Dezen Haze's page

16 posts. No reviews. No lists. No wishlists.


RSS


Kierato wrote:
Cold Pastoral wrote:
Due to Negative Energy Affinity, how does a Dhampir with Paladin levels actually work? Lay on Hands and Channel Positive Energy seem troublesome at best.
I can't view your link, and therefore cannot offer advice. Sorry.

On the SRD Dhampir Page there is a feat called Life Dominant Soul dhampir can take. It allows them to heal from both positive and negative energy but only revive half the healing.


Cap. Darling wrote:
The two 15 are not gonna do you any good as all your level increases should go to str. But other than that i dont see a problem. You will be tough, fast, strong, smart, Nobel and all i think a reach weapon is good at the low levels, get combat reflexes and you will rule the Galaxy like father and son:)

what sort of reach weapon would you recommend?


Now that I have looked at everything and all the very good advice, I have decided I wanna go for a switch hitter with medium armor (more mobility). I'll change the stats around and I'll test it out with standard paladin. The alternative trait Unfit (replaces sneaky) seems more like what I am looking for, so I think I'll take that.


1 person marked this as a favorite.

Under 11? Do you mean under 10?

no I did mean 11, hell I used to not like having under 12 when I first started out, been a very slow progress of not being so uptight and moronic about my stats. Yeah I used to be one of those guys...


Tangaroa wrote:
Dezen Haze wrote:
I was gonna go Iomedae for a god since the hobgoblins are a militaristic people. Not really gonna be able to go into third party stuff, we still have a few rookies in the group getting used to Pathfinder. Backstory in progress was that the hobgoblin got kicked out of the military for not killing a disarmed foe after a declared surrender, his CO was of an evil alignment and a bit of a sadist. So after he got the boot he ended up challenging a paladin to a duel to regain some sense of honor and he got his ass handed to him by the paladin who decided to take him in as his apprentice.
FWIW, everything I mentioned was from Paizo books, not 3rd party. There is no 3rd party content on Archives of Nethys

My apologizes


I'm Hiding In Your Closet wrote:
Dezen Haze wrote:
Ciaran Barnes wrote:
You could make better use of those racial bonuses if you start with 14s in dex and con.
I could but I really don't like having stats under 11, personal bad habit of mine I am trying to break
In that case I'd reroute points from that comparatively generous Strength score you've got there and into Dexterity and Constitution. You might be surprised how well a Paladin can fare even with unexceptional Strength - after all, the whole idea behind the class is a warrior who exists to prove that right makes might, rather than the other way around.

Yeah, but it's a habit I am trying to break, I can't really see a build for ranged paladins besides divine hunter which really doesn't do much later in game besides gives feats to allies with some light damage and healing.


GoldEdition42 wrote:

Str: 14

Dex: 15+2=17
Con: 14+2=16
Int: 10
Wis: 13
Chr: 14

Ranged Paladin would be best. Not sure what to do with the Sneaky trait, but other wise not too bad.

Be a good backstory in there......

Hmm... is there a way I can go ranged without using the Divine Hunter Archetype, I am not to fond of the Holy Gun either, few things i don't really get that I may be misreading that make it seem weak. If I do go Divine Hunter I do have a previous character who was one that could have taken him in as an initiate in his order after beating the hobgoblin in fair combat.


Arachnofiend wrote:
Hobgoblins aren't a bad race to build a Paladin with (other than the obvious background concerns) but they aren't a particularly great one, either. There isn't any advice one could give that wouldn't apply to any other Paladin.

I guess so, the SRD says that good Hobgoblins do exist, I was thinking of something along the lines of the Battletech Clans taking bondsmen but a little backwards, he get's beaten fair and square by a paladin and claims he is honor bound to serve and learn from the paladin (backstory the hobgoblin starts out Lawful Neutral and becomes Lawful Good in service)


Ciaran Barnes wrote:
You could make better use of those racial bonuses if you start with 14s in dex and con.

I could but I really don't like having stats under 11, personal bad habit of mine I am trying to break


Tangaroa wrote:

I think you could have fun with the chosen one archetype. The flavor is nice, being brought into the paladin lifestyle slowly.

I took a look at the various familiars you can get eventually, and the arbiter is quite good - it has flyby attack (essentially spring attack), so you can have both yourself and your familiar smiting eventually. It also has regeneration, which is very nice.

