Thomas M.'s page

Organized Play Member. 49 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Is there a way we can get individual character sheets? I've got the booklet and plan to run on Saturday, but wanted to see before I start trying to photo copy.


The Artificer wrote:

Also consider the shadow staff..

The shadow staff is covered with fell symbols and is often shrouded by a dark Nimbus of shadowy energy as a basic two handed melee weapon a shadow staff deals to 2D6 bludgeoning slashing or piercing damage your choice as it manifests blades or spikes at will and it has the block weapon special property, when a shadow staff is used as a small arm it has a range increment of 60 feet and a single shot consumes two charges from its 40 charge capacity and Deals 2D4 cold damage switching a shadowstaff from melee functionality to range is a swift action Additionally you can use a shadow staff to create Darkness as per the universal creature rule once per day.. it costs 10,000 credits tho. Great for role-playing using graviton

The only problem with the shadowstaff is that it is a small arm instead of a thrown, so uses Dexterity as well. So, less to hit more or less.


Hi. Sooo... I'm doing this.

First off, putting this in nice big words.

THIS IS A SOCIETY PLAY CHARACTER.

That done, I'm swapping my Solarian to a Star Knight Archetype through a mnemonic editter I just bought today and wanted to see if I could get some advice here. I'm fine with being an Android. I'm also fine going heavy armor, etc. However, I am questioning myself on two things.

#1 is stat build. He's currently level 2, so basic point buy spread.

#2 is if I should swap the Icon theme to the Dragonblooded or Tempered Pilgrim.

In regards to the first one, here's the basic scores before I apply any ability buying to work with this.

Str: 10
Dex: 12
Con: 10
Int: 12
Wis: 10
Cha: 9

My fellow players on the forums did not steer me wrong before, I'm hoping they won't now and have ideas running around in regards to this sort of character.

The benefit for me is basically that I'm making a pretty good tankish type. I like it, and I sacrifice a few abilities (the revelations) but I think I can benefit from it.

So, what are the opinions of you fellows on the forums? Should I stick to the Icon or would Dragonblooded or Tempered Pilgrim be more beneficial to me?

What sort of stat spread advice do you have?

Hope to hear back on this. Thanks!


If you're using more than your Solar Weapon, you can also stick the starknife into a quick release sheath to instantly have it in hand. Plus, you have a very large throwing star you're basically hurling at people.

If you can find it, check the image of the Divine Champion archetype. That big four pointed thing he has in one hand? Yeah, that's a starknife.


baggageboy wrote:

First question: Yes you get a revelation as normal at 8th level.

Second question: Yes the alternative features lists for the star knight replaces the guarded Attack and will power features at those levels if you chose them.

Thanks. Now bad to figuring if I want to spend 10 society Fame to revamp into this.


Hi. So, poking at this now that I've seen it. I kinda like the concept of a Star Knight Solarian, but trying to figure out exactly what I lose and what I gain is being a pain.

First question: Solarians lose revelations for each level there's a replacement feature. 8th level has no replacement feature. Do I still get the revelation there?

Second question: Star Knights list two alternative class choice sections. Since it's not real clear, are these alternatives to Guarded Attack and Willpower features at those levels, or is it something extra entirely?

Hope to hear back on this.


Hiya. Been a few months since I posted here, but I wanted to give an update on the character I finally figured out.

First off, he's more a combination of the suggestions by those in this thread. I liked the speedy, weapon built build as well as the skill support.

I took Fleet as suggested to begin the speediness. It's handy whenever you do Stellar Rush. Plus being light armor, I've got a 40 foot move speed already. Getting into melee range? Noooo problem.

As far as stat spread, I went primarily for Dex but will use my first Augmentation on Str and took some Graphite Carbon Skin. So he's not such a glass cannon. His current KAC is 16 and EAC of 15.

Lastly, I took the recommended starknife with called fusion and I managed to fit in the electrovore gloves.

So yes, I'm playing a robot with a battle aura rush that manifest a laser weapon as well as punches people with electrified spikey fists and has a throwing star as big as someone's head to throw at the bad guys.

I think I did good. Opinions, please?


Matt2VK wrote:

Skills -

Diplomacy: At first I thought I'd take this and be really good at it. Then someone at the table created and ran a Envoy and blew my Diplomatic checks out of the water by easily beating my Diplo checks.

