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Okay, so I'm about to run Strange Aeons with my group, and I'm very enamored with the idea of a Paladin of Sarenrae who hunts down aberrations, however my DM is limiting us to 15 point buy for our characters to encourage the group to stick together and work as a team rather than lone wolfing all the time, as a few of our party members have become fond of. Unfortunately, this means that my build is rather tight due to the boneheaded actions of others, and my Paladin that relies on three stats is going to be kind of lackluster compared to others unless I amp things up a bit. I'm stuck with a starting stat block of Str 17/Con 15/Cha 16/Dex-Int-Wis 10.

Enter the Oradin. I'm taking the Sacred Servant (Glory domain from Sarenrae) archetype as well as Oath against Corruption for extra aberration murdering power. Looking at the class features, it appears that I don't really have anything (outside of a capstone feature that I'll probably never even get to anyway) beyond 16th level, barring some spell slots for lvl 4 pally spells. That leaves me room to take a four level dip in Oracle for the Lore mystery that will give me all knowledge skills as class abilities, let me use my Charisma for those rolls, and also let me add my Charisma to my AC in place of Dex. This will help make up for my non-existent Dex for AC, my low int for knowledge rolls (and four levels of Oracle give me a heaping handful of skill ranks to drop on relevant ones at the start) plus the Blackened mystery which, while it will give me a small penalty to my weapon rolls, will also give me a few spontaneous fire spells to cast, which is just suiting for a pally of Sarenrae.

I'm planning to roll with a 2-handed greatsword and take power attack, improved critical and critical focus for sure so I can amp up my damage from combat and then use my Oracle spells as ranged damage to make up for low speed in my armor, plus having some nice light-themed spells just suits as well.

Is this a sound build idea? I really want to roll with it, but I can't shake the feeling that I'm missing something huge here that will be a big detriment. I'm even batting around the idea of taking Additional Traits as a feat to get Magical Knack and give myself a +2 to caster level on Oracle even though there's only a handful of spells that would really benefit from it and then only by about one damage die. Would this be better suited to Paladin so my pally spells are stronger?

If any of you see something I'm missing, please let me know so I don't get waist deep in this campaign only to find out I've built a gimped character. Otherwise, suggestions to add to this without taking away anything I've mentioned would be appreciated, or just general encouragement that I'm not a complete moron for taking a four level dip on a pally. Thanks!


Hey all, relatively new player, but I very much love this game system and all the options it offers for incredibly diverse and really flavorful character concepts.

I've just got one little gripe at the moment, because it seems like a grievous oversight that this hasn't been errata'd or updated since conception: Elemental affinity for the elemental races. I'm talking Ifrit/Undine/Sylph/Oread and their respective fire/water/air/earth affinity racial traits. It very specifically calls out the elemental bloodline for sorcerers and casters with the Fire domain, but we also have more closely related sorcerer bloodlines (the elemental genie bloodlines specifically, which add a touch more flavor if you're going for an exotic character) and we also have the Wind/Stone/Flame/Waves mysteries for Oracles.

I tossed the idea at my GM last night about rolling up an Ifrit Oracle of Flame with the suggestion that he allow me to apply the domain-related bonus to the character as it was related to divine casting, where the other bonus was related to arcane. He turned the idea down because, in his own words "It doesn't state that in the wording, so allowing it would alter the lore of the race, which could be unbalancing."

And so I come here to ask for a little input. I've used these forums for reference for some time up to this point, so I know that official developers browse these forums and sometimes respond to these kind of threads. Can anyone point me to an official ruling on this by a developer? Even better, if one of the developers sees this, would you mind weighing in so we have some official word? It seems really unfair that an elementally inclined race should have a bonus to certain elementally-inclined classes but not others. It doesn't even needs to be something new or different. I think we'd all be glad to just have a clarification of "Sorcerers treat charisma as 2 points higher for sorcerer spells and bloodline abilities" while "Divine casters with the Fire domain or Flame mystery use domain powers, revelations and domain/mystery spells at +1 caster level"

Would that be too broken, or are these races just due for a small update to bring them in line with the classes that came after?