The 2-handed weapon specialist simply uses a big sword to put the hurt on and is efficient from the get go. Archery is 5 feats and easier to manage than Mounted Combat:
Mounted Combat is even more feats:
So a Sarenrae Paladin with a Weapon Bond is my suggestion with the build suggested by Bdj. As a side note, you could look into a 2 level dip into Life Oracle with the Lifelink revelation.
Unless some major RP involvement in the game, I would have dropped the dead weight character. There is way too much effort and gold required to come back to a decent efficiency level. As Dave Justus said, I would have preferred staying with my god. But, being an effective level 1, you will probably soon die again anyway. Aiding another is probably your best bet until you die in some AOE. Just build your character's twin brother coming in to carry on his legacy :)
First thing first, You need to priorize your roles, do you want to be a healer first or damage dealer or tank? You could probably be a a healer + 2h-weapon striker because both are not feat intensive. From my understanding you prefer having some kind of support role, you could also look into the Oradin (a mix of Oracle and Paladin) and simply put as many feat as you can in an archer build with the weapon divine bond (with Merciful ability) knowing that you will not be a powerhouse but still useful. P.S. Mounted Paladin is also relatively feat intensive. If you priorize the damage dealing, there is no way you'll still have feats left for the healing functions. Hope this helps you.
To me, this is screaming Sarenrae since you wish to redeem everything and want to be good at healing. Concerning the Non-lethal damage
I don't have any good ideas concerning the ranged attacks beside following one of the paladin guides.
RainyDayNinja wrote: ...Multiclassing spellcasters is almost always a bad idea... +1 to this, by multiclassing two spellcasting classes you are slowing your progression in both classes. Also, it makes it a hell of a lot more complicated to play, which is not recommended before having a certain level of mastery of the system. Multiclassing for a Witch is even worse since you are slowing your spell progression and you are lowering your Hex DC since those are based on Witch levels. As the others have said, Alchemist can cover your whole concept on its own.
Awesome suggestions Arturius. My GM has indeed handwaved the requirement to be a member of the order yet but I was not aware of the no multi-classing part, I guess I will have to keep him single-classed until he has proven himself. With your suggestion, I guess I could simply skip the Herald part and simply make him an Archery Ranger with an eventual emphasis on Mounted Combat. The official sealed papers is really a good idea, I guess I will have him wear a pin like the rest of our group so he can be instantly recognised as not a threat and to give him time to explain his business in town. I wish I could rename this thread: Help me build a goblin scout ranger cohort... Thanks guys for the excellent input!
Thanks for the tips avr. Taking note of the alchemists fire and I guess tanglefoot bags also. Taking the Squire feat limits the choice of classes to Full Martial classes only, this is why I have chosen to go the Herald/Scout way with him. I can probably cut those roles. Would a magus contribute more at those lower levels (Level 1 to 4), when I hit level 7 I will be able to retrain him to another class since we're using the retraining/downtime rules. As an additional detail, since I am a Redeemer Paladin, the goblin will be starting Neutral Evil and gradually shifting towards Neutral Good/Lawful Good.
Good day to you, TLDR: Help me build a good herald/scout goblin. I have one of those question about a paladin and a surrendered goblin sticking around, I am asking how to build the goblin. Here is a bit of background: The game is taking place in Fangwood, spread between Nirmathas and Lastwall. I am playing an Half-Orc Shinning Redeemer Paladin of Sarenrae but also playing it as a redeemer since it matches his back story. My 3 best skills are (in that order) Diplomacy, Ride and Sense Motive and I have just taken the Squire feat. I am following the code of Sarenrae laid out in Faiths of Purity. Our group is pretty easy going as the game is structured to have allow us to get in and out of the game should we be absent on a game night. Now, onward to the situation at hand: In the last game, my fellow adventurers and I have killed all goblins in a village/camp(no innocent goblins anywhere) except for those that fled, those goblins for some strange reason were famished. At the end of the combat, a lone goblin stood in the middle of the camp entangled, I requested him to surrender and he quickly obeyed. After having traded food rations for information. As we concluded, the goblin told us he would be eaten by his barghest leader or burned to death by the alchemist shaman so he'd follow us anywhere. After the game, the GM informed me that he could become my squire if I wished it. So I promptly started thinking of a concept that needs to minimize Murch the goblin's impact on the game: -He would need to be able to get in town without me having to sponsor him all the time.
So I thought of building an herald/scout archer type of character to maximize his use of dexterity. I'm thinking of making him an Herald Squire (Cavalier, Order of the Dragon)/Infiltrator-Skirmisher (Ranger, Archery Style). I am putting his Dex as a primary stat and charisma as his second most important ability score. So I am looking for a progression from level 1 to level 10 with a 25-pts build goblin, 2 traits, with only Paizo material, no 3rd party material allowed. There is no need for insane DPR or min/maxing but I simply want him to contribute to combat and be able to enter towns without being smitten by the local lawful stupid paladin. I was thinking of:
Planned Progression:
Traits: Honest & Ambitious Levels:
Skill Ranks
Thanks for taking the time to read that wall :) |