So I decided I'd still be good at this check in case they missed a game but otherwise I'd be doing the auto-assist (can't fail even if I rolled a one). So that would free up a couple skill ranks as I leveled up to put somewhere else. Still put a rank there for levels 1 & 2 but put that skill somewhere else at 3rd level.

TechnoSkills: Always nice to have a rank or two in these, even if you'll only be average. As most of these skills require you to be trained in to even roll for them. If you pick up Computers or Engineering it also gives you the option to fill another spot on a Starship and provides a little more flexibility to your character.

I actually think the Envoy is pretty rare at tables where I'm at right now in Texas. I've only seen one so far. I seem to most of the time be a Face, as well.


Matt2VK wrote:

For PFS -

Skills
Do you have a regular group you play with? What skills do they have covered?

The nice thing about Solarians with skills is that they have a wide, useful range of them and can cherry pick two more. The problem facing Solarians is they don't have the skill ranks for these skills.

You might also want to figure out what you want to select with the Solarians Sidereal Influence and how you want to use it. You can select it for a skill you want to be very good in or use it to help boost a skill you're weak in.

What I've done for my PFS Solarian on skills - I used a shot gun approach as I leveled. I've got lots of skills with just one rank in them and I'm designed more as a Aid Other character. This is due more to we playing with a full 6 person table and everyone else having a more 'focused' character and usually being better at a skill by +1 to +3 if I 'focused' like they did.

CHA & Extra Resolve
For a PFS scenario that extra resolve isn't really needed as you can only spend that resolve during a short break which happens after combat. Most scenario only have a limited amount of combat so a high resolve pool won't really help.

Resolve, DC, and the Solarian Revelations.
The Solarian does not have very many Revelations that use Resolve and the few that do are considered kind of weak.
Using Revelations that require a save DC, there's been a number of posts on this that the DC for these revelations scale poorly as we level due to no feat support and CHA not being the Solarian main 'attack stat'.

A lot of these 'Battlefield' control Revelations that require a save DC can also be used on your fellow party members. They can choose to fail the 'save'.

STR / DEX
Not even going to give advice here as this will all depend on where and how you want to develop your character. Both have positive and negative aspects to them.

Okay, the skills bit I'm going to have to question how easy/doable is it? And if so, what skills would be best to take for doing so? I'm guessing most of the knowledge related ones, or maybe a few of the Charisma ones mixing in things that might help out a bit?

I totally like your suggestions on the stat augmentations there. It helps a lot.

In any case, still poking at that skills idea about an hour or two later since I saw it. It's an odd concept, but I'm not entirely opposed to it at all. It could be interesting to be a face with a helpful knowledge/skill setup to make sure the rest of the group succeeds in their particular moments of glory.

To my knowledge, the only things I really need to shine as a Solarian is Diplomacy and Profession (for Icon) so I don't really overall need the other skills unless they relate to my Icon bit, which is few since I took Video Personality.


Segovax wrote:

Using a tactical baton for your first few levels will give you a +1 to hit, after you get a personal upgrade or you hit 5 and get your ability score bump you can raise your strength and then use a tactical star knife. No reason to get another weapon early on unless you want to blow a large portion of your wealth to double up on ways to get a melee attack.

Another option to consider could be multi weapon fighting and sticking to small arms and operative weapons. You won't be doing the same damage as a STR based character but you will be more consistently hitting on a full attack.

Interesting advice there. I kinda like it. The only thing stopping me so far is how well that would work out.

Another thing is that kinda puts me in a quandry on my augmentation, I just realized.

There's three choices for me that I can see safely here, all three of which are basically a +1 bonus in different areas.

1) STR - To hit in melee, with the starknife, etc.
2) DEX - Each AC point, some skill bonus.
3) CHA - Extra resolve? Not sure if the augmentations count towards resolve or not. Also, better DC on Revelations.


Farlanghn wrote:
Does society let you quick buy ability points? If it does I would just turn to page 19 and pick the best one for your build.

Nope. Has to be the buying ability scores.


Okay, so finally sitting down to work on this character I've realized a few things.

1) Solarian's not really optimized for Androids as far as melee. (Insert selective curse words here.)

2) Since it's not really optimized for melee, I'm switching my focus to Armor instead of Solar Weapon.

3) Just realized I've got a few items from play so far that I can kinda... uh... yeah, they're good.

So, here's the final setup so far that I'm looking at and I'd love to hear opinions from those out there.

