Fromper wrote:
Is there some bonus you get using your god's favorite weapon? Because if not, have you considered the nodachi? It's basically a big, two-handed katana and is 1) classified simply as a martial weapon and 2) a more powerful weapon to boot (same crit range, 1d10 damage, brace special feature).
AndIMustMask wrote: @op: i can do without it for the most part, but for an intimidate-centric build with cornugon smash, weapon focus going down to shatter defenses (and later dreadful carnage) is totes worth it if youre going in that direction--though just stick to using cornugon and dreadful carnage--eating your turn (dazzling display) with something you can do for free (cornugon, dreadful) is just stupid. Gotcha, though I'd still need to take dazzling display as a prereq for shatter defenses. AND WHILE I HAVE EVERYONE'S ATTENTION: What's a good Critical Feat Chain?
Covent wrote:
Since we're doing the Jade Regent campaign, I'm going to start with either a greatsword or falchion, but once we get to Tian, I'm grabbing a nodachi at the first opportunity (and I will retrain weapon focus if I end up taking the feat). Early on I'm not really stuck on any single weapon, but at later levels I want to be nodachi ALL THE WAY. Just the image alone of a Death Paladin swinging a huge katana is worth it. The extra DPR is gravy. Very sweet gravy...
DrDeth wrote:
CON 15 is useless at level 1, yes, but my plan was to boost it to 16 when I got a new attribute point at level 4. That way, by level 20 I'd have an 18 in STR and CHA, and a 16 in CON. Serious question, then: Can I get by with a CON of 14 all the way until level 20, or am I better off getting it up to 16?
TriOmegaZero wrote:
OP here. An explanation on my dumping of Wisdom as it's come up quite a bit. As we all know, Paladins can realistically only "dump" 2 stats. INT and WIS. Like you, I don't dump stats as a rule. Further, I've played enough to know how massively useful perception is. I was really hoping I'd get a 25 point build to work with so that I wouldn't have to, but the GM gave me 20. With that many points, the only way I could make a character that was battle effective in my designated role as party tank and that was to take a hit to one of those stats. I decided on WIS because of two factors. 1) Fluff: It fit with my character concept which is that she was raised in a monastery. As such, she'd be relatively well read, but sheltered and thus a little ignorant of the ways of the outside world. Higher INT than WIS fits that idea pretty well. 2) Crunch: Simply put, I want some skill points. My build is going to focus on Knowledge (Religion), Intimidate (gained as a class skill via a trait) and Use Magic Device (also gained as a class skill via a trait). Thus, having 3 skill points per level works perfectly. Now, if you're wondering why I want UMD as a class skill, here's the deal: When I get enough gold, I plan on buying a wand of shield for my character. 750 gp for 50 uses. This will be her "shield" in combat. Basically, she zaps herself for an AC boost, thereby mitigating the use of a two handed weapon. Hopefully that clears things up. Again, I know I'm going to miss percepting worth a damn, but knowing my group (we've played a long time), I'm pretty sure I'll be able to deal with being the one with their character's head just a little in the clouds.
Demoyn wrote:
Hey, Demoyn. OP here. I appreciate you dropping some serious knowledge here and you've given me quite a bit to consider. However, please turn down the sass. I'd like it if this thread were kept civil. Remarks like the one above are just making for some bad air in here.
Captain K. wrote:
My plan was to raise CON to 16 at my first level up and leave it there fir the rest of the campaign. Is a 14 CON all a paladin really needs, because if I put it at 14, I'm not going to ever raise it.
Xavram5 wrote:
Don't forget to invest in an Armored Kilt for a cheap 1 ac boost.
Mavael wrote:
I'm going to be the party tank, thus I was figuring on needing a weapon that would keep me as close to the enemy as possible (an thus away from my companions). That said, I actually like reach weapons as a concept.
Mavael wrote:
Ooooppps again. Scratch that taking improved initiative at the start.
Scavion wrote:
Crimeny, you're correct. I'd gotten myself confused. I've built and rebuilt this char a few different ways, including a half-orc version. I think the idea that half-orcs get the ability to use falchions for free with their race put the idea in my head that they were exotic. Ooops. I'm coming off of a long Savage World's campaign and haven't exactly got all my 3.x mojo working.
