Aasimar

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After playing through several campaigns as paladins, I've come across at least a few players that seem to have a deep-seated dislike or even hatred for paladins, in stark contrast to my love for the class. While I can understand some of the concern in paladin PCs(i.e. players playing Lawful Stupid), what have paladins ever done to deserve this hate?

I'm very curious to get a much wider view on this class and how it's been played in other peoples' experiences, be it as a party member, as a DM, or as the paladin player themselves.

Feelings on paladins? Constructive advice for aspiring paladins? Issues that come up as a DM? Past experiences concerning the Fall?


I had planned on doing a character similar to Judge Dredd, but I don't know how my DM would feel about firearms (he generally disapproves of things he finds "OP" which I assume would be this.) It did however lead me to Hell Knight, and after my run-ins with them in CotCT (I'm in Mag 5 please no spoilers (: ) I'm really interested in playing one for Reign of Winter which my group is starting soon.

So far I've heard fighter 5 or paladin/house-ruled LE anti-paladin 5, but is there some other way that's better that I'm missing?

My idea currently: LN Angel-blooded/Archon-blooded Aasimar fighter 5 (maybe in weapon master) into Hell Knight right away at 6 with standard feat progression with power attack, furious focus, weapon focus, etc. in probably falchion.

Open to all ideas!


Hello friends, I've recently come across an issue in a campaign I'll soon be joining. I'm very interested in having my character be a devout follower of Zon-Kuthon, and as such eventually pick up Leadership and get preferably an Evangelist Kyton and possibly an Erinyes eventually as a cohort. I've looked into it a lot, but it doesn't seem there are actual elastic rules for it - short of speaking at length about each one specifically with my DM. Does anyone have prior experience with this, or even better has Paizo spoken more clearly about this anywhere?


As per magical weapons, is the enhancement bonus in ALL circumstances limited to +5?

A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10.

It's a lot less specific about the actual enhancement bonus, however. Say if I had a +4 Sword of BBEG Slaying, and (by class ability or spell) added Bane BBEG, would it cap at +5, or function as a +6?


In the CRB, Equipment gives a table for weapons from small to large: I require from medium and beyond, including colossal. (I really hope there isn't one somewhere obvious in the book: I did my best to find it before posting this.)


In the rules, it states that negative levels you currently have count you as one caster level lower for level dependent variables. Does this also apply to class abilites that you receive at certain class levels, i.e. number of uses of lay on hands, number of smites, etc.?

Second question. To kill a vampire, you have to go through the stake, chop, and sprinkle, but how do you make the vampire helpless to begin with? You can't knock them unconscious, and pinned doesn't count as "helpless." Other than DM fiat, what way is there to kill a vampire without going to its nest and without a vorpal blade?

Third: all natural attacks made by vampries impart the negative levels, not just the slam attack specifically, correct?


Anyone know set/house ruled guidelines for customizing magic items? I want to pitch it to my DM, but I don't want to upset other PCs by spending half the session hashing out all the details and costs.


As I was reading the rules for the archetype, it says that as you level, you reduce the penalty for weapons larger than you, up to and including -0. However, nowhere does it say that you can ever reduce the number of hands required to wield it (i.e. not enough surface area to wield a huge greatsword). It seems logical that the class would allow for using weapons such as this (within reason), but the rules don't say so. Can you simply not use weapons bigger than 1 size above yours?

Second question, unrelated: can specific magic weapons not be altered via enhancement bonuses whatsoever?


Current gear:
Sun Blade
Heavy Steel Shield +4
Full Plate +4
Headband of Cha +4
Belt of Giant Str +4
Armband or whatever of Dex +2
Ring of Protection +1
Ammy of Natty Armour +1
Mswk Lucerne Hammer (for reach/bludgeoning)
Adamantine Arrowhead for locks
Bracelet, Silver Smite

If relevant, feats are Power Attack, Leadership, Eldritch(Celestial), Skill Focus(Heal), and a feat that adds 1D6 to Lay on Hands when mercies don't apply.

I've never been this high of a level, or been as vested in a character's survival and in-game success. I'm saving for the Holy Avenger, but suggestions on useful or just plain fun items?

Other maybe relevant info: party consists of my pally, my oracle cohort, dervish dancer, cavalier/cleric, evocation wizard, and a fighter that is there when he can make it to sessions.


If a PC wanted to break/cut/sunder/etc. a lock on a door or chest, what are the stats they're going against?
My party is short any form of rogue, so I'm looking to carry an adamantine arrow or other tool and just slice locks off.


As a paladin with a charisma of 26, it only makes sense to start my own following. I've taken leadership, and am considering changing my cohort from the sorceress it is now to an oracle, as it makes more in-game sense, and even though she's of lower level, invaluable to the party. However, I realized I can't give her a Phylactery of Positve Channeling and a Headband of Cha. Is there a way to move one of them to another slot? My DM said something once about it costing 1-1/2 the price and you can do it, but I just wanted to be sure. Is it possible?


I'm in the middle of creating a battle cleric, and I'm picking domains. I'm taking Heroism as one of them, and considering Strength as the second. When I read Might of the Gods*, however, it says it only applies to checks? Does it not apply to attacks and damage?

*Might of the Gods (Su): At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks.


I've played in 3 camapaigns, and I'd say I have a pretty good idea of what I'm doing as a player, but I want to start my own campaign. I have an idea of what I'm going to write up as far as story, but before I ran something I have a vested interest in, I'd rather have run something before that that I didn't write myself/is structured for starter DM's.

Anyone have any material, such as encounters for beginner DM's, or a pre-written campaign? General advice?


So here's the situation. Playing in a campaign heavy with undead and evil, and currently playing a ninth level Paladin, who naturally is demolishing everything so far, save for some advance half-fiend trolls and a battle cleric. Here's the bad news: I'm the entire front line of my party, which has no real support except for a wizard only interested in as many fireballs as he can deliver. Inevitably, I'm going to eat it. However, I'd like to be somewhat prepared for this event, and not just sit through the rest of the session mourning my loss. The class I'm interested in is a cleric.

I'm looking at either Urgathoa or Zon-Kuthon, but I also don't want to be useless against evil/murdered by my own party(mainly aligned Good). I considered Undead Lord, but is it worth giving up the second domain? Or would a Death & Darkness battle-esque cleric of Zon-Kuthon be better?

Also, improved suggestions would be appreciated if it turns out these all suck.