Thorn's End Guard

Caryth Derellis's page

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I am looking for more information on the Rogue's Edge abilities. There is nothing on d20pfsrd describing this feature.

Thanks!


Peshmonster wrote:

Caryth,

I really like the idea of you playing the iconic for a few sessions. And when you do this, pick the bloodrager. That guys does more dmg then 75% of the characters I play/play with. Then you have the whole argument of...yeah I didn't make this.

Haha I will give it a shot! xD


Otherwhere wrote:
Caryth Derellis wrote:

Yes it is only me.

I think much of it has to do with the competitiveness we have between us as friends. Much of the time it's not an issue, but I think it comes to light during the game.

[in the voice of a New York plumber] Well there's your problem!

So it doesn't matter what you make, he's going to negate you.

In which case, either learn to find the fun in goading him with your choices during play OR find another group to play with. (Doesn't mean you have to give up this group - just give yourself another place to play.)

Probably a wise route to take. I'll probably try "optimizing" an investigator next. :P

If he complains about my Perception or Knowledge History checks we have a bigger issue... xD


Tormund Redbeard wrote:
RDM42 wrote:
Try occasionally making a character that doesn't have to be maxed out at something?character can be perfectly viable without being maxed out.

Here we go again, when has he said he MAXED out anything? Optimizing is a scale just because you take an optimized option does not make you Pun Pun.

A Barbarian with a high Str taking a Greatsword is Optimizing his Barbarian to some degree. If he takes Power Attack and Cleave as his first two feats (Human bonus feat) he is an optimized Barbarian. Would you say that level of optimizing is breaking the game? Some would, with that he can clear combats in a few turns that was designed for the whole party to take down.

A Witch taking Improved Familiar or something similar is not overly Optimizing. It is an improvement for sure, but not breaking the world.

In short taking optimized options does not make you a Min/Maxer or Maxed out.

Amen.


Quote:

I don't agree with that advice. Telling someone to basically throw away a character design or build to make the GM happy is BS.

The OP has specifically stated that the other players are decked out with magic gear and weapons and he has none. He has stated the GM has made him reroll saves even when he rolled a success first. Autoing his character with Odd/Even rolls. And you really think this is about him taking something like Weapon Focus over Toughness? Or that he might have a 16 in a stat rather then a 10?

EDIT: The argument that it is a compliment is complete BS as well. Saying that the DM is only giving out gear to other players because he is to OP is BS on a level I am not sure all the Cows on...

Haha, hear, hear!


BennActive wrote:

Hey folks. It looks like I'm about to GM my very first long term campaign so a few random concerns have popped into my head. It boils down to two questions:

1. What are some very powerful/annoying builds you've come across as a player or GM? (i.e. summons focused casters clogging up the battle field)

2. How did you or the GM counterbalance the build? (anti-summoning magic, readied actions to force a concentration check, etc.)

I don't want to outright deny my players things they want to play, but I want to walk in prepared with compromises and/or an agenda in order to ensure everyone at the table has a good experience and not just the min/max'd shenaniganer.

I would just be flexible. Don't go into combats with an in-stone idea of how the fight will progress. If a character is having too much success for key fights to be difficult for the group, change up how the enemies are combatting the PCs.

Don't pitch fights that the PCs will expect. Make them adapt and "Op" players will have to work around those challenges, rendering them less "Op."


This is a tricky thing to rank in such a fashion...

Much of it depends on how they are played, which items are available, which enemies they encounter, etc...


Yes it is only me.

I think much of it has to do with the competitiveness we have between us as friends. Much of the time it's not an issue, but I think it comes to light during the game.


I like the idea of allowing people to place their saves bonus increases from leveling where they please.

DR as a new armor system would be cool. I almost wonder at a system where being hit is WAY more deadly, and instead, much of the rolling involves the process of not being hit, parrying, dodging, etc.

If you keep blocking with your shield, eventually the minotaur will smash it to pieces... :P


dragonhunterq wrote:

Archives of Nethys is always handy

or D20PFSRD

I find D20 easier to search, but due to licencing issues some things are renamed. Archives retains the proper names for everything and shows you what is currently PFS legal.

Perfect! Thank you very much.


2nd bump. :D


I don't think it is a matter of avoiding goblins and other typical low-level creatures, etc. but more so HOW you use them.


DM_Blake wrote:
Caryth Derellis wrote:

Right I get that the lace won't work - he won't like that. However, can he still apply the Impact enhancement to a large weapon?