The idea here would be to build a true combat familiar, so you would want to maximize your own hitpoints to make sure its hitpoints are high.

I would go for a more pointed build:
Str: 16
Dex: 12
Con: 16
Int: 10
Wis: 10
Cha: 16

Improve Strength or Charisma as you advance.

Skills: Max intimidate and take the fearsome racial trait (trades sneaky for a +4 bonus to intimidate). Be the hard love paladin/marine sergeant. Spend the rest on physical skills, sense motive and K(religion). If your GM uses traits, maybe take traits that give you climb or swim.

Feats: maybe 1: Power Attack, 3: Toughness, 5: Weapon Focus, 7: Dazzling Display (or maybe Cornugon Smash - intimidate for free when you power attack), 9: Improved Critical, 11: Critical Focus, 13: a critical feat of some sort.

Not sure about the god; Irori, Abadar would both work. Play up the law aspect.

It could be a fun build :)

I was gonna go Iomedae for a god since the hobgoblins are a militaristic people. Not really gonna be able to go into third party stuff, we still have a few rookies in the group getting used to Pathfinder. Backstory in progress was that the hobgoblin got kicked out of the military for not killing a disarmed foe after a declared surrender, his CO was of an evil alignment and a bit of a sadist. So after he got the boot he ended up challenging a paladin to a duel to regain some sense of honor and he got his ass handed to him by the paladin who decided to take him in as his apprentice.


Rawrsong wrote:
It would help if you told us what kind of campaign this will be used for, and what kind of playstyle/character you want to portray. Are you just looking to be a standard melee+heavy armor paladin with an antithetical race choice? Or are you looking for something more exotic like a ranged build or a dex melee based build?

the ranged melee was gonna come later in the decision making process, I just wanted to test the waters with a simple idea, campaign is a standard adventurers go out, find treasure and danger. Now that you mention it, I usually go medium armor on heavy armor capable classes since I tend to get a better value out of having the ac bonus and the dex bonus, again this is in the very early stages of development.


So I was bored at work when the idea of a hobgoblin paladin came to me, I will be using stats for 25 point buy since that is what my group usually does. Looking for advice for archetype, feats, traits and the like. Any and all help is appreciated.

Level 1 Humanoid  (goblinoid) Paladin
Lawful Good

Str: 16 +3
Dex: 13 +1 (+2 racial =15)
Con: 13 +1 (+2 racial =15)
Int: 12 +1
Wis: 12 +1
Cha: 14 +2


Edits I've made
Alignment: Frostblades can now be any alignment, original wording wasn't all that easy to understand that Lawful Evil was the only evil alignment they could be. So I scrapped the concept

Keen Frost and Frost forge: ice cannot be melted and keen frost requires the weapon to be fully doused in water before encasing it.

Spells must be prepared before casting

Obscuring Mist: Removed

Ray of frost: Now 1d3 instead of 1d4

freeze liquid: now only freezes 2 cubic ft/level

Ice Chains: Removed

Cure Moderate Wounds: now Cure Light wounds

Ice Javelin: Now just does 1d6 damage

Water walk is now at 6th level

More will be made soon, just don't have the time to work on them


I always wanted to make a class based on water, of course it has a lot of supportive power but frostblades can hold their own when in combat.

Frostblade

Adventures: Frostblades adventure for many reasons, some to expand their knowledge, to strengthen their powers, or to simply make friends and help them. Whatever the reason, they bring the might of winter with them.

Characteristics: A frostblade commands the forces of ice and water frostblades use, arcane spells. They have learned to use light armor and by focusing on only water and ice magic.

