick Study at level 5 (or 3 with Extra Investigator Talent, nowhere does it say you can't have it despite not having studied combat yet.) Either Quick Study or Power Attack would pay off at level 4 thanks to Studied Combat. Quick Study to activate faster and you can be more mobile, or Studied Combat negating the Power Attack penalty.

You're picking up Empiricist and Student of Philosophy, 2 very RP-specific things, so I assume you're gonna put ranks in at least some of this list: Bluff, Diplomacy, Disable Device, Perception (obviously), Sense Motive, Use Magic Device.
Expanded Inspiration = Diplomacy, Heal, Perception, Profession, and Sense Motive
Underworld Inspiration = Bluff, Disable Device, Disguise, Intimidate, Sleight of Hand

You get expanded inspiration and can make your games lot funner/easier. Unless ALL you're focused on is combat, then I'd have to wonder why bother with empiricist at all.


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The swashbuckler is the only sane person at that table.


If you're sticking with the Half-Orc idea, what weapon you gonna use? If a two-hander or the longsword, go for power attack. Do you like the Inspired weapon enchantment? If so, maybe greatclub? Arcane Strike is out cuz you alchemy doesn't qualify for it and I don't see any spell like abilities in the build. Do you really need Extra Inspiration at level 3? I suggest playing with the character for first few levels and see how much inspiration you use in a day before committing to that.

Your Int is unnecessarily high if it means dumping your Wisdom so low. There are plenty of scenarios where you'd want as good a Will save as you can get, and having a a +2 Will with a sacred tattoo/fate's favored half-orc investigator is kinda disappointing.

How do you envision this character going into combat? Wading into combat slowly? Support? Tanking?

I've built a melee empiricist investigator recently too. He's at 5 XP and I'm waiting til Advanced Origins Comes out before I play him again for Fencing Grace.

RACE
Human: Adopted Parentage (Tengu) = to get Weapon Focus at level 1.

ABILITY
Str 15 = carrying capacity is such a &^$@# when you gotta carry a alchemy crafting kit, thieves' tools, rope, formula book, etc)
Dex 16 = went for finesse)
Con 12 = that's a hit I know, but just gotta be real careful)
Int 16 [14+2) = Don't really need more than 16 at lower levels
Wis 10 = Taking empiricist archetype, don't need Wis for skills, but didn't wanna dump it for Will saves
Cha 7 = I'm risking it in Cha-damage/drain scenarios, but with empiricist and traits like Clever Wordplay and Student of Philosophy, hard to justify not dumping it due to MADness.

TRAITS
Student of Philosophy
Blood of Dragons (low light vision) = A blind as a bat human at night sucks for investigating.

Feats
1) Weapon Finesse.
1 Bonus) Weapon Focus (rapier) = From Adopted Parentage (Tengu).
3) Fencing Grace = use +4 Dex/-2 Wis Mutagen to make it worth it.
5) Power Attack OR Weapon Versatility OR Extra Investigator Talent (expanded inspiration) = Power Attack for more DPR. I'm only so-so about this as I don't ever expect to keep up too much with the barbarians or paladins at the table. Weapon Versatility so that I can keep using the rapier against skeletons or zombies. It's not the best feat but I find it flavourful. Extra Investigator Talent (expanded inspiration) in order to use more inspiration in a scenario rather than worrying about damage. I'm still undecided on the 5th level feat.

Talents
3) Mutagen
5) Quick Study
7) Combat Study.

Current Equipment
Masterwork Cold Iron Rapier. Saving up for adamantine rapier for season 6 secenarios. Turn it into a +1 inspired weapon ASAP.
Chainshirt. Will save up for Mithral Chain in future.
Bunch of crafted acid flasks and alchemist fires.
Sling with variety of bullets.


I simply assume the Weapon Focus came from adopted parentage and move on.


kinevon wrote:
Protoman wrote:
I think someone messed up the red font on the Additional Resources Page. Everything is red from Dragon Empires Primer down. That or there's very subtle updates in half the page I just haven't noticed yet.
I think it is only affecting users of IE. You might want to go to the Web Site Feedback Forum to post about that.