Edit: You cannot, under any other conditions, use a large weapon if you are not a titan mauler? I thought you would simply take a penalty on attack rolls?

Here's the rule you're looking for:

Pathfinder SRD, Equipment, Weapons, Weapon Size wrote:
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder's size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon's designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can't wield the weapon at all.

So a medium human can wield a large dagger which raises the effort to be that of a one-handed weapon. Or he can wield a huge dagger which raises the effort to that of a two-handed weapon. Or he can wield a large longsword which raises the effort to that of a two-handed weapon.

But if he tries to wield a large greatsword, it raises the effort to something more than two-handed and due to the bolded part of that quote, he cannot do it at all.

Thank you!


Protoman wrote:

Yes he can apply impact to a large weapon. A +1 large impact bastard sword would do 3d8 damge. With effortless lace, there's no -2 penalty to attacks from being one size larger than a medium size wielder.

In general, impact isn't a big deal. +2 enhancement (minimum of an additional +16,000 gp from a base +1 weapon) isn't exactly cost-efficient for an additional average damage increase of 4.5.

I suppose it is more worthwhile if you have a weapon with a high crit range, though.


Ahh ok. I thought this was fishy. Thanks guys.


Right I get that the lace won't work - he won't like that. However, can he still apply the Impact enhancement to a large weapon?

Edit: You cannot, under any other conditions, use a large weapon if you are not a titan mauler? I thought you would simply take a penalty on attack rolls?


Ahh that would be part of it. But he can still apply impact and use the large sword, right? So we would take a -2 to attacks, but still deal damage as though it was a huge weapon?

I would guess this would advance it to a 4d6?


Shameless bump.


So a friend wants to make a barbarian that uses two handed weapons.

He said his plan was to use a large greatsword with

Effortless Lace

and then

Apply the Impact feature to it.

So this effectively operates as a huge weapon?

What damage would this weapon deal?

This seems a bit ridiculous to me. Idk.


It's free if you seize it from the previous owner! >:D


At one point I was going to make a half-elf investigator with pretty much zero combat capability and just max out my skills as the entire focus of my character and just RP it up because I am sick of all the crap listed previously. I may end up doing that next and see what happens.


So I noted that on the PRD index there is a listing of teamwork feats, but I am pretty sure that in no way is this a full listing.

Can anyone provide a link to a more complete list?

Thanks!


bookrat wrote:

I really like the idea of having you play an iconic character for a while. This will test whether the GM hates your characters or just a hates you.

If, while playing an iconic character, he still does all these things to you, then I would ask him why he's still picking on you when you obviously do not have an optimized character. If he still insists on picking on you, then I strongly suggest finding a new GM. Either rotate GMs out within your own group or find a new group to play with.

What do you mean by an "iconic" character?


The Factotum wrote:
Caryth Derellis wrote:
Cyrad wrote:
Do you roleplay at all? How does your GM run his games? Does he love roleplaying and story? Give your characters personality. I personally don't enjoy running games for characters with no likable personality.

We do roleplay as much as we can. I am the face of the party in some sense actually. I interact by far the most with NPCs and get into the story as much as I can.

The GM is a big roleplayer, yes. I thought that by getting into this more he would let off of singling my characters out, but it hasn't helped.

Then a bard is gonna piss him off more I think. Sounds like he sees you are trying to take all the fun. All the Damage and all the Talking, why do the others show up to be your backup dancers? I don't see if that way but I can get the viewpoint.

But the way you spoke made me think that you just recently got into the RP as heavily. Just talk to him, explain your not trying to take away everyone else's enjoyment.

But also, be a little firm and make sure if this is gonna be a Witch hunt then have your witch begin falling back when combat hits, don't talk to the NPCs and so forth. Pull your character back and when the PARTY begins to notice the loss explain to them why, the GM is singling you out so you are not gonna do anything to get singled out. Bet the party has words with him about it.

Good advice, ty. I got into the RP more because no one else would. I love to get into the story and the reasons for fighting at all, etc. so it was making me bored and annoyed that no one else would engage.


RDM42 wrote:

Examples of the 'special perks?'?

He gave the channeling cleric a set of rings that he can pass out to party members. If they are wearing them, his channel acts as if it were selective. Yes, this one benefits everyone - so this is perhaps a minor one. This would be an INCREDIBLY expensive set of items though, and this was at level 3.

