Paladin

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Organized Play Member. 14 posts (33 including aliases). No reviews. No lists. No wishlists. 12 Organized Play characters. 2 aliases.


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Has anyone had any success continuing the campaign after its normal conclusion? My group isn't there yet, but I'm interested in taking them to 20th after the campaign is over. Currently in Book 4, we'll likely be done with the AP this year at our current rate.


I am by no means a great GM, but even I can see and value all of the effort your guides, tips, ideas, and everything else truly are.

From a new GM just struggling along, I thank you Sir!


I see! I figured as much, but I had a small glimmer of hope.

Oh well, true neutral works for me too.

Thanks for the clarification!


Greetings fellow Pathfinders!

It is my curse to constantly make builds but not actually play the damn game. That said, I am currently working on a build that will use the Divine Fighting Technique for Urgathoa (Urgathoa's Hunger, from Divine Anthology I believe).

The only listed requirement for the feat is "Must worship a single patron deity that has an established divine fighting technique." Does my character have to be within one-step (alignment-wise) of Urgathoa (NE) or simply worship her?

The reason I ask is twofold. Firstly, I try to build all of my characters to be Society legal, so that I have options and interesting/unique characters to give to other players that are interested (I have a folder of fully built 1st level characters, but unregistered so that others have access to things outside the Pregens). This means that the one-step requirement along with the Society requirement of non-evil leaves me with only Neutral for the character.

Secondly, for thematic reasons I would like the character to be Lawful Neutral, similar in personality to a Hellknight, but obviously that is outside one-step from Urgathoa (NE). I am willing to sacrifice the alignment for the sake of the build, but I digress.

Thanks friends!

PS: The build is a Scythe-focused Cabalist Vigilante.


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In a very non-paladin way, I'm necro-ing this thread. I'm currently working on a PFS build of this archetype. Here's the idea: make the founding member of the Gnomish Red Cross, or the Pathfinder Red Cross, since that fits the society a bit more.

Play as a Gnome Paladin with a focus on healing and defence. Have a cheeky familiar that helps her heal the wounded.

It's very much still in the concept phase, but I'm excited about this.


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Grumbaki wrote:

Not sure if this is PFS legal. But...

Race: Human 20 point buy
Str (18) Dex (16) Con (15) Int (7) Wis (11) Cha (7)

Human Bonus Feat: Racial Heritage Storm Giant

Lvl 1: Fighter
-Feat: Point Blank Shot
-Feat: Precise Shot

Lvl 2: Fighter
- Throw Anything (Throw great axes!)

Lvl 3: Savage Technologist Hurler Barbarian
+10ft range on thrown weapons
-Feat: Storm Soul (Immune to electricity)
http://www.d20pfsrd.com/feats/monster-feats/storm-soul

Lvl 4: Savage Technologist Hurler Barbarian
- Rage Power: Savage Hurl (The barbarian gains a +1 bonus on ranged attack rolls with thrown weapons that add her Dexterity bonus to the attack roll. This bonus increases to +2 at 4th level if the barbarian’s Strength modifier is at least +4, to +3 at 8th level if her Strength modifier is at least +6, and to +4 at 12th level if her Strength modifier is at least +8.)
+1 Con (16)

Lvl 5: Savage Technologist Hurler Barbarian
- Feat: Storm Warrior (You can transfer the power of storms from your body to any metal melee weapons you wield, dealing an additional 1d6 points of electricity damage.)

So at lvl 5 you have: Str (18/22) Dex (16/20) Con (16) Int (7) Wis (11) Cha (7)

Throw metal melee weapons using throw anything. So everything you throw does +1d6 points of electricity damage. When throwing, you have:

To Hit: +5 (BaB) +5 (dex) + 1 (PbS) + 2 (SH) = +13 to hit
Damage: Weapon Damage + 1d6 (electricity) + 6 (Str)

And if anyone closes into combat with you, just pull out a great weapon and hit them on the head with it.

---------

All in all, you have a half-storm giant, who laughs in the face of Magusi everywhere.

Though...because I think it is cool. I would personally make him into a javelin user or a light hammer thrower. Replace Throw Anything with Power Attack (for when enemies close into combat with you). Be Zues or Thor as you throw lightning around.