Android Solarian Icon
STR 13
DEX 14
CON 10
INT 12
WIS 10
CHA 14

Manifestation: Solar Armor
Revelations: Black Hole, Nova Flare, Stellar Rush

Base KAC: 12 (13 w/ Armor)
Base EAC: 12 (13 w/ Armor)

I'm still not sure where I should put my augmentation as of yet.

Another thing I noticed: No matter what manifestation you tend to get, almost all Solarian abilities seem to focus on self improvement, melee, or otherwise getting into things. Kinda cool that the armor's basically giving you another play style.

In any case, to further add to the terror of the Android Solarian Icon... here's the gear picks so far that I'm going to be looking into to make sure I've got enough overall cash to run with this.

Note: I'm not putting which adventures these were in because it'd spoil, and I hate spoilers myself. I really, really hate whenever I accidently spoil stuff. Sooo...

Basic Lashuta Tempweave - This was on one of my chronicle sheets which somewhat cemented by wanting to do Solar Armor instead. After all, who can argue whenever you've got a cool android in a battle aura charging stuff? Oh, also raises both ACs to 16, 17 with the armor.

Starknife, Tactical - Not on one of my sheets, but I'm taking the advice in this thread. The darn thing's too nice to not be specialized to hell and back with it. Granted, as you guys said, it's a back up weapon. I don't really intend to overly use it and I plan on sticking Called on it, upgrading, etc. Mostly because of the last thing I noticed on my chronicle sheets I'm going to be attempting to take.

Static Electrovore Glove - Yep. It's on a chronicle sheet. I have electrified ham hands to pulverize stuff with if this all works out. It's in the Alien Archive, is an item level of 2, and looks cool.

In any case, hope to hear back and see what you guys and gals think of this build so far. I'll probably be testing him out in a Society game on the 10th of February from the looks so far.

Oh, and last question? Do you guys have any recommendation for skills to help out?


I also just realized I accidentally posted in another person's thread. Oops.


Farlanghn wrote:
It's definitely been a while since I watched astroboy and cyborg 009 but I don't remember them using swords. With those giant mecha shows you listed though, I would've thought you would've went powered armor.

No one said I was using just a sword. Shoot, Solar Weapon can basically be whatever you want so long as it's a hand held one handed weapon. Just don't expect benefits such as reach, two handed, etc. In my case, the character's been running around with an energy version of a battle glove/cestus.

To explain a bit, this is a Society play character. That may have been missed way back near the opening posts.

In any case, the way society play works is roughly that you can't buy whatever whenever. The earliest you can buy the Cargo Lifter, which is basically a minute per usage battery pack power armor, is 3rd level.

However, the flip side? You need to be 5th level at least to get the Powered Armor feat. So, 6th level is when you can pick that up. That's one long commitment for me here as I'm more casual than most.

In total, that's around 15 game sessions in heavy armor before getting up to being a Power Armor Solarian. LONG time. Even if by then you start with the Battle Harness once you get it.

It's pretty much why I'm looking at the base two or three options so far.

Those options at the moment: Heavy Armor Solarian, Solar Armor Speedy Solarian, Blitzarian (Soldier/Solarian)


Farlanghn wrote:
Johann Weiss wrote:

I have a player asking about creating an Android Solarian, who's concerned about the charisma conflict. The math is a little against the build but it doesn't look too bad. I was gonna recommend stats similar to yours.

So how has your character fared?

Playing an Android/Solarian can be done and doesn't break the game but I do have a couple questions.

1) What revelations does the PC plan on getting? Having a -2 Cha at the start could effect DCs for the zeniths and revelations.
2) For the stats given the character would need heavy armor because having low Dex is bad in this game. That's the 1st lvl feat.
3) What about the Android draws your PC? The armor slot? Just my opinion but having high Int doesn't really help a Solarian. Most of their skills aren't Int based. (YES, Int gives you extra skill points. But that's not what I am talking about.) Also the minus to sense motive the Android gets kind of hurts.
4) If the PC is dead set on the android okay, but did they look at any of the other races or did they just decide on the Solarian/Android after skimming?
Drow: +2 Dex +2 Cha -2 Con
Kasathas: +2 Str +2 Wis -2 Int
Lashunta: +2 Str +2 Cha -2 Int
Shobhad: +4 Str -2 Int
Skittermander: +2 Dex +2 Cha -2 Int
Vesk: +2 Str +2 Con -2 Int
All of these races jump out as great Solarian options. Of course this is just me being curious.

To explain about the draw for me for the Android Solarian, I'm going to have to dig back to the 80's.