He has awared the tank character with magic armor, weapon, ring(s).

I have NO magic items, and not enough gold to buy the ones I want/need. All the loot value has been wrapped up in what he awards.

He allows people extra reflex saves and d20 rolls of all sorts to avoid danger or perform special attacks that deal extra damage or have extra effects, while he makes me REROLL saves or makes me roll additional saves to avoid dangers. He makes me call "evens/odds" ( and seemingly decides what he wants to happen anyway) all the time to determine whether or not my character does something that I never declared he did... I can't recall everything, but the idea is that this is a chronic issue.


Davor wrote:
Here's the real question: How does your group feel about it? If your DM is the only one with an issue, then he's likely overattached to his encounters and combatants. The primary goal of the DM is to ensure that the group is having fun, and 9/10 times, if he does this, he'll have fun, too. Talk to him about it, talk to your group members, and if he keeps it up, tell him to SUCK IT UP as you slumber his precious minions into their doom.

So the thing is that the witch in particular has saved the party from a wipe many times. Especially on boss fights the hexes have helped a TON. We would have all died without a few clutch hexes/spells.

The DM has often whined about "not getting to use this guy" or "losing his toys" and even "didn't get to use his stuff" because of crowd control mechanics.

The party has not complained once about my characters. They seem to enjoy the fights. I think you hit something here about him being attached too much to the bad guys in the AP.


Cyrad wrote:
Do you roleplay at all? How does your GM run his games? Does he love roleplaying and story? Give your characters personality. I personally don't enjoy running games for characters with no likable personality.

We do roleplay as much as we can. I am the face of the party in some sense actually. I interact by far the most with NPCs and get into the story as much as I can.

The GM is a big roleplayer, yes. I thought that by getting into this more he would let off of singling my characters out, but it hasn't helped.


Otherwhere wrote:

I've found myself as GM in the same place as Gilarius and Balgin. I have 1 player out of 7 that tends to do what you do, and I've come to dread each session with him. I don't want to feel that way, nor do I have an issue with him outside of the game. But there's just something about his approach that triggers me, and I can't quite pin it down beyond observing that he "optimizes" at - imo - the expense of character. The mechanics are what drives him, and he'll use every exploit - many of them legal - to do so.

But he's just not fun to GM for. Not when he'll look for ways to minimize or trivialize encounters. The other players don't do that, They try to work within the confines of what I've created, and seem to respect that: a) I am not optimizing my encounters because b) I am not out to kill them.

It's tough. He's a friend, and very generous outside the game. But in it, he's one of the most selfish players I've gamed with.

What can you do? As others have suggested: talk to him; find out what he'd like to see you try. Adopt a different approach on your own - emulate what the others at the table do. Try a different group - maybe you'll find one that fits better. GM yourself. Sometimes being on that side of things makes you understand what you've been doing that can irritate a GM. (I've learned that my "character hopping" can be a pain to plan for.) Good luck to you!

Thanks for the comments and insight. I have run a few games myself, so I also have some insight. I guess for me that if I encountered this myself, I would just switch up the encounters. I honestly feel as though I have not sacrificed back story or role-playing at all with my characters. So, if I encountered characters like my own I would add variety to the adventures to ensure that these characters wouldn't always be presented with times to shine. I might try to get creative with scenarios that challenge their strengths or exploit their weaknesses a bit.

I guess I hope that it what this DM should do, and as everyone has mentioned I will inevitably need to bring this up with him.


Just a Guess wrote:

I have had similar experiences to the OP. And most of my PCs would be laughed at by the optimizers here on the boards.

Most of the time it is not so much during the game but when handing in characters before play. Mine get nerfed while others get allowed things that are not RAW. It reached a point where I contemplated sending my pc to one of the other players so he can hand in both his pc and mine without telling which is his and which is mine to have my PC treated more fairly.

One of the reasons is: I know what my PCs can do and am often too honest about it while other players just lie to the GM pretending their PC was weak.

Another point is that I see fluff as mutable but one of my GMs sees it as more fixed than rules. He'd rather allow another player special rules than me to play something contrary to the fluff. An example is: I wanted to play a Halfling thundercaller bard but was not allowed because thundercaller is a shoanti archetype and thus only shoanti may take it.

YES - he does this too!

All my characters are within the rules of the game. I do not bend or push ANY. Yet, he has given special treatment to others by giving them unique items, allowing them to perform "special" maneuvers, etc. I drives me bonkers.