Michael Smith 978 wrote:
Ah, okay. Now I'm seeing it. Hmmmmm... Much to consider. *Starts tapping fingers to his lips* EDIT- Okay, if I take the Falchion, I have to eat a feat. This means that I won't get Power Attack until Lv. 3 at the earliest. Is that a wise choice? Keep in mind I have to take Fey Foundling at Lv. 1 and I' pretty sold on that feat.
Scavion wrote: Leaving out your Strength and Two handed bonuses to damage is a huge mistake in your comparison as it'll make up more than enough in your final damage output, though it may be difficult to see at level one. In the words of Homer Simpson: Explain how. I'm not doubting you, rather my ability to parse out the math only goes so far. From my vantage point, the two-handed bonuses between greatsword and falchion should be tipped in favor of the greatsword in the same way my basic damage math is tipped in favor of the greatsword. Hence why I called it a wash.
Scavion wrote:
I may go the Oath of Vengence way, though it may require some haggling on my part, or at least hoping my GM doesn't care too much. You see, my whole concept is a character who is an undead hunter taked by her god to wipe out the abominations where ever she finds them. Seems like Oath of vengence would work well for that until you notice there is an Oath Against Undeath that is no where near as cool. I could play a paladin straight and have the undead hatred be fluff, but when I start down the path of Oathbound archetypes, I have to hope my GM doesn't call me out and say, "Hey, you really should be Oath Against Undeath more than you should be Oath of Vengence." That said, it might be better to apologize than ask for permission. ;-)
Mavael wrote:
Oh, gotcha. I was forgetting to count 20 as a distinct number. Anyways, my answer: Math (over the course of 100 hits, averaged damage, assuming all crits land, corrected for my mistake on crit ranges). Greatsword with improved critical (80x7) + (20x14) = 840 Total Damage Output Falchion (70x5) + (30x10)= 650 Total Damage Output This, of course leaves out STR bonuses and two handed bonuses to damage, but those numbers are a wash in this comparison. Whatever the case, even with reduced critical chance, the greatsword outpaces the falchion in over all damage potential. Now yes, more crits with the falchion means more opportunities to use those crit feat enhancements, so I'm no saying absolutely "No" yet to the falchion. But at this point, I am leaning towards greatsword for the above reason (plus I can hang onto a feat and not use it getting the exotic weapon proficiency). Feel free to set me straight if my math is off. I make no claims to be an expert.
EsperMagic wrote: I would sya take a falchion with improved critical instead but thats just me 2d4 with a 15-20 crit range is far better than 2d6 19-20 Before I get into that, wouldn't a falchion with improved critical have a crit range of 16-20, not 15-20? How does the math work there? Doubling 18-20 would be 16-20, right?
Mavael wrote:
Character concept is why I'm going Intimidate. My character is a paladin in service of the god of Death* and her presence is very unsettling to others. She's quite gothy and dark (even as she's LG). Think Raven from Teen Titans, but cranked up to 11. Also, some one else is going to be the face, and I'm pretty sure some of the other players will be decent at diplomacy as well. *(Yes, paladins don't normally get to serve TN dieties by the letter of the rules, but my GM is amenable and there's been enough discussion online, including one involving one of the Pathfinder developers, to make it feasible. Mostly a fluff issue anyways)
Hey all. Tis me, he who asked about dodge on a paladin (I've settled on "no" for that one). I have another question: Is Weapon Focus (greatsword in this case) worth taking? Here's my initial stat block at level 1 (20 pt build). STR- 16 (14+2 human)
Feats- Fey Foundling, Power Attack Base Attack- 4 (+1 class, +3 STR) Yes, I know that this isn't min/max'ed. Yes, I know I could pick up another 2 attribute points using the Dual Talent alternate race feature. I may in the end go that way, but am leaning heavily against it at this point because I want three skills built up over the course of the build (initimidate, knowledge (religion), use magic device). Alright, given all of that, should I consider taking weapon focus at some point, and if so, should I do it at level one in place of Power Attack? I'm not really sold on Weapon Focus, but then again, +1 never hurts to have. Some feats I'm looking at down the road (some I'm more solid about than others: Furious Focus
Sir Constantine Godalming wrote: Half orcs get ferocity, dark vision .....just saying Oh trust me, I looked long and hard at half orc. Even had an origin story for that scenario. That bonus feat and extra skill point proved too tempting. That said, we don't play until next sunday, so half orc version could still possibly happen...
