Vinroot the Drunken Treant

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Greetings all,

I'm looking for suggestions and improvements for a mounted paladin build.

I have a bunch of self-imposed restrictions and I am trying to maximize my effectiveness. What I wanted to achieve initially was a paladin mounted on a huge mount with the Huge Steed ability from Mammoth Rider. For any choice I made that you feel is subpar, please explain to me how to improve it.

Setup and restrictions:

-I Chose to build a Half-Orc Paladin of Sarenrae (Homebrewed archetype mix of Shining Knight and Redeemer)
-Group size is variable from one game to the other and the character needs to be able to play alone.
-He is the party face and tank at the same time.
-Stats Array is 80 points to distribute from 0 with standard min and max, here are my choices: STR 18, DEX 10, CON 14, INT 12, WIS 8, CHA 20 (racial bonus applied to CHA)
-I am currently at level 4 but can rebuild (class,traits,feats, etc) with downtime rules from Ultimate Campaign.
-Still need to be useful in combat on foot.

Progression:

Alternate Racial Traits: Accute Darkvision + Skilled
Traits: Gregarious + Fire of Belkzen (Homebrew, +2 fire dmg on crit)

01: Paladin Shinning Redeemer (Monstrous Rapport, Smite Evil) + Level Feat: Power Attack
02: Paladin Shinning Redeemer (LOH, Divine Grace)
03: Monk Sohei (Devoted Guardian, Mounted Feat(Mounted Skirmisher), Imp Unarmed Strike, Flurry of Blows) + Level Feat: Squire
04: Paladin Shinning Redeemer (Aura of Courage, Mercy(Fatigued), Skilled Rider)
05: Fighter Dragoon (Mounted Combat, Skill Focus(Ride)) + Level Feat: Ride By Attack
06: Paladin Shinning Redeemer (Channel Positive, Smite Evil 2/day, Spells)
07: Paladin Shinning Redeemer (Divine Bond Mount) + Level Feat: Beast Rider (Orc/Half-Orc; Mastodon Elephant)
08: Paladin Shinning Redeemer (Mercy(Diseased))
09: Paladin Shinning Redeemer (Smite Evil 3/day) + Level Feat: Spirited Charge
10: Mammoth Rider (Gigantic steed, Steed, Wild Coercion)
11: Paladin Shinning Redeemer (Pact of Peace) + Level Feat: Greater Mercy
12: Paladin Shinning Redeemer (Mercy(Exhausted))
13: Paladin Shinning Redeemer (Smite Evil 4/day) + Level Feat: Ultimate Mercy
14: Paladin Shinning Redeemer (Knight’s Charge)
15: Paladin Shinning Redeemer (Mercy(Blinded)) + Level Feat: Reward of Life
16: Paladin Shinning Redeemer (Smite Evil 5/day)
17: Paladin Shinning Redeemer (Aura of Faith) + Level Feat: Improved Bull Rush
18: Paladin Shinning Redeemer (Mercy(Paralysed))
19: Paladin Shinning Redeemer (Smite Evil 7/day) + Level Feat: Unseat
20: Paladin Shinning Redeemer (Aura of Righteousness)

Basically, the goal is to follow the rule of cool first and be an effective tank/party face.


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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.
-He should have fast overland travel to act as a relay between PC still in town or to fetch me something.
-Be able to scout as we're rogue-less.
-Have minimal impact on group relations.

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:
Level 1-Cavalier: Order of Dragon, Challenge, Mount: Wolf, Introduction -Feat: Mounted Combat
Level 2-Ranger: Favored Enemy:Humans, Track, Wild Empathy
Level 3-Ranger: Combat Style:Archery, Style Feat:Point Blank Shot -Feat:Precise Shot
Level 4-Cavalier: Fleet of Foot
Level 5-Cavalier: Transcend Language -Feat:Rapid Shot
Level 6-Cavalier: Challenge, Expert Trainer
Level 7-Ranger: Adaptation: Skill Focus: Diplomacy, Endurance - Feat:Horselord

Skill Ranks
Every level: Diplomacy, Stealth and Survival.

Thanks for taking the time to read that wall :)