Yes, for clarity - I DO NOT wish to EXPLOIT any unclear rules, rather, I wish simply to use the existing parameters to create an effective character/the best I can given guidelines.


Darth Grall wrote:

My 2 cp: the DM needs to optimize his encounters to meet your character's power level(which probably won't go well if your allies aren't optimized) and barring that you need to drop from the group(sounds like you don't want to) OR purposely optimize a weaker character class(rogues and monks come to mind). My money's on the last one since the other two don't sound good for you.

Though the thing that I scratch my head at is that the DM dislikes your Witch. They're T1 casters for sure, but they also don't the win fights by themselves, unless you're higher level(in which case see T1 caster) or are using insta-win headed like slumber or ice-tomb(which you didn't mention). Witches are amazing debuffers but debuffing just protects the party by making another guy suck and them look better so I don't get what's to be upset about.

Like I've heard of mythic witches that make non-mythic fights irrelevant too, but just disliking a buffer/debuffer is really weird to me. Does your DM prefer high mortality games and is upset your party isn't dying or something?

No, he generally throws a good mix of fights at us in terms of difficulty. He seems to target me regardless of whether I have dealt damage to a creature or other. Even though our tank is hacking it to pieces... And he applauds this other guy if he does a lot of damage, doesn't bat an eye - in some ways this bugs me too because if it was me he would whine about "power-gaming" as he calls it.

On the note of the witch - it drives me nuts as well that he doesn't like it. He got sick of me killing everything (which is generally the end goal, is it not?) and so I went to crowd control.

If my CC attempts fail, I am literally left with nothing I can do. I can't attack with my weapons and no armor. I have few offensive spells that deal damage. I have no decent weapon training. My familiar is useless in melee. I am not abusing the witch's abilities, simply using them how they are effective and meant to be used.

I really ought to talk to him. I guess I have been avoiding it.


Riia wrote:

To the OP:

I hear ya and sympathize. Follow Ryuko's advice of talking to the GM.

I have had a similar situation where my GM has outlawed many things in the games we play, all based off characters I have run in his campaigns.

No monks, no slippers of spider climb, no wizards...

We have been playing for over a decade together and most of the stories that are told of the 'old days' center on why the GM banned me from playing certain character classes.

Is it my fault that I knew how to use Ki-points to get all the way across the room, via the ceiling, bypassing all the obstacles between us and the Big bad boss? Nope.

Exactly - the GM should applaud creative thinking and approaches instead of whining about it, IMO. I get that optimization can be frustrating, but the fact is that those characters only shine sometimes, not all the time. If they are becoming a problem then it is because the situations don't contain enough variety and thus offers too many scenarios where that character outshines everyone because it is their specialty.


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So I have been playing these sort of games since I was a kid. A good friend of mine is a generally great DM and has been hosting games for many years now. It's been a blast playing with him, and those games are the only consistent ones I have attended. We always have fun.

That being said, there is a chronic issue that has plagued our games in the background of every session. No matter what class of character or type of character, or the style I play them in, the GM seems to just loathe my characters. I am the type of person that enjoys optimizing my characters. I feel that picking a melee guy for example that can't hit things or kill them with his sword isn't much fun or very useful, so I try to make them as capable as possible.

We use a 20 point buy system, he is somewhat stingy on loot, so I have average wealth or at many times less than average wealth in terms of gold and investments in gear. This is not bad, because it makes it in some ways more fun to find loot. There is nothing that really sets the characters I have made apart from others beyond their customization/optimization. This has not, btw, detracted from role-playing and other aspects of the game...

I used to play fighters a lot as a teenager because I, as many others do, loved hacking and slashing things into tiny pieces with my characters. I would deck them out with a greatsword, max their strength, etc. Their feats would all go towards the single purpose of utterly destroying my enemies. Because of this, I sacrificed saves, HP, armor, etc.

The next character he complained about was a dwarf fighter who utilized full plate and a tower shield to simply not get hit. He would bull-rush with the shield and pin enemies against the wall while his allies killed them. He would railroad them off cliffs, into fiery pits, and all sort of other fun places.

I have since played many more casters. I really enjoy controllers and de-buffers in particular. He now complains almost every session multiple times about my character(s). No matter what I pick, choice I make, action I take, he HATES it because it is GOOD and playing a class to their fullest.

I don't think I should have to stop playing characters the way I enjoy playing them (and thus, in a sense, the game itself) because he can't seem to find ways as a DM to combat them properly. I have operated completely under his rules and expectations and yet he whines.

