Jugger-Not, character concept


Advice

Silver Crusade

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I have built a guide for a character I would like some feedback on for PFS and non-PFS.

The Build concept is shown to level 20 but gear and skills and stat blocks are to level 12.

The concept is designed to be a light armoured melee warrior with very high saves and a move of 40-50 and tons of other goodies to make him fun and interesting to play.

Oracle 1/ Bloodrager 2/Paladin 17 with an option to pick up a Dip of Gunslinger to compete with ranged attacks.

Link to the build: https://docs.google.com/document/d/1ctJGlg2MABJ62zvHEy0mG-d7IWwCHyTGICsjAw6 2XfM

Thanks in advance for any feedback.


Looks interesting! Bloodrager is a nice way to get rage on a Paladin while still being lawful. Bloodrager does not give access to wands until level 4 though, as before then it does not have a caster level.

Getting around Dexterity using Noble Scion and Sidestep Secret is cool, but I don't think it actually helps the character any because it is so costly. A feat (which only humans can take due to Fey Foundling and it both being lvl 1's) and a class level (stalls all of the scaling Paladin abilities) help to up AC, reflex, and initiative by 2-3, but still leaves many other things (CMD, dex skills, ranged attacks) in the dust. I think a more balanced stat array would lead to a stronger character. I feel similarly about dumping Wisdom (I Don't think its worth it) but most people disagree with me on that front.

If you want to get even faster, take a look at the Sacred Servant Archetype of Paladin, with the Travel Domain. Gives you a flat +10 speed and the spell Longstrider as a bonus spell for another +10 speed. I'm writing a guide for Sacred Servant, but am not done yet :P.

I recommend giving your guide another read through for grammar when you have a chance - the content is nice and presented clearly, but the grammar is very distracting.

Silver Crusade

1 person marked this as a favorite.

Jugger-Not

(Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 60)

Comes in 2 flavours Tank and DPS the tank is more Takish and the DPS is built for damage.

Tank Base Stats 20 point Buy:
Aasimar
Str: 16 (+2 racial, +4 magic item –>22)
Dex: 7
Con: 14
Int: 13
Wis: 7
Cha: 16 (+2 racial, +3 levelling bonus, +4 magic item –>25)
Final: Str 22, Dex 7, Con 14, Int 13, Wis 7, Cha 25
Final Rage: Str 26, Dex 7, Con 18, Int 13, Wis 7, Cha 25

Classes:
Stat bonus ever 4 levels goes into Cha. Preferred bonus goes to HP at level 1 and skill point the rest.

Level 1 - Paladin 1 (Vengeance)
Level 2 - Paladin 2
Level 3 - Oracle 1 (Prophetic Armor (Lunar Mystery))
Level 4 - Paladin 3
Level 5 - Paladin 4
Level 6 - Bloodrager 1 (Celestial Blood Line)
Level 7 - Bloodrager 2
Level 8 - Paladin 5 (Divine Weapon Bond)
Level 9 - Paladin 6
Level 10 - Paladin 7
Level 11 - Paladin 8
Level 12 - Paladin 9
Level 13+ – Paladin

Traits: Vagabond Child (escape artist a class skill) & Defender of the Society

Feats:
Level 1: Fey Foundling
Level 3: Power Attack
Level 5: Iron Will
Level 7: Improved Initiative
Level 9: Weapon Focus Nodachi
Level 11: Greater Mercy

Saves Reg/Rage
Fort: +21 / 23 (+2 vs. Death effects)
Ref: + 20 / 20 (+2 vs. Death effects)
Will: +18 / 20 (+2 vs. Death effects)

PALADIN: Archetype: Oath against Vengeance, Divine Bond: Weapon, Mercy’s: Fatigued +3 more
ORACLE: Archetype: None, Revelation: Sidestep Secret (Lore Mystery), Curse: Legalistic, Mystery: Lore Mystery
BLOODRAGER: Archetype: None, Bloodline: Celestial

Weapon +2 Keen Nodachi (Crit 15+) +1D6 on evil outsiders bypasses good DR from bloodline
Reg: +20/15/10 1D10+11
Power Attack: +17/12/7 1D10+20
Power Attack & Rage: +19/14/9 1D10+23
Power Attack, Rage and Smite: +26/21/16 1D10+32 (+9 on first hit of undead, evil outsiders dragons)

Lay on Hands 11/day as swift:
5D6+10 (15-40 average 27) With no mercy applying
7D6+14 (21-42 average 38) With Bracer of the Merciful Knight (enough gold to buy left)
8D6+16 (24-88 average 44) Heroic Defiance (immediate action if you go to 0 or lower hp) is triggered with bracers

LG Medium outsider (native)

Init +3; Senses darkvision 60 ft.; Perception +14

Aura courage (10 ft.), resolve (10 ft.)

