Villamar Koth

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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