The most obvious draws for me are a combination of fan of animes/cartoons from childhood. If you want some ideas, here's a small list.

Gundam
Saber Rider and the Star Sherriffs
Cyborg 009
Astro Boy
Voltron
Robotech

Note that's just from when I was growing up. Don't get me started on current watched stuff. I'd have to do multiple posts for that.

That pretty much explains the want to do an android who's primary mode of operation is "I call up magic sword/armor" and goes to town on the opposition, or happens to be charismatic, or has some hidden tricks that people just don't expect at times.

But the draw is basically a combination of robots are cool measured with "mystic warrior" feel of the Solarian.


Hiruma Kai wrote:
Thomas M. wrote:


Now, back to questions:

1) I noticed spears also have a thrown range, do a bit more damage, and have block that can help ACs as well. Is this a reasonable extra advantage for a Solarian as far as a possible replacement to a Returning Starknife? A Returning Spear could be interesting there.

2) You guys are right on the Android limiting my options a bit. However, I'm also considering some ideas here. One example is picking up an Operative weapon and going full Solar Armor instead of Solar Weapon. Is this viable from anyone else's stand point or not?

Hope to hear back from you guys after the holidays while I work on what I've got as far as your answers, ideas, and other things. Thank you very much for the help again in the mean time. Especially the ones staying serious about this and not slapping jokes in the thread.

To answer your questions:

1) The issue with spears is they are 2-handed basic melee weapons, not advanced melee weapons. If you're using a spear for the block ability, you are not using a Solar weapon.

As its a basic melee weapon, at 3rd and higher you only get your level/2 added damage instead of your level, and Weapon Focus: Advanced Melee would affect your Solar weapon or starknife, but not the spear.

So for levels 1 and 2, it is not a bad choice (does as much damage as Solar weapon, does more than a Starknife, nobody has weapon specialization yet, and you can put weapon focus off until 3rd). At third and later, I'd grab some form of advanced melee weapon.

2) An operative weapon wielding Solarian with 16 starting Dexterity and 10 base Strength will do significantly less damage over their SFS career than a strength based Solarian.

You're limiting yourself to 1d4 damage at level 1 and 2, 1d4+level/2 at 3-5, and 2d4+level/2 6-10, and 4d4+level/2 from 11-12.

Compare that to 1d8+Str at levels 1-2, 1d10+Str+level at 3-5, 2d8+Str+level 6-10, and 4d8+Str+level from 11-12.

In this particular case, you would be increasing your to-hit bonus by...

Yikes. Good advice, and scary stuff.

In any case, thank you. A lot of this is good information for me as I said.

So far, I'm heavily considering going Solar Armor due to more weapon options.

One big question there is what stats block would you guys consider for that based on the Android Icon bit?


Okay, another question since I've got some time and looked up the various Starknife and throwing weapons just in case.

First off, I appreciate the actual advice you guys have given. That alone makes me appreciate these forums a ton!

Seriously, if I could give you guys fame, reputation, XP, or something for taking the time to answer all my questions so far, I would.

Now, back to questions:

1) I noticed spears also have a thrown range, do a bit more damage, and have block that can help ACs as well. Is this a reasonable extra advantage for a Solarian as far as a possible replacement to a Returning Starknife? A Returning Spear could be interesting there.

2) You guys are right on the Android limiting my options a bit. However, I'm also considering some ideas here. One example is picking up an Operative weapon and going full Solar Armor instead of Solar Weapon. Is this viable from anyone else's stand point or not?

Hope to hear back from you guys after the holidays while I work on what I've got as far as your answers, ideas, and other things. Thank you very much for the help again in the mean time. Especially the ones staying serious about this and not slapping jokes in the thread.


Wow! Okay, thanks guys. Lots of stuff for me to look at definitely. I mean, shoot, I didn't expect to get this many posts this early in the week either.

I'll update my next set of days off with more.

Another question, however. The starknife. Is it a good back up as well if I choose to stay Solar Weapon? I'm still looking at it and I'm impressed with it's range later on. But, as most say, charging in recklessly in Starfinder is not a good idea usually.

Other than the starknife, is there any recommended weapons you guys can give? I know I've got a set of electrovore gloves on one chronicle sheet I can pick up if I choose to go Armor instead of stick to Weapon.

Likewise, a further question since it's possible I might be looking into it and I've yet to find out how it works. How does dual wielding work in Starfinder?

Hope to hear back and get some more advice on this.


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Hello! So, I am looking for some advice. This is an Organized Play character, as a note.