Ah you're right, thanks.


I think someone messed up the red font on the Additional Resources Page. Everything is red from Dragon Empires Primer down. That or there's very subtle updates in half the page I just haven't noticed yet.


H2Osw wrote:
Protoman wrote:
H2Osw wrote:

Protoman,

He's been playing an Alchemist/Gunslinger for the better part of a year now, and in our last session I took every AOO against him because he kept shooting the guy 5 feet away. We've told him countless times. I am attempting to be nice and have him come upon such a weapon or piece of equipment if it exists.
The Nimble Shot is exactly what I am looking for, but it's quite pricey, I'm not sure I'm feeling that nice!

Well, some people just gotta learn the hard way. If he's gonna roleplay in combat a reckless alchemist/gunslinger (a combination that's ALREADY crazy accurate/damagey) that shoots from adjacent squares, he might as well take all the hits. Heck, maybe he's acting that way as a subtle way for him to level the playing field with your monsters ;)
Lol, yeah I might agree except he got real pissed about it. His excuse was that he didn't know. I told him, read the core rule book, ignorance is not an excuse. you're lvl 7 nearly 8. I can't baby sit the characters anymore.

lol yea the whiner can learn the hard way if he doesn't wanna crack open the Combat chapter of the rulebook.


H2Osw wrote:

Protoman,

He's been playing an Alchemist/Gunslinger for the better part of a year now, and in our last session I took every AOO against him because he kept shooting the guy 5 feet away. We've told him countless times. I am attempting to be nice and have him come upon such a weapon or piece of equipment if it exists.
The Nimble Shot is exactly what I am looking for, but it's quite pricey, I'm not sure I'm feeling that nice!

Well, some people just gotta learn the hard way. If he's gonna roleplay in combat a reckless alchemist/gunslinger (a combination that's ALREADY crazy accurate/damagey) that shoots from adjacent squares, he might as well take all the hits. Heck, maybe he's acting that way as a subtle way for him to level the playing field with your monsters ;)


To the OP. Are you trying to audit your player's character to see if he's fairly avoiding attacks of opportunity or are you trying to help him avoid the AoO?


Nimble Shot weapon from the APG? It's like a +4 bonus though.


David knott 242 wrote:

So all of this means that the only Brawler archetype who is not proficient with shields as weapons is the Shield Champion?

Well the writer of the archetype, Jim Grove, stated the Shield Champion is supposed to be proficient in shield as a weapon and armor.

Technically with the way it's worded that each shield is specified as proficient, which I think might be the only case for that besides swashbucklers and bucklers, could be argued that they meant for it to be listed as weapon and armor proficiencies. But it REALLY needs an errata or FAQ to clear that up for PFS (my dreams of Captain Andoran build are being delayed because of this!)


I'd still price it as a weapon.

It's not light, medium, or heavy armor. And it's obviously not ammunition.

Shields are listed in the weapons table.

There's no pricing by weight like mithral, so pricing it as anything else than the listed categories is houserule/custom item territory. Like an adamantine crowbar or pocket watch. You're free to do so, but that argument would never be any more solid than "price as a weapon".


They're proficient with shields as weapons. So one could bash with them without readying it for an AC bonus (otherwise that would lead to armor check penalty to attacks due to non-proficiency).


Woo! Captain Andoran builds!


Val'bryn wrote:

I'll have to look to see if there's a Witch subclass that switches out Familiars for more of an Arcane Bond, or making one myself, but does anyone see any problems with this?

Bonded Witch.


Anyone have any views on the new Solar mystery from Harrow Handbook?

Dimension Door as bonus spell known at level 8. The revelations look fun from Astral Caravan, Astral plane version of shadow walk, and Sun Stride, bright light version of shadowdancer's shadow jump ability.


