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LoreKeeper wrote:
Color me curious - is a level 10 paladin supposed to have level 3 spells?

Paladins gain access to level 3 spells at 10, but get no slots from class. Leander has Charisma 16 which qualifies him for one bonus level 3 spell.

Also note I forgot that Humans get +1 skill point per level ... . Thus he can either put ten ranks in another skill (I'd probably pick Knowledge (Religion)), or can swap his Favoured class bonus to hit points. These are the perils of doing all the maths by hand in a word document.


Very well, here he is:

Sir Leander of Oak Hollow

Spoiler:

Human Paladin 10
LG Medium Humanoid (Human)
Init +1; Senses, Perception +15

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Defense
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AC 25(28), touch 12(15), flat-footed 23, (+9(+3) armour, +1 Dex, +1 dodge, +1 natural armour, (+3 Deflection vs Smite target))
HP 69.5 (9d10+10+10)
Fort +13, Ref +10, Will +12 (immune fear/charm/disease)

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Offense
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Speed 20ft
Falchion: +20/+15 (2d4+12/15-20/2x)
Longbow: +12/+7 (1d8+6/20/x3)
Power attack: 0/-3 (+9)
vs Smite target: +3/+3 (+10, +20 once per combat against outsiders, dragons, undead), ignore DR

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Statistics
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Str 22 (15+1(lvl)+2(race)+4(belt)), Dex 12, Con 12, Int 12, Wis 10, Cha 16 (15+1(lvl))
Base Attk +10; CMB +16; CMD 28
Feats (in order): 1. Power attack; 1. Dodge; 3. Furious Focus; 5. Weapon Focus (Falchion); 7. Step up; 9. Improved Critical (Falchion)
Traits: Deft Dodger, Magical Knack (Paladin)

Skills: 3+1/lvl (favoured) Diplomacy +16(+10+3+3), Sense Motive +13(+10+0+3), Knowledge (Nobility) +14(+10+1+3), Perception +15(+10+0+0+5 (item))

Equipment: MW Full Plate (+3) (10650), MW Falchion (+3) (18375), Belt of Giant Strength (+4) (16000), Cloak of Resistance (+2) (4000), Amulet of Natural Armour (+1) (2000), Eyes of the Eagle (2500), Potion of Fly (2) (1500), Pearl of Power 1 (2) (2000), MW Composite Longbow (+1) (3000), Arrows (500) (25), Potion of Expeditious Retreat (4) (200) -- 60250 (Assume remaining cash spent on relatively mundane things, i.e. alt weapons, camping gear etc)

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Special Abilities
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Aura of Good (10)
Detect Evil: move action/individual or object within 60’/as if studied for 3 rounds
Smite: 4/day, swift +3/+10/+3
Lay on Hands: 8/day, swift (or std) 5d6 (cures fatigued, dazed, poisoned)
Aura of Courage/Resolve: allies within 10ft get +4 morale bonus to saves vs fear/charm
Channel positive energy: 2 LoH, std, 30ft, 5d6 (DC 18 halves)
Divine Bond: 2/day (10 minutes), +2 enhancement bonus to weapon (axiomatic, defending+1, flaming+1, flaming burst, holy, keen+1, merciful+1)

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Spells prepared (assuming combat is considered likely and no other information available) (CL9)
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Level 1: 3 slots
Divine Favour (1) (std, +3/+3 attack and damage rolls)
Hero’s Defiance (2) (immediate, heal 6d6 if reduced below 0 HP)
Level 2: 2 slots
Litany of Righteousness (1) (close, swift, double damage vs evil opponent, 1 round, no save, SR allowed)
Eagle’s Splendour (1) (std, +4 Cha, 9 min)
Level 3: 1 slot
Blade of Bright Victory (1) (std, bonded weapon gains ghost touch, switch type b/s/p swift, +4 CMD vs disarm/sunder that weapon)

Summary:
AC 25(28) Saves: +13/+10/+12
DPR (without self buff spells)
Full attack: ~32
... with PA: ~44
... with PA+Smite: ~75
which is comparable to the Two Hand Ranger that Lemmy posted.

He can certainly be optimised further, but I don't like dumping mental stats with Paladins. He's no skill monkey but he can do things outside of combat. Spell choices are equal parts optimisation and "that would be really cool if he gets to use it".

I'm open to any suggestions for improvements, but note that I'm staying clear of archetypes to stay fair to the criteria placed on Monks. I can build a two weapon Paladin or a sword and board Paladin for comparison if such would be useful.


Since Paladins were mentioned in the other (now closed) thread, I built a Paladin.

Is he welcome here?


Bobson wrote:


Where did you find that text? That's not what's in the PRD.

Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaves, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.

It looks like he's got a different version of the line which follows that quote:

Quote:
The character can also choose to use a double weapon two- handed, attacking with only one end of it.

Not sure where from, has this changed from the original edition/3rd ed DnD perhaps?


Entilzha wrote:


1) It's a reference to a character in the Trey Parker & Matt Stoner film "Orgazmo". There was a character in it who was auditioning to become an adult film star. When asked why he should be hired, his response was "I am Sancho".

Ah. Not a Don Quixote reference then. In any case not a film I am familiar with.

The closest male noun is arguably "gigolo" although there are more colourful slang terms.

Craft: Weapon is arguably appropriate given the wikipedia summary of the film. It also provides a lovely double entendre.
Craft: Toy might also be justifiable.


Entilzha wrote:


Since I gave the character the name Sancho, the GM said I really should put some ranks into Profession (Courtesan), which I'll probably put 1 rank when I level, and the rest into a Craft.

Are you sure you mean "courtesan"?

