Dragon

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Organized Play Member. 4 posts. No reviews. No lists. No wishlists. 8 Organized Play characters.


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Do not lie about die rolls or game rules (applicable to players and GMs). Both are easy to discover and both just piss off everyone at the table.


Ævux wrote:

Eventually, I hope to ask the GM to make my mount my cohort instead of just a mount.

Also trying to figure out how a creature can have greater than 3 int and if there is any way to improve the animals int.

As you stated, the first thing to do is ask your GM for help because he can simplify this whole procedure by just making your animal companion a cohort and calling it a day. If your GM is a RAW nut, as many are, then recommend a roleplaying scenario where your character encounters a high level druid. The druid can cast Awaken on your companion and tell it to follow you. This grants your companion 3d6 int, so on average it will raise it to 11. As well this will increase the charisma and HD of the creature.

The one drawback with Awaken is that the animal will no longer be your companion and could decide that it is tired of risking its life going into dark, dreary, and dangerous dungeons with you.


The wall defender is one of the funnest characters to play in the game. Your wizard will love you in that nothing will get close enough to him to interfere with his casting and you almost always provide the rogue someone to flank with.

One of the best ways I see to "tweak" this build is to play as the polearm master variant in the apg. By second level, you will be able to shorten the grip of your polearm as an immediate action to be a true menace to those enemies adjacent to you. Instead of trip, I would take overrun and combine it with cleave. This will allow you to blast through the front line of your enemies, stand in the center, and then let the carnage commence. Also, you could take the feat lunge that would further increase the threat range of your polearm and combat patrol.

To increase your survivability, I would go into Stalwart Defender at lvl. 8. This will increase your ac and give good bonuses to str and con. Also it will go along with your defensive oriented theme.


Snorb wrote:

Heya, everyone, just looking for some advice on some feats to take for a paladin. Our party's cleric said he'll take care of in-combat Channel Positive Energy, so I won't need to take any channel-related feats.

That out of the way, I know for sure I'm taking:

H. Tower Shield Proficiency
1. Exotic Weapon Proficiency (Bastard Swords)
3. Shield Wall [Teamwork]

I've been looking into Channel Smite, Extra Lay on Hands, Extra Mercy, Shield Focus, Toughness, and Weapon Focus (Bastard Swords) once opportunities become available. Any other suggestions/recommendations?

If you are going for strong defense with your feats then you can't go wrong with shield focus, Toughness, and Extra Lay on Hands for the healing. I have found with my Paladins that Mobility is very useful in that it allows you to go to enemies where smite may be effective without taking aoo's.

On the other hand, if you want more offensive power then go for Weapon focus, improved critical, power attack, cleave, greater cleave, and lunge. If you want an exotic weapon try the Falcata in the APG. The x3 crit combined with smite is a deadly combination.