While I absolutely love that build idea, it is not legal for society. :(

I have made a note of it for non-society play though!


Grumbaki wrote:

How about Avenger Vigilante?

Now...

Quote:

Lvl 1: Barbarian (Savage Technologist / Hurler)

- Raging gives you +4 Str +4 Dex +2 Will without AC penalty.
- Trade fast movement for +10ft range with throwing weapons

Lvl 1 Feats: Point Blank Shot and Precise Shot

Lvls 2: Avenger Vigilante
- Still full BaB
- Social Grace (+4 perform, because you are an entertainer)

Lvl 3: Avenger Vigilante
- Returning Weapon (Ex): The vigilante has a signature type of thrown weapon that returns to him. Choose a type of thrown weapon, such as throwing axes. Whenever the vigilante uses that type of weapon, it automatically returns as if it had the returning property. At 14th level, if the vigilante chose a type of thrown weapon that is treated as ammunition, such as shuriken, and buys a set of 50 magic ammunition of that type, he automatically replenishes them at no cost and never runs out. If he chose a non-ammunition thrown weapon instead, he can apply the magical properties of the first weapon he throws in a round to any non-magical thrown weapons of that type he throws that round. This allows him to make a full attack with the benefits of his magical thrown weapon, even though it only returns next round.

Lvl 3 Feat: Deadly Aim

* Full BaB

* Enchant your primary weapon. You can throw it and it comes back to you.
* +10ft range to throwing weapons
* Rage for +2 hit, +2 damage, +2 AC and +2 Will saves

Interesting choice, but I lose the novelty of using a two-handed weapon as my projectile of choice. While I could exchange feats to still use them as my weapon, they don't technically count as a throwing weapon, thus making them incompatible with the Returning Weapon ability.


Greetings friends and fellow Pathfinders!

Today, I present a level-1 build as well as a few questions. The build is this: A two-handed weapon thrower, spun in such a way as to be less of a savage and more of an entertainer. Spoilered below is the initial level 1 build (minus purchases, Favored Class, and one trait). Do note that I try to build all of my characters to PFS rule standards (as that is the primary way I play the game).

Level 1:
Race: Human; Class: Barbarian - Hurler & Savage Technologist Archetypes; STR 15, DEX 16, CON 12, INT 10, WIS 11, CHA 14; BAB 1; FORT 3, REF 3, WILL 0; HP 13 (d12+1); Feats: Throw Anything, Two-handed Thrower; Rage 5/day (+4STR, +4DEX, +2WILL); Traits: Supple Arm Supple Wrist

The questions are:
What class(es) should I go into beyond level 1? I would stay Barbarian, but the Savage Technologist archetype changes more than just Rage, and those changes are useless to the build.

What Feats should I be looking into getting? What should I prioritize?

What should the second trait be?

Finally, should I focus on damage, attack (as in to-hit), or try to boost both the same? I'm stuck in a conundrum of wanting to only have to hit once to win the fight (throwing battleaxes gets tiring man!) with massive damage, but also needing to be able to hit consistently due to the lack of ammo (there is a logical limit to the number of two-handed weapons a person can carry on their person). Hope that made sense.

Any tips are welcome. I don't really care if the build is "good," simply functional is all I want.


Greetings fellow Pathfinder!

I find myself building yet another character, and I've run into a clarification issue. The issue is as follows:

Do bloodrager bloodline powers function at all times or only when bloodraging if the power doesn't specify?

Primarily, I'm making a Nagaji Bloodrager with the Salamander bloodline, and need to know if the first power is always active or only takes effect when raging, as it doesn't specify.


I have been blessed with the boon of having Regional Coordinator Walter Sheppard running the show here in Pullman, WA (US), so detrimental players don't seem to stick around too much. Either that, or I don't notice them. The community here is pretty welcoming and open to just about anything, so the bad ducks stick out and either change or leave.

In other news, how does one start PbP? From what I looked at, it seemed like there were not that many PbP GMs, so is there some type of queue to play?


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Thanks to everyone so far with the support and ideas!

I've literally never given Play-by-post any thought, but I would probably enjoy the living Hell out of it.