There's already a bonus when you get 10 ranks in a skill. It's for feats like Skill Focus (+3 becomes a +6 bonus at 10 skill ranks) or the feats that grant a +2 bonus to two skills, and becomes a +4 bonus at 10 skill ranks (i.e. Athletic or Acrobatic).


Woo! Quick Study! Didn't wanna get my hopes up but that's a relief. Hope there's a "Extra Investigator Talent" feat to pick up all the goodies.


LoneKnave wrote:
Ross Byers wrote:
Deadmanwalking wrote:
You just activate it and then charge in the first round (when you wouldn't get a Full Attack anyway), and receive some very shiny bonuses.
Charging is a full-round action.

Studying itself is activated with a swift.

That's only if the Quick Study talent gets updated/still exists.


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...
Your game has rolled stats and two players put their lowest stat, which they're forced to keep and in no way can improve during character creation, in Charisma? A stat that they've determined to be able to take the hit without affecting their character concept/build? :/

I don't really see the issue with what they're doing within your specifications of your game to draw in-game ire to begin with.

But to address your topic, giving them random fights would just be rewarding them with potential XP and probably fun encounters for them since they probably built for combat. Or gives more social characters in party an opportunity to shine to calm randomly-grumpy NPC down.

Prices shouldn't be higher for them. That's rather arbitrarily silly/petty and they can just get party member to help buy them stuff.

But yea, more social encounters. Though if they pick up traits or feats to use something other than Charisma modifier for social skills, good for them.


N. Specter wrote:

So, am I correct in assuming that when using Studied Strike, you also get the bonus damage from Studied Combat? It says activating as a free action after hitting with a melee attack, so that is why I was wondering.

Yup.


Nice. Been hoping to play the Investigator soon and glad to see that the studied strike combat got finalized and previewed so I can use the extra damage version for the new game.


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Muleback Cords affect your carrying capacity, so you get a much higher light, medium, and heavy load.

From the carrying capacity rules:
Lifting and Dragging: A character can lift as much as his maximum load over his head. A character's maximum load is the highest amount of weight listed for a character's Strength in the heavy load column of Table: Carrying Capacity.
A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).
A character can generally push or drag along the ground as much as five times his maximum load. Favorable conditions can double these numbers, and bad circumstances can reduce them by half or more.


Well for Vital Strike and other feats that would specifically use the sacred weapon, sure.
But bull rush maneuvers don't use weapons unless there's an ability allowing it to be used, like Shield Slam or Bull Rush Strike, or Unseat. Maybe with the Impact weapon ability he'd count too?


Malwing wrote:

I just wanted TWF to eventually get Shield Slam/Shield Master, and have something to do in case I lose my shield when I eventually start throwing it. Any way of doing something good with just the shield as a weapon?

I guess Acrobatic Swashbuckling Paladin is out of the question.

An acrobatic swashbuckler paladin is NEVER out of the question.

Wish I saw this post before my first reply.

With just the shield as a weapon puts you in the Captain America/Andoran build territory, which is among my favorites/

Str 16 Dex 14 Con 12 Int 10 Wis 8 Cha 14
Traits: Reckless (acrobatics +1 and class skill!)
Feats:
1) Improved Shield Bash, Power Attack. Two-hand that shield. Maybe spiked shield for lower levels 1d6+4 or 1d6+7 power attacking.
3) Weapon focus (heavy shield)
level 4 = up Dex to 15
5) Two-Weapon Fighting
7) Shield Slam
9) Your choice for this slot: Improved Crit? Toughness? Extra Lay on Hands if you're doing Oath of Vengeance.
11) Shield Master

Just having Acrobatics as class skill and maxed out will allow you to jump and balance decently even in heavy armor.

But if you want to be more acrobatic, go more Dex based.
Str 14 Dex 16 (14+2 racial) Con 12 Int 10 Wis 8 Cha 14.
Maybe be a paladin of Sarenrae. Use Dervish Dance with a Scimitar. Lamellar leather armor. Or pick up Elven Curve Blade
Feats:
Elven Curve Blade
1) Weapon Finesse. Exotic Weapon Proficiency (Elven Curve Blade)
3) Power Attack
Make it an +1 agile weapon first chance you get.

