I would probably say the paladin. I'm just a bit concerned how our group would react to a kobold right now given our history with them. And I've never seen a paladin/shadow dancer combo; it intrigues me.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
I have a shadowwalker rogue building towards shadowdancer, so i'm too intrigued by a paladin/shadowdancer build.
I'm kinda stuck on my lvl 5 feat. Was gonna take iron will after that humiliatingnincident with the black skeleton, but now i'm wondering if a signature skill would be more exciting.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
My friend (last season) played a Paladin/ Shadowdancer in our weekly PFS game. It was quite effective.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
After some further digging, another viable option i see is taking Extra Slayer Talent to pick up Trapfinding in order to puck up the slack left in Brand's absence.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Trapfinding would be helpful, since I can't do magical traps.
Hello all! I am totally cool with the Paladin Shadowdancer. It has been something I have been wanting to try out for a while and I am excited to finally get to. Thank you all for letting me into your game :D
If we are needing someone who can do magical traps I could, assuming one of my traits could be Trap Finder though it is a campaign trait from mummies mask so I don't know if the GM will allow that.
It will take me a little while to get something put together. I should be done by the weekend.
Aurora, you may remember DAA as Alexis von Brandt, who was visiting a certain Smiling Pig with us in Wicken.
On Trap Finder: whoa, that is one overpowered trait! Personally I'd prefer if we went with Anzath's feat-level plan. I do realize that dying in traps is one of the less fun ways to go, especially in PbP, so I could be convinced to allow the trait.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Yeah, that's a powerful trait, but the class feature is more powerful, as I would get trapfinding and trap sense. It won't be as powerful as Brand, I don't think, but with Bedlam backing me up, we should be good.
Of course, if we get Brand back, I'd like to be allowed to retrain it ;)
Well, maybe I overreacted a bit. But I think traits are pretty variable in their power levels (Magical Lineage whaaaat), and when I see class-defining features rolled into them, I'm always a bit surprised.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Oh yeah, welcome to DAA!
Slayer Lvl 5
+8 HP (roll6, +1 con, +1 FCB)
+1 BAB
Class Features: Studied Target +2, Trap Sense +1, Trapfinding
Feat: Extra Slayer Talent: Trapfinding
Skills: Bluff, Climb, DD, Kn. Dungeoneering, Kn. Geography, Linguistics, Perception, Stealth, Survival, UMD
Languages: Abyssal
Welcome, DAA! You have some big shoes to fill. Well, little shoes. Big little shoes? Did Brand wear shoes at all?
If I remember correctly, Trapfinding came about because of the Mummy's Mask adventure path. There were a lot of traps in the beginning, and they wanted to give an option so that one or more players didn't have to be a rogue. While the power level has certainly varied, generally they are supposed to be about half the power of a feat. The campaign traits (like Trapfinding) do tend to bend that rule. I remember having a wizard with Finding Haleen, which gave him a hit point and a skill point at every level. That's like the Toughness feat and a free skill point every level for the price of a trait!
It is not a trait I would normally pick but I figured I would check since I am coming in late and being useful is important but Anzath has things covered... That was a long sentence.
Anyways I think I would like my paladin to be a Tiefling. Along with that I would really like to have the Chosen One. It kind of works with the story I have forming in my head. If, for some reason, GM Parrot you do not like that archetype then I can do something else.
Male LN Elf Fighter 7 (Lore Warden, Martial Master) | HP: 46/46| AC: 21 (22 with haste) (16 Tch, 15 Fl) | CMB: +11/+14, CMD: 26 | F +5, R +7, W +6 | Init: +7 | Per +9, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Martial Flexibility Uses: 5/6 |Active conditions: No longer plagued!
Chosen One is a fun archetype. A player in a Wrath of the Righteous pbp I'm in took it - for a ditsy daughter of a bar owner who *may* have encountered Caileann Cayden. ;)
Chosen One is from my favorite Paizo little book, the Familiar Folio. I'm totally down to see one in action. I know I requested core races when the game began, so I hope the party won't mind if I grant an old friend a favor by allowing Tiefling. My one caveat with Tiefling is that you have to either roll on the chart or take Fiendish Heritage if you want to choose a variant heritage. But, now that I think about it, Darkness 1/day is better for a Shadowdancer than just about anybody else.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Welcome, DAA. Paladin/Shadowdancer has a high survivability rate...lol.
DO THE TIEFLING the original recruitment was ages ago and only two of your fellow players were even there. These people are good people, I'm pretty sure they won't mind.
Also, one of these days the mortality rate will spike, and then everyone will get a chance to make a tiefling! :)
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
just wanna say, one of my players is playing a Chosen One Paladin, and it is quite fun for the GM if the player allows the GM to play the familiar every once in a while. It makes sense given the flavor of the archetype, being a divine emissary sent by a God to keep the paladin on the right path. Of course that's between you two how you wanna play it.
Any thought one which one of these I should take for the mercy thing.
Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute. Source PZO9446
Fatigued: The target is no longer fatigued.
Riled: The paladin’s lay on hands also acts as calm emotions, but only for the purpose of suppressing morale bonuses (such as from the rage spell) and emotion effects that aren’t fear effects. Use the paladin’s level as the caster level. Source PZO9446
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Class Ability:
Alchemical Weapon (Su)
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
My apologies. I was thinking Swift, but not until 6th.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Bedlam Alchemist 5!
Edit: I need a Feat!....ponders evilly.
Evil? Nope; but you are setting us up for something nasty...lol....I can feel it in my bones...
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
Record: it was Bedlam, 56 damage, with a pick, in the forest.
Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here
How are we on dps?
Thinking about taking Extra Discovery: Feral Mutagen.
I love the Breadth of Experience feat. It may not be the most powerful feat, but it is full of flavor and does come in handy periodically. I once had a surprising payoff by being able to roll against profession (bee keeper) using that feat.
female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|
I didn't roll completely poorly! And I still have a familiar to build. I think I am done and I think my math is right. I think my family issue is resolved. It just cost me a day of leave. Assuming nothing back slides then I should be done by the weekend.
F half-drow Slayer 7/TWW 1 | AC22 T14 FF19 (+2 vs Traps) | Resist: Fire 5 | HP 70/70 | F +8 R +8 (+2 vs Traps) W +3 (+2 vs Enchant)| Init +5 (+7 UG) | Perc +14 (+16 UG)(+3 vs traps) (DV 60ft, LB) Active Effects: Blur, B's S, C's G, AntiP, AntiT
Just trying to keep track of things left unresolved at this point. I might be missing something from before I joined the game:
-What’s under the burning rug?
-Sarenrean corpses under green slime covered rockslide (note: this is Anzath’s personal priority)
-stone snake construct guarding keyhole?
-secret staircase under orcus statue in giant leech room?
-last band of refugees to be killed and looted escorted safely.
This is the next order of business. I'm going to write a post for Tragershen's exploration of the Spy Eye, and then, if you'd be so kind, Anzath, please insist on finding your lost Sarenraean paladin and her associates.