Alignment: Any non-evil except lawful

HD: 1d8

Class skills: appraise (int), acrobatics (dex) bluff (cha), craft (int), diplomacy (cha), disguise (cha), intimidate (cha), knowledge nature (int), knowledge history (int), perception (wis) stealth (dex), swim (str), use magic device (cha)

Skill points: 2+int

Level: base attack Fort Ref Will Special abilities
1 +0 +0 +2 +2 frost forge, cold resist, cantrips
2 +1 +0 +3 +3 Bonus feat, keen frost
3 +1 +0 +3 +3 water breathing
4 +2 +1 +4 +4 Bonus feat, water walk
5 +2 +1 +4 +4 ice walk, improved frost forged
6 +3 +1 +5 +5 bonus feat
7 +4 +2 +5 +5 keen frost mastery
8 +4 +2 +6 +6 bonus feat
9 +5 +2 +6 +6
10 +5 +2 +7 +7 ice dash, bonus feat
11 +6/+1 +3 +7 +7
12 +6/+1 +3 +8 +8 Bonus feat, Submerged healing
13 +7/+2 +3 +8 +8 shared submerged healing
14 +7/+2 +4 +9 +9 Bonus feat
15 +8/+2 +4 +9 +9
16 +8/+3 +5 +10 +10 Bonus feat,
17 +10/+4 +5 +10 +10
18 +10/+4 +6 +11 +11 bonus feat
19 +11/+5 +6 +11 +11 +11
20 +12/+6/+1 +6 +12 +12 ice warp, permanent frost forge, bonus feat

Armor and weapon proficiency: Frostblades are proficient with all light armor except shields; they do not need to roll for arcane spell failure while wearing light armor. They are proficient with all simple weapons and the following martial weapons: rapier, short sword, long sword, daggers, scimitars, kukri, short bows (regular and composite), and long bows (regular and composite)

Cold resist (su): Frostblades gain a resistance to cold at first level equal to ½ class level (minimum 1) + charisma modifier

Frost forge (su): A frostblade at first level can, as a standard action, can create a weapon out of ice that deals 1d6 slashing damage which lasts for 1d4+cha mod rounds.

Keen frost (Sp): At 2nd level a frostblade gains the ability to encase any player’s weapon in ice, dealing an extra 1d4 cold damage, this does not work on frost forge weapons. A frostblade can use this ability 3+charisma modifier times per day.

Water breathing (Su): At 3rd level frostblades can naturally breathe underwater, without fear of drowning.

Water walk (Su): At 4rd level a frostblade can walk on water at will
Ice walk (Su): 4th level frostblades take no movement penalties to walking on frozen terrain

Improved frost forge: at 5th level created ice weapon damage increases to 1d8, plus dealing an extra 1d6 of cold damage, this lasts 2d4+cha rounds.

Keen frost mastery: At 7th level keen frost damage now increases to 1d6+4 cold damage.

Ice dash: at 10th level a frostblade can move 3 times their normal speed on frozen terrain without fatigue.

Submerged healing: at 12th level while completely submerged in non-harmful water based liquids, a frostblade gains fast healing equal to their charisma modifier +2 (minimum 2).

Shared submerged healing: At 13th level frostblades can use their submerged healing on an ally; this ally is treated as having water breathing.

Ice warp: At 20th level a frostblade and all equipment merges with the ice and can travel 60ft/round in any direction as long as there is ice.

Frost forge perfection: At 20th level a frostblade’s frost forged weapon’s damage increases to 1d10 and 5d6 cold damage. It lasts as long as the frostblade is alive, conscious or until dispelled.

Spells per day
level 1st 2nd 3rd 4th 5th 6th
1 4
2 5
3 6 4
4 7 4
5 7 5
6 7 6 4
7 7 7 5 4
8 7 7 6 4
9 7 7 6 5
10 7 7 7 5
11 7 7 7 6
12 7 7 7 6 4
13 7 7 7 7 4
14 7 7 7 7 4 4
15 7 7 7 7 5 4
16 7 7 7 7 5 4
17 7 7 7 7 5 4
18 7 7 7 7 6 5
19 7 7 7 7 6 5
20 7 7 7 7 6 5

Spells: frostblade spells are powered by their charisma

Frostblade cantrips:

Create water: creates 2 gallons of water

Ray of frost- deals 1d4 cold damage

Freeze liquid: freezes 2 cubic feet/level of liquid, if targeting blood of living creature, a takes a -10 to speed and 1d4 cold damage every round. Fortitude save negates

Obscuring mist: A misty vapor arises around you. It is stationary. The vapor obscures all sight, including dark vision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance)

Conjure Ice arrows: creates 20 never melting arrows out of ice

Ice Chains: renders prone target immobile for 1d4 rounds+level (max 6). Can be broken by DC 15 strength check or escaped by DC 15 escape artist check.