I am wondering what advice people have for these sort of situations. I really respect him and appreciate his friendship/DMing as mentioned before. Maybe it is a matter of bringing it up with him directly. It is getting really frustrating though, because I haven't done anything wrong, but he sort of treats me that way. I have also felt he unfairly punishes my character because of how he feels about him.

As a final example, I have been playing a witch lately. He hates my witch. Utterly and completely. He often forgets to apply misfortune hexes when he rolls. I try to politely remind him that he must reroll, and apply the evil hex for BOTH rolls. I try to give him the benefit of the doubt, but when I KNOW he has missed the reroll, I say something. I don't do this to be a total jerk, but because he would otherwise deny me the entire purpose of my character! If a fighter didn't get to go/attack in a round it would be the same as my hexes not being properly applied, right? He got really pissed at me for quite politely and patiently reminding him about it.

I am a little lost as to what to do.


Opuk0 wrote:

Unseen Servant explicitly states that it cannot press down on most pressure plates, so Mount wins out in that regard.

On the other hand, a Mount wouldn't be able to turn a door knob which some traps would likely have as the trigger.

The unseen servant could place things on the trap, though. And if you are aware of the trap someone else could just throw crap on the plate to activate the trap.


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542: The Lovely Orc Ladies Calendar Collection!


As an additional note: You can homebrew the crap out of this for thematic reasons.

If your want Thoros to raise someone but he is a fighter, give him access to a spell or ability. It's a deity that GRANTS him this power anyway, right? Before that, he was simply a fighter or rogue probably.


If you compare the "average" soldier in Westeros, they would be akin to the warrior NPC class.

So, if you were to take Jamie Lannister, or another of these characters who exceed the abilities of the common man by far, they wouldn't necessarily NEED to be very high leveled.

Now, some may argue that they would need to be a certain level to qualify for feats, etc., but I don't think this is the case. It's all relative. A 6-10th level Jamie wouldn't need lvl 10+ abilities to easily stomp the lights out of regular warrior types and a group of warriors might have a chance of bringing him down. He's good, but he's not a god...

As far as stats, this is potentially where you can further differentiate between the common soldier and heroes. The Mountain would quite obviously boast great strength and possibly constitution. You wouldn't need to hold yourself to ONE type of character creation system for stats. One character might be a base bonus to Str, as that character in the books or show is very strong, etc. If using a point-buy system, you might give the more skilled heroes a 25 pt. buy and everyone else a 15 or 20 even. You could divide all the characters on that 3 tier scale of power levels.


DeathlessOne wrote:
Falcata 18 gp 1d6(s) 1d8(m) 19-20/x3 Slashing, APG. The Estoc is pretty good too, as it has an unusual small damage dice 2d3 and 18-19/x2 crit range.

Keen Falcata will never fail you... >:D


Hiwamari wrote:

It's turned out that our current party will head into a campaign (Level 6-10) without a rogue and despite the fact that I'm a magus with disable device skill, I won't be able to disable any magic trap.

Is there anyway to indirectly disarm a magic trap without having a trapfinding skill?

My current solution is to use master thieve tools + Traveler's any tool ,posing as the extender, in hope to trigger magic trap from the distance though I don't think it will work against AOE trap such as fireball and cloudkill.

Any suggestion will be appreciated. Thanks!

Unseen servant can simply activate them, right? :P


I wonder if a CMD specialist might be a good addition. Or a controller witch, wizard, etc.

A witch would bring potential healing, control, and some extra buffs.


Scaffold Kane wrote:

A level of maneuver master monk to pick up Crane Style, a level of Unbreakable Fighter for Endurance and Die Hard, and Invulnerable Rager straight down the board. At 5th level, take Stalwart (feat). Take the superstition rage power. Preferably human to pump up your saves with superstition. Then take the Defensive Strategist trait so you can't be caught flat-footed for going after an enemy and so you can go into a rage to avoid some horrendous effect using a Headband of Havoc.

At level 8, for example, you can have a decent AC (not fantastic really, but you can invest), DR 7/- (3/- for barbarian and 4/- for fighting defensively in Crane Style). Your saves will be boosted by 5 (or 6 if you use the Headband of Havoc to boost it) against spells, spell-like abilities, and supernatural abilities. All just for taking a -2 to attack (which rage replaces) and having to be buffed before the rage.