In any case, the character is an Android Solarian Icon that has freshly earned 2nd level, but I've not played yet as 2nd level.

I'm looking for advice on

My problem is that the character is pretty much a glass cannon from past play, and a melee oriented Solarian at that.

I do not want to multiclass if it can at all be helped.

I am also trying to make his name stick with it being "Mach Spirit" and going from there.

Sooo... here's the questions, advice I'm asking on.

1) Is there a decent way to setup a Solarian for melee combat with the Solar Weapon path or to make his way into melee combat without being shot down hard?

2) Is Heavy Armor Proficiency really worth it in this case? If so, can you explain the pros and cons to this? I've heard it being used before, but wanted to be sure because that's a lot of credits going into that if I do it, and it's liable to hinder my movement in most cases.

3) Anyone have a recommendation on Feats or the like to make the name stick? I'd like that a lot here, but don't know anything other than the movement feats to do that with.

Hoping fellow forum posters can give a hand here!


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Hiya. First time poster to the Paizo Blogs comments section, and rather new to organized play still.

I was wondering if there will be a list of what races might be available at conventions at any given time?

Otherwise, I love the player boon. It makes it worth the effort to attend games, go through scenarios as core races, and build up until you get the race you want. I'd love to see more like these going forward as well.

Another thought that has popped up: Why not make some sort of tracker through the society game tracker for this if that is an option? Just send an e-mail whenever you get your 12th or so individual game that you have this available.


Damanta wrote:

The legacy races will open up through boons.

They are not allowed without one.

Cool. Thanks for the info.


Hi. I had a question as I checked the Starfinder Society and was wondering if the legacy races are allowed in the society scenarios? I noticed it only mentioned the chapter 3 races in the guide, so figured ask before I even consider it there.


My Self wrote:

Make sure you are crystal clear with your GM about your Paladin code and what you can and can't do. There are some GMs who will try to ambush you and make you unwittingly fall for the smallest infraction, while there are others who will give you more heads up. Paladins falling is one of the most inflammatory sorts of debates on the forum, and it's also one of the things that threads (no matter the type) often devolve into.

Also, be sure you have a character concept that isn't just a cookie cutter stereotype of a Paladin. I mean, sure, you can make one that is Paladin-shaped and behaves just like you'd expect one to, but has more nuance or more heart than a simple Lawful Good cloneadin. Whether you write your character to justify your mechanics, or build your mechanics around what your character would choose - that's up to you.

Very, very good advice. Thank you. Contacted my GM and clarified that. Thank you!


TimrehIX wrote:
For a combat maneuver character the most important thing you can do is know the rules. Everyone knows how to attack but bull rush disarm and grapple are so uncommon almost everyone has to look up the rules. Book mark the pages and read the rules multiple times. I would even write abbreviated rules out on cards. You could then use the cards as book marks.

Good advice. I'll have to look those up as I go, even though my initial combat maneuver plan's been turned into "SMITE WITH GIANT SCIMITAR RAARGH" instead.


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My Self wrote:
Thomas M. wrote:
the Queen's Raven wrote:
For Sarenrae's sake, whatever you do don't fall. Do you have any idea how hard it is to lift someone up in full plate, with a shield and sword. How do you think that last guy ended up dead in the middle of the road?
But... but... they have levitation spells for that!

Take a nice, long look at the Paladin spell list. Do you see Levitation on there?

If a Paladin falls in a forest, and no one is around to hear it, the Paladin is not getting up anytime soon.

Yes, but if I'm alone, then I have failed in my duty to protect the party. Thus, if I fall in the forest and no one is around I should lay there and let the world take my body as I am unable to complete the mission of redeeming everyone.

Thus, if I have done my job, and protected my party... they have levitation spells for carrying my poor body back.


BadBird wrote:
Ah, my mistake with the Core part. Well, an Elven Paladin with an elven curved blade is still totally Core, and still very functional; something like 14STR, 15/17DEX, 14\12CON, 10/12INT, 8WIS, 14CHA and two-handing a curved blade with Power Attack does quite nicely by Core standards, and wears mithral medium armor very well.

Actually, I'm looking at Half-Elven. One thing that is stopping me so far is the exotic weapon proficiency, but it's a sacrifice for curved bladed weapon insanity I say. That includes the scimitar I'm considering for when I want more defense than the curved blade is going to give initially whenever I want to sword and board/shield the group such as against a large number of evil minions or the like.