Frostblade 1st level spells

Talgan’s mist of healing: creates a mist that covers a 20ft radius centered on caster with a cloud that heals all within for 1d6/round for 1d4+charisma rounds. Functions as Obscuring mist.

Cure moderate wound: heals 1d8+1/level (max 5)

Hydrate: removes exhaustion, target does not need to drink for the rest of the day.

Cold burst: deals 1d6+cha of cold damage to target creature. Reflex negates.

Cold fire: changes fire damage to cold damage.

Water net: Entangles a single target of up to one size category larger than caster. Reflex negates.

Ice Javelin: Launches an ice javelin dealing 1d6 cold damage and 1 Con damage. Reflex half, negates con damage.

Frostblade 2nd level spells

Rain: causes weather change to rain

Ice arrow volley: a volley of ice arrows falls from the sky dealing 1d6+level (max 5) cold damage in a radius of 20 ft.

Soothing Morning Dew: heals caster level number of targets for 1d8/level (max 4)

Snow: changes weather to snow (can be counted as first level if already raining)

Gust of northern wind: target creature adds 10ft to speed.

Armor of the North: icy aura provides +3 natural armor bonus to AC.

Stream life: Transfers Frostblade’s hp to others in increments of 5.

Frostblade 3rd level spells

Call ice spikes: sees call lighting but deals cold damage. During blizzard conditions deal 3d8 instead of 3d6 per icicle.

Calming vapors: heals up to 3 allies for 1d10+cha mod

Creeping cold: see the spell creeping cold.

Howling Cyclone: sends burst of cold wind towards enemy dealing 3d6 cold damage and knocking target back 10ft.

Ice bomb: functions as orb of acid splash, caster can willingly detonate for 1d8x3 points of cold damage.

Ice shape: sculpts ice into any shape, as stone shape.

Ice spike growth: see spike growth except dealing cold damage.

Snowflake shuriken barrage: launches 5 ice shuriken each doing 1d4+caster level+cha mod cold damage.

Tide control: can shift 1000 gallons /caster level of water up to 15ft above or below caster.

Quench: extinguishes fires.

Frostblade 4th level spells:

Disrupt fire: Ray deals 1d6/level (max 10) to creatures with the fire subtype.

Banner of the north: target gains +4 to attacks.

Cone of cold: deals 1d6/level (max 10) cold damage in a cone of 60ft cone.

Greater spike growth: see spike growth but 1d8 cold damage instead of 1d6.

Healing spring: heals everything in a 10ft radius centered on caster for 2d8+charisma mod.

Heart of ice: Creatures in 10ft radius of caster gain immunity to fear and +2 moral bonus to attacks and saves.

Icy resolve: grants +5 will save and +3 natural armor to target.

Ice storm: Deals 3d6 bludgeoning and 2d6 cold damage in a 40ft cylinder.

Water walk: Allows target to walk on water.

Frostblade: 5th level

Control winds: see spell for details.

Dispel magic: cancels 1 spell or magical effect.

Elemental body II: takes the form of a medium water elemental.

Icicle eruption: As call ice spikes but 5d6 cold damage.

Mass armor of the north: see armor of the north except one subject/level
Wall of ice: see spell for details.

Frostblade 6th level spells:

Aqua touch: touch spell that heals 2d10 damage and grants fast healing 4 for 1d6+cha mod rounds.

Elemental body III: turns caster into large water elemental.

Freezing sphere: creates frigid sphere in a 40ft radius burst that deals 1d6/ caster level (max 15.

Ice skin: see stone skin, gains vulnerability to fire.

Mass Bear’s endurance: see bear’s endurance except one subject/level.

Mass Bull’s strength: see bull’s strength except one subject/level.

Mass Eagle’s splendor: see eagle’s splendor except one subject/level.


Anyone know what sonic die damage, if any, bagpipes would do, I want to make a bard that uses a bagpipe for his bardic performances.


I was in a instant message based campaign that was more for fun than anything else when my character was slapped with a boggle eyed tuna, the world's version of the blue fin but it's eyes are about twice the size of the blue fin. I was told to take 1d8 points of bludgeoning damage and I wanted to know if that would be an accurate damage for a tuna, also what other sort of ridiculous weapon ideas has anyone else thought of using?