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The Crusader wrote:
Rudra88 wrote:
pachristian wrote:

Before you play a paladin, talk with the GM and other players: confirm that they will be okay with a paladin in the party. Find out your GM's attitude towards paladins. Some like the class. Some take it as a point of pride to make you fall as fast as possible.

No class brings out jerk arguments faster than "paladin".

If the GM and other players do not accept the idea of a paladin with good grace, then play a fighter or a cleric.

Actually I wanted to make an archer paladin, but my DM and his "supervisor" didn't like it, so I had to opt for a more classic approach.

Be super-wary of this! Some people have a "There's only one right way to play a Paladin" attitude... and this is a sign of that type of thinking. If that's your DM's attitude, or his "supervisor's" (what is that, by the way?), then you won't be playing your character... you'll be playing his. And the minute you stop doing it "the one right way" he'll start looking for ways to punish you...

I'm not saying that's the case here, but it's symptomatic.

Because the DM is new at his job, another friend of mine with more experience is helping him to learn how to do it. They aren't really strict usually, and in the past they used to give less experience points only to people who didn't add anything to the story(not the silent type of character, just the players who never talked or just made the same moves every time) or that made the personalities somewhat inconsistent.

It's still going to be a short adventure, and they already agreed with me that my Paladin can be a bit more relaxed -it's actually one of the reasons why I chose Shelyn-.

It's still a strange group, for example they don't love skills like intimidate or diplomacy because it's more a matter of interpretation than a dice thing. I'll cross my fingers.

Thanks for your advice!


pachristian wrote:

Before you play a paladin, talk with the GM and other players: confirm that they will be okay with a paladin in the party. Find out your GM's attitude towards paladins. Some like the class. Some take it as a point of pride to make you fall as fast as possible.

No class brings out jerk arguments faster than "paladin".

If the GM and other players do not accept the idea of a paladin with good grace, then play a fighter or a cleric.

Actually I wanted to make an archer paladin, but my DM and his "supervisor" didn't like it, so I had to opt for a more classic approach. There are already an Oracle (the exception for the core rules), a Barbarian, a Ranger, and maybe a Sorcerer.

I already played with him in another adventure where I was a Desna Cleric, and I used to scold a Bard in the team pretty often, so he's used to me being a pain.

I'm also a grammar nazi in italian.

I guess I should go with Combat Reflexes and Power Attack (I'm a human, by the way), and I think I'l go with weapon focus, because of the background I should stick with the same weapon.


A friend of mine is learning to Master, so he wanted do make a short adventure were we start at level 3, using mostly the core rules. By the end of it we should be around level 5.

I wanted do make a Shelyn paladin who uses a glaive. Not a very powerful option, I know, but I would like to make an elegant character.

So, I'm pretty much a beginner, and I would have liked some advices, especially about the feats I should use: it would be wiser to go with power attack and weapon focus or try to be a spring attacker, to lessen the probability of an attack of opportunity and keep the distance?

I read a couple of guides, but the focus is about having a character that works at low levels. I didn't play much before, so I have little experience in the matter.