BadBird wrote:
Thomas M. wrote:
BadBird wrote:

Paladins don't have to be like they are in the movies.

Dexterity-based in light armor, casting Bard spells with Unsanctioned Knowledge, raging with some Bloodrager... lots of unique things to do.

Okay, this made me curious. How would a Dexterity based Paladin be setup? If you have an example character sheet of this, I'd love to see it. Not that I'm liable to play one, but just for kicks.

With the new Scaled Fist Unchained Monk, I'd probably do something like:

Paladin / Scaled Fist Unchained Monk 1

1Pa. Weapon Finesse / Weapon Focus: X
2Pa.
3Pa. Slashing/Fencing Grace: X
4Pa.
5SF. Crusader's Flurry: X / +Dodge
6Pa.
7Pa. Power Attack

With a bonus unchained flurry attack and Paladin buffing, going with one-handed DEX-to-damage is still plenty deadly. AC-wise, you can stack DEX and CHA onto AC without armor, which is going to be very solid.

Interesting. I might have to look into the Unchained classes. I've only got the Core and Advanced Player's Guide handy physically here.


Kaladin_Stormblessed wrote:
Thomas M. wrote:
BadBird wrote:

Paladins don't have to be like they are in the movies.

Dexterity-based in light armor, casting Bard spells with Unsanctioned Knowledge, raging with some Bloodrager... lots of unique things to do.

Okay, this made me curious. How would a Dexterity based Paladin be setup? If you have an example character sheet of this, I'd love to see it. Not that I'm liable to play one, but just for kicks.
TWF or archery for extra attacks means smite bonuses on all those attacks. Harder in core without the options for Dex-to-damage or a Swashbuckler dip, though. Granted, I wouldn't play it in a campaign where I was expecting grey morality and a lot of non-evil enemies, but if Smite Evil is likely to function against at least nearly all major threats...

I had a flashback to Ronin Warriors with the Paladin Archery. I believe the catch phrase I'm looking for is 'Arrow Shockwave'? Nice idea, though, and if I decide to go the dexterity route, I'm gonna look into it. My only problem is figuring out how to be the defensive type as well. Thanks for the flashback and advice!


Jader7777 wrote:

Paladins just need strength and charisma. Wear a breastplate until you get to about level 5, then start wearing full plate.

In combat you want to protect your allies by blocking flanks and offering a lay on hands. You can swift action heal yourself and then standard action heal someone else making you potent in a difficult situation.

Remember to put 3 points into acrobatics so you can make your Total Defence go from +4 AC to +6 AC. Put your other points into your class skills and maybe climb.

At level 5 you get to choose one special boon. You can have a more powerful weapon or a special intelligent animal companion (For riding mostly). The weapon will allow you to deal a lot of damage when you hit things but the animal companion will make you move quickly around the battlefield (something paladins are terrible at even at high levels)

Here's some feat suggestions depending on what you want to take

Divine weapon
- Power attack
- Cleave
- Combat maneuvers

Divine mount
- Mounted combat
- Evolved companion
- Spirited charge

General feats
- Shield Focus
- Greater Mercy
- Fearless Aura
- Extra Lay On Hands
- Fearless Aura
- Adept Champion

I highly suggest you only use single hand weapons and have a shield in your other hand. As a paladin you need to always have high AC- remember that your smite will more than make up for any damage you give up from focusing on your defence. Good luck and stay rightous!

Okay, I'm kinda going 'wha?' when I see something like this at the moment. Thanks for responding to my post asking for advice for a first timer, but... yeah. A bit too much information there. Thanks.


Drahliana Moonrunner wrote:
BretI wrote:
Thomas M. wrote:
Another question for you guys out there. What factions are fitting with a Paladin's life style? Scarab Sages and Grand Lodge are two I'm eyeing for Perception bonus and class skill as a Half-Elf, for example.

I would suggest you read the Faction Journal Cards, as they give you an idea of what each faction wants you to do. My paladin of Erastil is a part of the Grand Lodge because he considers that the one that truly represents the Society. I think that a Paladin of Sarenrae could fit pretty well in the Scarab Sages -- wanting to rebuild what in their opinion was the greatest society ever.

There are two factions that I think could cause considerable problems for a paladin -- Liberty's Edge and Sovereign Court. It can be done, but can be much more tricky given some of the things those two factions get into.

The Silver Crusaders generally have a mission to redeem the Society itself from it's more negative tendencies.