Dervish Dance.
1) Weapon Finesse. Weapon Focus (scimitar)
3) Dervish Dance (remember the 2 ranks in Perform dance)


While 15-point buy is standard for APs, I think most DM's use the PFS standard of 20.

Anyways...

Ability Scores: Definitely need to up your Con. Melee with 10 Con might as well turn in their character sheet.

Suggestions (these are all post racial bonus of +2 to Strength)
1) Str 16 Dex 12 Con 13 Int 10 Wis 10 Cha 14 (like Claxon suggested.)
2) Str 16 Dex 10 Con 14 Int 10 Wis 10 Cha 14 (extra HP per level, lower AC but make sure to get decent armor first chance you get with that dropped Dex.)
3) Str 16 Dex 12 Con 14 Int 10 Wis 8 Cha 14 (This one has lower will save at level 1, but at level 2, that gets alleviated greatly when you add Cha to it. Immunity to fear at level 3 would be useful throughout the AP)

Feats: Power Attack. And two-hand something like longsword/greataxe/greatsword/morningstar. Whatever. If do wanna stick with shield, only do it for first level. That shield is gonna mess up lay on hands (at 2nd level) and casting spells (at 4th level) in the future. For second feat, I'd suggest Weapon Focus. If you got an Wis 8, maybe pick up Iron Will if you're worried will saves are too low.
Personal Play Experience: I played with a human paladin in my Carrion Crown party that didn't have power attack, he was essentially useless in damage when it came to DR, Hardness (that will be an issue sometimes), and overall needing things to die faster.

Traits: What traits did you pick for yourself? Who's your deity? Do you worship Iomedae? Check out Chosen of Iomedae. Masterwork longsword! Or Rich Parents could get that too I suppose. Outfit yourself in decent stuff.

Equipment: I assume you have standard starting cash of 175 gp for paladins? Skip the chainshirt. That's for rogues. You got a lousy Dex mod with that 15-point buy, work around that. You might not like the speed penalty, but you can buy mithral in the future. Check out the PRD for armor. Get scale mail. If your GM allows some eastern armor (some GMs are whiners about Eastern stuff in a "western game"), consider kikko or four-mirror armor depending on how much money you got. If you're insisting on using shield, sure longsword. If you picked up some medium armor that would allow your AC to be as good as with a shield to begin with, go bigger weapon with power attack (example: greatsword or nodachi or falchion) and lay a hurting on monsters. Current decent weapon choices for paladins often recommend 18-20/x2 or x3 or x4 crit weapons, as paladins can multiply their smite damage on crits.

Skils: DEFINITELY have social skill or two. Preferably Diplomacy if you're comfortable with it. Carrion Crown has quite a bit of social interactions and Diplomacy would make your life easier. Especially when you got a decent Cha. Knowledge (religion) is also good if your GM is good about giving out monster knowledge/lore (in this case: undead).

Do you plan on having a mount at level 5? I'm not sure I'd recommend it, as the AP doesn't afford a lot of space or decent terrain to use it all the time I think.


Kitsune race. Realistic Likeness feat turn into anyone (probably human specific? I dunno).

Bard's good. If you're willing to level dip, 3 levels in Charlatan Rogue can get you the Rumormonger advanced rogue talent that could basically let you con whole COMMUNITIES if you got a week of downtime to lie to folks.


I typically use: base DC difficulty of 5/10/15 + CR. Like it says in the book.


Tactician Fighter, I'm ignoring the cavalier request because it seems your GM simply doesn't want you playing one with ALL of his restrictions.


The Eldest Ng entry seems to have loads of traits that don't seem to be actually attributed to him. Probably because of the letters "ng".


Well I hope when the book comes out, people would also check out the archetypes for the older base classes in the book before banning it willy-nilly.

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