AC 27, (31 if under wand of shield, 38 with Smite (-2 if Rage))

hp 100 (12 HD; 1d8+11d10+25) (124 hp when rageing)

Defensive Abilities uncanny dodge;
Speed 40 ft. (50 with ft. Long Strider wand)

Skill Points (50): Acrobatics - 4 Point, Climb - 1 point, Diplomacy - 12 Points, Escape Artist - 12 Points, Perception - 12 Points, Spellcraft - 1 Point, Swim - 1 Points, Use Magic Device - 7 points (should be +19 making wands auto success)

Skills Acrobatics +4 (+8 to jump), Climb +10, Diplomacy +22, Escape Artist +13, Heal +0, Perception +14, Spellcraft +5, Swim +9, Use Magic Device +19

Gear:+3 mithral agile breastplate, +2 keen nodachi, flawed pink and green sphere ioun stone, amulet of natural armor +2, belt of giant strength +4, cloak of resistance +3, cracked dusty rose prism ioun stone, cracked pink and green sphere ioun stone, headband of alluring charisma +4 & 26,340 gp left over.

Resistant:

This character is very resistant immune to charm, disease & fear and large bonuses to save versus others & resist acid 5, cold 5, electricity 5, Uncanny Dodge to prevent getting wrecked while flat footed.

Mobil:

This character is very mobile able to move at 40-50 in most cases and wearing a Mithral BP meaning can sleep in his armor.

Slippery:

Ability to use immediate actions to cast level oracle spell Liberating Command (up to 5x/day) giving ally chance to escape artist +2 out of a grapple.

Attacks:

Smite 3x per day & change 2 LoH into a smite. Bloodrage 8 per day, LoH mercy that cures Fatigued if needed. litany of righteousness (double damage to an evil for one round), Divine bond weapon for +2 weapon 2x per day lasting 9 minutes each.

Heals:
Best in combat heal + Hero's Defiance(APG) + Paladin's Sacrifice (take damage and effects for ally)

Wand & Scroll Use:
Spell list of Paladin, Oracle and Bloodrager covering most spells in game and UMD covers the rest.

Silver Crusade

Thaago, thanks for the feedback.

Spell trigger items do not require you to have a caster level only access to the spell. The point is moot though as he has a +19 to UMD so auto succeeds on wand UMD uses.

PFSRD: Spell Trigger & Spell Completion:
PFSRD wrote:
Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin.
PFSRD wrote:
Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that's left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can't already cast the spell, there's a chance he'll make a mistake. Activating a spell completion item is a standard action (or the spell's casting time, whichever is longer) and provokes attacks of opportunity exactly as casting a spell does.

A paladin is explicitly stated to not have a caster level. To my knowledge no such statement has been made for Bloodragers, from the sources I have seen they have a caster level = to there level though they have no spell slots to cast with meaning they can use scrolls (unless I am mistaken).

Core pg. 63 wrote:
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.

Oracle nets a lot of power and utility granted it reduces BAB 1 but he still has 11 BAB by level 12. The Oracle level gives +2 Will (equal to a feat), Cha to Ref and AC (equal to a few feats) the high AC that makes the light armor tank viable, with a Cha of 25 he is sporting +7 to AC / Ref not major but nice.

His CMD is low but where Oracle lets him use Liberating Command 5 times a day with a +2 on others or himself, I am not so concerned with it. Having low bonus for Dex skills does suck though. For most classes it is silly to dump will but those points help him get to a +18 (+20 in rage) so I think I can make due with a little lower Perception.

I want to use Sacred Servant Archetype but I can not get past loss of his divine bond. If not for that I would be all over it.

Point taken on grammar, it was completed late and I was more then a bit foggy when I was going through proof reading it last night.


Whoops, you are correct about the wands! My bad! :)

When going over things I hadn't thought the Cha would get as high as 25, but with Aasimar racial and leveling and item, it does get there. Iiinteresting... thats a nice bonus! I'm still not sure if I would do it for my own character - the hits to skills, BAB, and the level dependent Paladin abilities are a bit much for me - but it certainly does give a nice bonus to AC and saves.

As a side note, consider Celestial Plate: it counts as medium so will work with the Bloodrager extra movement, has a max dex bonus of +6, and lets you cast fly once per day.

Silver Crusade

Medium armor is very tempting for fly.


I prefer Nature's Whispers to Prophetic Armour or Sidestep Secret, as with the Ability Stacking FAQ, Prophetic Armour's Cha to Reflex does not stack with Divine Grace.


He should take Catch Off Guard and carry a big jug with him to use as an improvised weapon.


This needs work.

The grammar and typos need to be cleaned up.

Stat array: I think it is a waste to invest in int, though an argument could be made if picking aasimar. A human paladin will still gain 2 skillpoints per level, which will be enough to get the 1 ranks you want while still being close to the max on others, without factoring in favored class bonuses.

Mercy choices: Sickened is much worse than fatigue for a martial character, and there are other options for ignoring fatigue built into your class selection (oracle lame curse if you just have to have immunity) as well as cheap alchemical options like allnight. Even without these options, the only reason to be worried about fatigue for a rage dip is if you rage cycle certain rage powers, which you don't have with straight bloodrager.

Paladin Spells: You don't seem to have a section on this.