Thank you both. And I'll look more into the Silver Crusaders and Scarab Sages. I don't, overall, have a good idea of which faction I should put in at the moment.


RealAlchemy wrote:
Thomas M. wrote:

Ack. All the replies over 3 hours. I take my eyes off the thread to sleep and you guys posted all that.

Thanks for the advice, and I'm gonna have to break it down some, I guess?

RealAlchemy - Well, that's one thing I'm considering. You got any recommendations to look towards possibly? Monk and Sorceror are two I'm considering with a long term of POSSIBLY aiming at something like Dragon Disciple. They're good, helpful back ups if I'm not too happy with Smiting things.

Because I'm wierd : (Not saying it's viable, but it will certainly be funny)

Highest two statistics Dex and Cha, multiclassed paladin and sorceror. You'll want magical knack : sorceror, point blank shot, precise shot, and maybe spell focus evocation. Specialize in rays and smite with them. Maybe even take one of the four elemental bloodlines for more random rays as a bloodline power. You'll get a bunch of confused looks.

You said it, not me.

And that is tempting. I'll look into the options on that before I finalize my sheet on my next days off.

One thing I considered on the side was Dragon Disciple but that would take some levels to get to.

Inlaa that posted after you brought up an even better suggestion that I like and I am considering how to alter my ideas to fit better. The only thing stopping me is that the scimitar would be useless, and I kinda like the scimitar as a "starting" weapon or at least a "shield and sword" type for when needed.


PCScipio wrote:
Is there a reason you don't want to join the Silver Crusade faction?

Woah, didn't say I didn't want to join. I'm just eyeing options here. I prefer keeping my options open just in case I see something worthwhile towards the character and however my play style comes out.


The Raven Black wrote:
Carry a ranged weapon

Good advice. I plan on doing so. I actually didn't consider that at all. Thanks!


BadBird wrote:

Paladins don't have to be like they are in the movies.

Dexterity-based in light armor, casting Bard spells with Unsanctioned Knowledge, raging with some Bloodrager... lots of unique things to do.

Okay, this made me curious. How would a Dexterity based Paladin be setup? If you have an example character sheet of this, I'd love to see it. Not that I'm liable to play one, but just for kicks.


BadBird wrote:

Paladins don't have to be like they are in the movies.

Dexterity-based in light armor, casting Bard spells with Unsanctioned Knowledge, raging with some Bloodrager... lots of unique things to do.

Actually, I'm probably gonna be closer to a Mongolian at the rate this is looking. So far selected gear is Hide Armor, a Scimitar, a Shield, and a Curve Blade. The Curve Blade is primarily for Smiting, of course. Still looking into my last trait here.


bishop083 wrote:

Oh man. I just realized that my favorite paladin spell ever made is from APG, not core. I know you're almost certainly not going to level at a convention event, but the thought of never having access to heroic defiance scares me. Immediate action use of Lay on Hands on yourself in response to falling unconscious/dying is AMAZING. And that doesn't even account for the extra d6 it gives you (which I almost always forget about anyway).

Glad I'm not in your shoes.

Hey, it's cool. I'm happy to get brought in gentle than tossed into the madness of all these different rule sets than just the core. Paladin's also the least complicated next to Barbarian, and I kinda have been watching this series called Garo lately... now I just need a way to summon some cool looking armor and turn my scimitar into a falchion.


master_marshmallow wrote:

What sources are allowed for traits? Seeker gives you Perception (as does Eyes and Ears of the City, but it requires you worship Abadar). Intimidate is another really good skill, and there are several traits which help with that, my favorite of which is Extremely Fashionable which also gives a +1 to diplomacy.

You really can't go wrong with a two-handed BFW and Power Attack.

I was pointed to this page: https://docs.google.com/spreadsheets/d/12bEd0Pjn9X58Twgoi_1SXP7FwlgftlaqIfA ms2vn40E/edit#gid=0

So I've been going off of there.

Another question for you guys out there. What factions are fitting with a Paladin's life style? Scarab Sages and Grand Lodge are two I'm eyeing for Perception bonus and class skill as a Half-Elf, for example.


Markov Spiked Chain wrote:
I'd take the Sword of Mercy trait, since you mentioned non-violent ways to make a point.

Core game, so only those.


the Queen's Raven wrote:
For Sarenrae's sake, whatever you do don't fall. Do you have any idea how hard it is to lift someone up in full plate, with a shield and sword. How do you think that last guy ended up dead in the middle of the road?

But... but... they have levitation spells for that!