Compared to, say, a typical CR 10 dragon, you mitigate half (or a little better) the damage it can do with melee assuming each attack lands, your base saves are +9/+4/+4, so you avoid its breath and stuff the vast majority of the time. Which I might advocate a second level of monk for Evasion and some other cool stuff, but that's for another discussion.

I could draw up a build, but you get the idea. This character is a tough cookie to crack. And the best part? DR focus makes it so that healing is less necessary. Just keep raging, my superstitious friend. Oh, and if you're having trouble with the monk into barbarian thing, your other trait can be Adopted (Enlightened Warrior).

I like this build because it would still deal some decent damage. I think it's pointless to build a defensive character without the ability to kill the guy hitting you...


A character that won't die, not one that won't die permanently... :P


Generally, you can use their spell selection to debuff or control multiple enemies, while the hexes are generally very effective at shutting down one particular/powerful enemy. Of course, there are exceptions.

If you pick a witch, don't multiclass, and you NEED the Cakcle Hex, which you should use as much as you can - to extend the duration of your hex buffs and hex debuffs.

I also would suggest for a point-buy to DUMNP cha and str.

MAX out Int, have decent Con, and average wisdom and you should be good as long as your group and your control efforts can effectively protect you more often than not. The reason you want to max out INT is to improve your spell pool, and to maximize your DCs. If your hexes fail, your round is wasted.


Caryth Derellis wrote:

Honestly, I know you wanted to stick to core classes, but the witch IMO is THE BEST control class. They are great buffers and can eve heal when need be.

Humans are great because you can pick extra hex and gain another hex for free at first level.

Misfortune Hex, Evil Eye, Slumber, are all WONDERFUL control/debuff.

At early levels I have used Mud Ball, glitterdust, and other control spells to bolster my control efforts. If you have a grappler in the party, have them grapply and use the spell Limp Lash to totally shut down enemies...

You can also get Fortune, Ward, Healing, etc. to give excellent buffs.

Be sure to pick up the feat that allows you to cast hexes additional times per day on targets that resist them.

Rolling on the Floor Cackling provides a really get overview of various witch builds and abilities.


Great, thanks!


Rennaivx wrote:
No, archetypes are all or nothing unless your GM has a houserule in place.

Do you happen to know where this is explicitly stated?


Mysterious Stranger wrote:

Multiclassing is generally weaker than staying single class. Is there something in particular you are looking to gain? Also you can’t take both Shining Knight and Temple Champion as both replace aura of justice.

A Paladins mount eventually gains the celestial template (11th level), and spell resistance (15th level). Even if you take a class that advances your mount you forfeit these. Having your mount be able to smite evil on its own is something to consider.

I am under the impression that you can pick and choose archetype abilities from multiple archetypes as long as they do not replace the same regular class ability. Am I wrong on this? The two features that I chose replaced two separate paladin class abilities.


Ok so I am working on a paladin build that relies on its mount, spirited charge w/lance, etc.

I am wondering if anyone has some suggestions for multi-classing. The current build is a gnome paladin to at least 5th level, high CHA (for smite, lay on hands, saves, etc.) and CON, decent STR.

I know that multi-classing might hurt my mounts HP and combat abilities, so a build that would continue the mount progression would be ideal. I sacrificed my spells for one of the archetypes. I picked the Shining Knight ability to share CHA bonus to saves w/mount, and the Temple Champion power that replaces spells with the Cleric domain power.

I'd like to be able to enhance my combat abilities, just not as the expense of a viable mount. Cavalier comes to mind, but I have never designed one and I am not familiar with their abilities. Something that can utilize the high CHA would also be ideal.

Thanks in advance!


Akerlof wrote:
Caryth Derellis wrote:
Nefreet wrote:
Power Attack would be +3, not +2, but yes, total the static damage bonuses and multiply them by x5.
Is the +3 due to the lance being two handed? The lance in this case would be held in one hand, with a shield in the other.
Nefreet linked to a FAQ on that: Lances are special, even when they're being wielded one handed on a mount, they get the benefits as if they were wielded with two hands. (All of the other abilities that I know of that allow you to wield a two handed weapon in one hand explicitly state that you treat the weapon as if it were a one handed weapon.)

Thanks for the clarification!


Nefreet wrote:
Power Attack would be +3, not +2, but yes, total the static damage bonuses and multiply them by x5.

Is the +3 due to the lance being two handed? The lance in this case would be held in one hand, with a shield in the other.

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