Villamar Koth

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These are some really good suggestions. I wish I had a better grasp of these options from the start.

Thalin wrote:
Divine summons = sacred summons. At 5 you can toss out lantern archons as a standard action, which are amazing little helpers / damage deals. At 7, d3 archons, at 9 d4+1 with more hp. They radiate a low-DC or be -2 to everything; and their attacks bypass all dr. AE buffs make them even better :).

The divine summoner who calls in reinforcements is very interesting. Are there a variety of aligned creatures which can be summoned or are Archons the primary choice?

Are there any other feats to round out that type of character or are spells the main focus beyond the three feats you mentioned?

I'll be asking to 'retrain' these characters soon, but I will try to stay with feats which fit within the context of their previous actions. For example, I'll pick up Power Attack for my paladin at the next available level, but I would ask for Swap Place, Combat Expertise and something else now. These feats could have explained some of their success and style so far.

The clerics ability to channel energy is something I don't fully understand. We have been using it as an out of combat heal mostly. What options are there to improve its utility in combat?


Thalin, good question about how much wiggle room for fixing these characters. If I've jeopardized the party's chances with really poor feat choices, I might have some room to adjust. How bad were my choices?

If there were 4 options and I chose the worst of the bunch, then I can probably get a retraining for this duo. If I've chosen a viable option, just not the best option, then I probably won't get to retrain. I'd have to make a case for my characters, considering the needs of the party.

The Oracle is the primary healer, but its been nice having the Cleric and Paladin able to keep themselves going. The Sorcerer and Barbarian cutting through enemy ranks overshadows anything my characters accomplish on the battlefield.


I'm new to Pathfinder but it has been a lot of fun so far. I am playing in a small group where the players each have two characters. It is a home brew campaign world which we hope to explore thoroughly during school's winter break. After a few play sessions the party consists of:
Sorcerer
Oracle
Barbarian
Cleric
Paladin

I chose to play the cleric and paladin characters in the hopes that some synergies and teamwork would make them stronger together than seperate. I enjoy playing this duo during non-combat encounters, even if the characters represent two shades of the same color. However, I am already starting to regret some choices I made during character creation as they effect our combat encounters. Could you suggest some tactics or adjustments which unleash the power of the faithful fighting side-by-side?

Both are human characters, with the Shield Wall and Shielded Caster teamwork feats. The feats made one of their early encounters somewhat interesting though a bit overly defensive. After seeing combat drag on and on, the Paladin reached for his two hander and is now looking to flex muscles. This leaves the four initial feats on a shelf and seems to put these characters back at square one.

Both characters have the Military Veteran trait and Profession(soldier) which helps me explain their coordinated movements in combat. What actually seems to happen is they get tied up with one foe, while the sorcerer takes on a couple and the barbarian dispatches a couple each round. I am trying to use them in an offensive role during combat encounters, but they don't seem to be making much of an impact.

I guess I've gimped these characters, but I didn't mean to. I wanted them to be something like a Warhammer 40k Captain and Apothecary team who mow down any who dare challenge them. Instead I feel they are more like the party's water boy and towel boy. What can I do to fix this?

Paladin Spoiler:

3rd level Paladin
HP: 37
AC: 19
Initiative: +1
BAB: +3
Saving Throws:
Fort: 7
Reflex: 4
Will: 5 (+9 vs Fear)
STR: 18
DEX: 12
CON: 14
INT: 13
WIS: 10
CHA: 14
Class Skills:
+5 Craft (Weapons)
+6 Diplomacy
+6 Handle Animal
+6 Knowledge (Nobility)
+7 Knowledge (Religion)
+5 Profession (Soldier)
+2 Ride
+4 Sense Motive
+5 Spellcraft
Feats:
Shield Wall (Human)
Shielded Caster
Step Up
Equipment:
Chain Armor + Heavy Shield
Flail
Masterwork Longsword
Greatsword
Light Crossbow

Cleric Spoiler:

3rd level Cleric
HP: 29
AC: 19
Initiative: +1
BAB: +2
Saving Throws:
Fort: 5
Reflex: 2
Will: 8
STR: 14
DEX: 13
CON: 14
INT: 10
WIS: 20
CHA: 12
Class Skills:
+9 Acrobatics* (trait)
+0 Appraise
+0 Craft (Armor)
+2 Diplomacy
+8 Heal
+4 Knowledge (Arcana)
+0 Knowledge (History)
+0 Knowledge (Nobility)
+0 Knowledge (Planes)
+6 Knowledge (Religion)
+0 Linguistics
+5 Profession(Soldier)
+8 Sense Motive
+10 Survival* (trait)
+4 Spellcraft
Feats:
Shield Wall (Human)
Shielded Caster
Extra Channel
Domains:
Sun & Good
Equipment:
Chain Armor + Heavy Shield
Flail
Light Crossbow

Edit: updated pally saves, equipment list, domains