ProfPotts wrote: How about Damerrich (empyreal lord of executions, judiciousness, and resonsibility) worshipped by executioners, judges, morticians and the wrongfully accused; or Vildeis (empyreal lord of devotion, sacrifice, and scars) worshipped by martyrs, the obsessed, paladins, and crusaders? Both of them are Lawful Good, and 'goth'-esque... Damerrich even has access to the Death domain, if that's what you're after? Good calls.I shall investigate further (pathfinder cosmology is not my strong suit).
Silhren Rilbahn wrote:
Eh, I wouldn't call it full on homebrew (we are doing the jade regenr path, after all), but my group is a touch loose and wouldn't stand in the way of a good concept. Given one of the developers quotes that paladins don't actually derive their power directly from the gods (see link) and my character concept (that she's one of a kind as a paladin, a kind of trained superweapon by her order), I think having a paladin wbo worships a true neutral god is, at worst, a rubbery bend of the rules and not a snapping break. This is more a fluff than a crunch issue, anyways. If my GM suddenly got uptight, then push comes to shove, I can change her religion.
Silhren Rilbahn wrote:
Pretty sure my GM is going to bend the rules on that count. He sounded amenable to my concept. She'll still be played LG. Just a scary, intimidating kind of LG. EDIT- Some support for the idea and how it works here: http://www.giantitp.com/forums/archive/index.php/t-183305.html
Silhren Rilbahn wrote:
Death (or Pharasma if you like). My character is going to be a dark, gothy-type who freaks people out by her mere presence. Her face is tattooed to look like a skull. Figured it'd a be a fun image and a fun character to play. She'll be complaining about "conformists" and how "life is pain" as she destroys the undead. ;-)
ProfPotts wrote: How about taking the Dangerously Curious magic trait to put UMD on your class list (with 16 Charisma, 1 skill rank, and the trait bonus,that'd give you a reasonable +8 to UMD at level 1) then just buying a wand of shield? That's a good idea, actually. Having said that, I'm allowed two traits and the two I have already picked out really fit my concept. Decisions, decisions, decisions...
Silhren Rilbahn wrote:
STR, because I'm going to be a damage dealer, power attacking baddies with a big sword. Some CON is handy, though, to keep me in the fight.
Silhren Rilbahn wrote:
Anything I mine out of DEX I'd be putting in STR, CON or CHA. A little look at the numbers... If I started with- STR- 16 (14 +2 human)
At Lv. 20 I could have... STR-18
... which does have a nice evenness to it. Hmmmmm....
Silhren Rilbahn wrote:
I wasn't sure about knocking DEX from 12 to 10 just because that 12 gives me a +1 to AC and REF saves. Being without a shield, I was trying to get all the AC I could. I know that in the end it's all about what the GM throws at me, but do I have enough AC (figure I'll start with scale mail) to be able to eat the DEX and put it in CON a'la the stat block above? Is losing that +1 to REF generally worth it? Oh, and I can kind of live with an 8 WIS. I've a trait that will give me a +1 to my will saves and it fits the concept I have of someone who was raised in a monastery and is thus not super-savvy with the ways of the world.
Blakmane wrote:
My current array (presuming I DON'T bump DEX to 13) STR- 17
Like you I hate dumping, plus a low INT doesn't really fit my character concept. I also wonder if I should bump STR down to 16 in order to bump CON to 14 at level 1. Also, whil I have everyone's attention: Essential paladin skills? I was thinking heal, know(religion) and intimidate (going for a scary Death paladin. LG, but in service to the God of Death. Undead destroyer type character). I'm going to be using a trait that gives me intimidate as a class skill.
Hey all, a question: I'm building a greatsword weilding human paladin. 20point build. Is it worth it for me to put 13 into Dex and take dodge as a feat in order to boost my AC a bit? If I did so, I may or may not do it the first level, but it'd be done by 3rd. I should note that I may end up being the sole "heavy" in my group as the other players are all looking at rouges and rangers and wizards and such. |