1) I'm having difficulty connecting the name Sancho to courtesan. I could see courtier possibly, or more likely squire. I assume this is a reference to a particular Sancho in history or fiction ... can you point me to which one?
2) Courtesan is a specifically female noun. Assuming you actually meant courtesan there are more appropriate male nouns.


Caliburn101 wrote:


1st LEVEL CHARACTER GENERATION
At 1st level the PC’s choose both a secondary character class (Commoner, Aristocrat, Expert or Warrior) and a standard character class. The stat-blocks of both classes are ‘overlaid’ and the best of either is taken for the 1st level stats of the character. Some permissible secondary character class backgrounds (Aristocrat, Expert, Warrior) may require at least 1 pre-qualifying Trait to be taken, the Commoner secondary class being the only exception.

<Snip>

CHARACTER ADVANCEMENT, WEALTH AND LOW FANTASY GENRE
• Treasure rewards from adventures reflect NPC wealth advancement levels - new characters above 1st level beginning with NPC basic wealth as starting money and rewards being roughly balanced against this progression
• Character advancement uses the Slow track and easy-average CR encounters give no XP
• Bonus XP is given for good role-play based on a 0-10% of current level XP band per session

<Snip>

Interesting ideas, thank you.

Maybe I've missed something though. Where does the secondary class get used?

It's not clear to me whether character progression occurs as in the standard rules i.e. taking levels in class of your choice, or whether you are required to alternate between the two classes? I think that the intent is to alternate between the two, or that some means of overlaying is applied but I'm not sure.


nothraziem wrote:
um well if you pick up dragon style at third lev and dragon ferosity at 5 lev from ultimate combat

Sadly you can't do this with a Flowing Monk. Redirection replaces Stunning Fist which is a prerequisite for Dragon Ferocity.


Could you clarify how this:

Blue Star wrote:
She was grabby for the boots and the headband, when I offered them later she was already going on about the sword. Honestly it seems like no one wants the portable hole, it is party loot, but no one wants to carry it.

and this:

Blue Star wrote:
Not for a lack of trying. No one wanted the boots, which was mind-boggling, no one wanted the ax, \snip

can both be true?

Also I'm fairly confident that at some point earlier, when you were describing how the angel's loot was allocated, you mentioned no-one wanting the headband ... but I can't remember which page that was on.


Just in case anyone hasn't already found this:

Mr Welch's list,

for far more, and funnier, things than I could ever come up with.


Cold Napalm wrote:
The only issue is with MCing. I get the feeling this will cause a lot of 1 level monk dip at level 1 for the stats...and I haven't figured out a good way to fix that other then to say monks can't MC... and to do something with anyone who may wanna play a MT as that is a MAD build but will have SAD stats (is that anyone?!?). Since all the SAD character are casters, there is no issue with them taking a level a MAD class for the stats because...well the loss of CL isn't really worth it unless your going with a full on MCed build in which case, your gonna become MAD anyways.

OT I know but it's a nice idea so I thought I'd address the issue you raised with it.

To my mind the easiest rule fix would be to have required stat minimums for certain classes at character creation. Two fourteens takes the available point pool down to 10 for 20 point builds.

For fighters require 14's in Str and Dex.
For paladins require 14's in Str and Cha.
etc

For the monk require 14's in Str, Dex and Wis.

Thus while you can get more points by taking a first level dip in a MAD class you can't put it where you (probably) wanted (Paladin/Sorceror might work) and you end up with fewer discretionary points. So unless you really wanted to play a strong wizard with a relatively low Int (compared to a 15 point buy with no restrictions) there's no gain in MCing for stats.

Alternatively just tell the players that if they intend to put the majority of their levels in a MAD class they get the extra points. If at any point in the campaign they have more levels in a SAD class than they do in a MAD one you will reduce their stats back to a 15 point build in whatever way you feel is most appropriate. The first approach is less likely to generate tension between players and GM though.


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Mike Schneider wrote:

-- There isn't a DM alive who is going to let a player get away with having two die to confirm his crit, text or no text.

In the absence of any text, EITHER the DM says "Just use the other one which you already rolled," OR he says "Roll another one." In zero percent of cases is he going to say, "Use the leftover die to confirm, unless it stinks; in which case I'll let you roll another."

According to my back of the envelope calculations these two scenarios give (slightly) different probabilities of a confirmed crit.

1) Perfect Strike as written:

number of ways of getting a confirmed crit: 2*(20-X)+1 (where X is the target to hit, X not equal to 1).
total number of ways to roll 2 D20: 400

P(confirmed crit) = (2*(20-X)+1)/400

Brief explanation: You get a confirmed crit if you roll a 20 and the other die hits. You can roll two 20s (that's the 1) or a 20 and any number less than 20 down to X in one of two ways (that's the 2*(20-X) term).

2) Perfect strike but confirm the critical separately:

number of ways of getting a 20 on 2D20: 2*19+1 = 39.
number of ways of hitting on the confirming die = 21-X (X is target number, X not equal to 1)

P(confirmed crit) = 39*(21-X)/(400*20)

Brief explanation: It doesn't matter what you roll on the first pair of dice as long as one's a 20. You can roll two 20s (that's the 1) or a 20 and any number less than 20, there are nineteen of those, in one of two ways (that's the 2*19 term). Probability of confirming a crit is (21-X)/20. We can multiply the two probabilities since they are independent.

Comparing these two distributions we find that 39*(21-X) > 20*(2*(20-X)+1) for all X > 1. The difference becomes increasingly large as X increases.

TLDR: The statement is necessary. It specifies a game mechanic to use which produces a slightly different probability distribution to that which would arise under the standard rules.