Mystery/Revelation: If you can get away with 2xcha to reflex saves go for it, otherwise better off going Nature instead of Lore.

Oracle Spells: Infernal healing is consistently more healing than cure light wounds, and allowed for paladin use under PFS rules (not an alignment infraction for using an evil spell).

Gunslinger dip: Attacking vs touch ac is nice, but keep in mind you won't have the grit pool of a full gunslinger to increase the range you can target touch ac at. Also guns are a large investment of wealth, as well as potentially feats (you would at least want rapid reload). Instead you could just use a composite longbow to hit a creature in the air on the off chance you don't have flight. This gets you your str bonus to damage and all your iterative attacks, without investing heavily in resources. When you factor in missfires, as well as the fact you are adding a 4th lvl of dipping to delay your paladin progression, I don't think it would be a good choice.

Traits: You can make up the difference for not having escape artist as a class skill with things like alchemical grease, as well as a casting of grease from either a friendly caster (longer duration, and they can probably spare a 1st lvl spell) or a wand. Extra bonus: these stack with each other and are fairly cheap. With that out of the way, you can use magical knack to help your caster level with the dips.

Feats: I'm going to come out strong on this: You really overestimate the value of the cleave line of feats, as well as vital strike. The investment of 4 feats to get Improved Cleaving Finish is not worth it. There are too many other options that you can use in more situations. Vital strike requires the full chain to stay relevant at higher levels, and even then most of what you would want to do with it involves (or involved, thanks new faq) stacking size increases.

Instead, look into options like unsanctioned knowledge for more spell options (requires 13 int, one of the few reasons to keep int as a paladin). You also have options like furious focus . You could even go with familiar bond since you already seem invested in iron will, which could eventually open up improved familiars with wand access.

Starting Gear: You have no ranged option at all. Again, I'd pick infernal healing over cure light wounds.

Suggested Items: You have temporary hp from rage and swift action healing. You can get by with skimping on armor to increase your cloak of resistance. Also, consider making your weapon a +3 instead of a +2 keen so you can bypass DR for things you can't smite for campaigns where the DM is playing against your class. You can still use your divine bond to get keen if you aren't getting improved critical. Your setup also has no way to gain flight on its own, something I think you really need to invest in at level 12, preferably before then. There are a lot of items you could consider here other than ac boosting items.

Other alternatives/notes: If you are only dipping bloodrager for uncanny dodge, you could consider ulfen guard and save yourself a levels worth of dipping. Keep in mind your movement bonuses won't stack with flight.

Tldr, 5/10 can't recommend to friends without improvements.

Silver Crusade

SPACEBALL12345, thanks for the feedback.

Stats: I am going to add in stats for humans and change the stats some for others.

Mercy's: your right on sickened versus fatigued but with high saves there is a lot chance of getting sickened to land on you and fatigued will likely be on him every game while not a massive problem not being able to rage if needed may be an issue, for that reason I prefer the ability t clear it and for only a handful of rage rounds a day I don’t want to recommend lame curse, its ok but it would slow it too much.

Paladin spells: on my to do list for today.

Oracle: did not realize that they changed this. Fixed on sheet, thanks.

Oracle Spells: I will add in Infernal healing as an option, the CLW is a free spell. After the first adventure they will likely have a wand of CLW for 2 PP except in a pinch I would not recommend using Oracle Spells to heal with.

Gunslinger: I have to disagree with you here, one of the key things is taking the Mysterious Stranger archetype that changes Grit to Cha so 7 grit with one level of Gunslinger. Your first gun is free as part of the class granted (pistol or musket). The gun’s are not too expensive 3000 gp for a Peppebox & 2500 gp for a double musket.

With a dumped Dex total bonus to hit is Dex –2, BAB 11, +1 weapon (likely?) = +10 to hit, many of the creatures you will be attacking will be 25+ ac meaning a 30% chance or less of hitting with regular AC, With touch many of the things later in the game have a touch AC that is 6-13 so 95-85% chance to hit is likely. And with mysterious stranger you can add you Cha to damage for a round for 1 Grit. The best reason to go Gunslinger is you get a reasonable amount of damage with no feats for the few times you can not melee.

Traits: I wanted Magical Knack but I was concerned with grapple. now that I need to change the oracle Revelation I am less concerned. I will recommend both of those items.

Feats: I agree with you here, it was not clear so I will go back and mod it I think the cleave line is a waste as the tax is too high. I am also not so excited with Vital strike line it is too modest on a D10 and with a lot of the damage he will do being straight damage bonus care of smite Str & power attack it ends up being a bunch of feats for 10-20% extra damage.

I think I am going to change the 2 level dip of Bloodrager to 1 level dip of Ulfen Guard (did not know it existed). With the loss of the Bloodrager spell list for wands Unsanctioned Knowledge makes sense. Furious focus I group with vital strike since it only helps on the easy to hit with attack. I am not so interested in the familiar options but I will look at them with the gear.

Thanks again for the suggestions I am going to add in some of those now.

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