I know that some of my problem stems from being an "alt-oholic". For those that don't know, that basically means that I really like making new characters but have a hard time sticking with one or two for extended periods of time. This probably means that I get a lot of the level 1-2 experience, and not much at higher levels, so the scenarios can feel a bit repetitive.

I'm glad (but not really surprised) that I'm not the only one who feels this way or has experience with such a topic.

Maybe I'll go play this Wednesday with a new-found vigor!


Hey all, I'm not super-knowledgeable about the forums, so if this post belongs someplace else, let me know or move it at your leisure.

I've played smatterings of PFS (and a single game of SFS)for the past couple of years, and I love it. Way too many hours have been devoted to character creation, reading guides, exploring archetypes, etc.

That said, I've had a strange degree of burnout regarding organized play. It may just be that I am decently introverted and find it subconsciously draining, but I have a difficult time returning to Society on a regular basis.

I have the time, I have the characters, and my local community is amazing, yet I still have this burnout.

Any tips or advice to help alleviate this? Anyone else experience what I'm feeling?


calagnar wrote:

For pure defensive build. I build very similar to what you have. I however went with 1 level dip in to fighter. This gives me a bonus feet and tower shield proficiency. I looked at the two weapon fighting with weapon and shield. However I did not go that route due to the cost in ability scores. For your main weapon I highly recommend you look in to a falcate. It is the best one handed weapon you can get. It will take a feet to use.

My Suggestion for you
(Includes ability adjustments you listed. With the human bonus to Str.)
Str 18 Dex 12 Con 14 Int14 Wis 10 Cha 14
Human Fighter 1 Paladin 1 (Favored Class Paladin)
Skill Ranks: Fighter 5 Paladin 6
Hit Points fighter 10+2=12 Paladin 1D10+3
Feet:
1: Fey Foundling (One of the best feet's a paladin can have.)
Fighter 1: Exotic Weapon Falcate (Damage 1D8 Crit 19-20/X3)
Human: Fast Learner

Picking up Power Attack level 3, Extra Lay on Hands level 5, and shield focus level 7. Are my next suggestions.

So in this case, are you implying that I take a Tower Shield since you took a level in fighter? This also means that I would have to level one additional time to get Lay on Hands (since it is a level 3 Paladin spell, and next 'level' i'd be at Paladin 2 and Fighter 1), right?

EDIT: Whoops, I see that Lay on Hands is level 2, but the question still applies. Wouldn't I have to wait an additional level to use it?


Good day wondrous world of Pathfinders. I am working on rerolling a lvl 2 character to a Paladin. I am mostly finished, but I was wondering if my build would be worthwhile.

FYI, we are using a conversion for 3.5 Iron Kingdoms into Pathfinder.

I am focusing on a sword-and-board build, to provide my party with some tank. I am a Human, with base ability scores of (25 point buy) 16, 14, 14, 12, 8, 14. I have optional racial ability score changes of -2DEX, 2WIS, 2CHA, and I am adding my human bonus to DEX (net change of 0).

For feats, I am planning on taking Improved Shield Bash, Fast Learner, and Power Attack. At third level I am aiming for Saving Shield (gotta help our charging Barbarian), at fifth level I will take Two-Weapon-Fighting, and and seventh I will take Shield Slam. My level 4 ability score increase would go into DEX to fulfill the 15DEX requirement of TWF. By that point, my goal would be to charge in with my Barbarian ally and slam into the target with the intent of disabling them.

Thanks to the reroll, I have enough money to purchase Scale armor, any basic shield with spikes (including quickdraw), and a plethora of weapons. I was thinking of taking both a Flail and a Longsword as 1H weapons, a Glaive-Guisarme as a reach polearm, and possibly a Bastard Sword as a 2H weapon (until I can afford a Falchion).

Is there anything terrible with this build? Any recommendations on the shield? What about weapons?

Almost forgot, party is a Barbarian (damage minmaxed), a Cleric (healing and damage emphasis), an Alchemist (Alchemist Fires everywhere), an Archane Mechanik (Iron Kingdoms class, support mage with a strong familiar), and a Gunmage (Iron Kingdoms class, glass cannon enhanced with magic, literally).