Ack. All the replies over 3 hours. I take my eyes off the thread to sleep and you guys posted all that.

Thanks for the advice, and I'm gonna have to break it down some, I guess?

bishop083 - Thanks. I looked over those guides. Very nice. Definitely thanks for the non-disruptive guide. I was worried about that, too!

taks - Nah, carry the body back to the nearest town so we can see who it is. Or at least something that looks like heraldry or the like.

Errant_Epoch - Uh, yeah, but not sure I want a greatsword just yet. I'm noticing Smite Evil in this tends to abuse the hell out of Crits as well, and being Sarenrae gives me a perfect excuse to run with scimitar instead.

RealAlchemy - Well, that's one thing I'm considering. You got any recommendations to look towards possibly? Monk and Sorceror are two I'm considering with a long term of POSSIBLY aiming at something like Dragon Disciple. They're good, helpful back ups if I'm not too happy with Smiting things.

tonyz - Thank you. Very, very nice advice. I was considering embracing the Sarenrae Paladin concept here. Run with the scimitar and shield, maybe have a two handed back up weapon.


Hi there. So, I'm going to be at a convention in about three weeks and need some advice on how to make a Paladin that's fun. Pretty close to the ground up. The game is going to be Core, so I'm left with just the main rulebook and some traits. I'm hoping that someone out there can slap some advice down on me?

Thus far, what seems fun is a half-elf Paladin of Sarenrae. I wanted to specialize him in Disarm, so took Combat Expertise for starters. The Disarm's a good non-violent way to make a point. Plus, get the magic staff of doom away from the evil wizard type of thing. (Seriously, I ruined one poor GM's entire plotline by disarming one time. He had to call a break to decide what's next.)

I'm stuck a bit on my last few tweaks to ability scores if I need to, what I should have as my second favored class, character traits, and faction if any.

So, I'm imploring my fellow forum goers... I need help!


Majuba wrote:
Thomas M. wrote:
Hi.

Hmm... this one bears watching... [/inside joke]

Welcome aboard Thomas - keep looking, there's a shockingly high number of gamers around Texas.

It's actually more the distance than anything. Sadly, the Pasadena bit has fallen through so far. Next weekend I'm stuck at work, and the week of Owlcon I'm stuck as well. The only good news is that it's pretty much week on and week off for me, so I'm hopeful to if nothing else go up to Ettin Games, Asgard Games, or the like to play if need be.


William Ronald wrote:
Thomas M., maybe one of the players would be willing to GM and others can step up a little down the road? Also, it might be good to go to Owlcon if you can and see if anyone from the Beaumont area also shows up. Also, maybe try Meetup?

Owlcown is unfortunately out for me at the moment. I work that weekend, sadly. And yes, there are jobs that work on weekends. I plan on looking at the meetup groups tomorrow to try to get some ideas on which ones might be interested in Pathfinder and such.


So, tried some of the locations given. Comics Kingdom looks to be just a comic and figure store now. Hobby Store is just remote control cars or some such. And Book Stan at least had a board, but the ladies there said they didn't have a pathfinder group that came in and played. Their board had some players willing to get together.

I guess I'm back to square one and LFG again. Also waiting on some word back from at least two I've contacted to know rough days possibly among others.


Adam Daigle wrote:
Beaumont's my home town! Best of luck finding a game down there.

Nice to know. I plan on heading to Book Stan tomorrow and seeing if there's any Pathfinder games on their board or if they know of any.


Lindsey L. Long IV wrote:
I do not have anyone running pfs games in the Beaumont area. The closest I have is Pasadena and all around Houston.

Hi. And thanks for posting a reply so quickly. I'm currently in contact with the Pasadena coordinator, but would welcome possible contacts on the eastern side of Houston.

Pasadena so far is the closest one to me other than I think Humble, but that is the 2 hour drive one.


Stephen Ross wrote:

you could try;

Book Stan - comic book store
6055 Phelan Blvd, Beaumont, TX 77706, (409) 833-2324

Comics Kingdom - comic book store
8095 Phelan Blvd # A, Beaumont, TX 77706, (409) 860-4848

Hobby Shop - toys and such
8605 Landis Dr, Beaumont, TX 77707, (409) 866-0330

there's always the option to become a VA and help host/coordinate a game at one of the above locations or have someone who wants to do it contact your nearby Houston VC/VL... You'll need 4 people at a minimum (one can GM).

I actually didn't know about one of those. I might have to look into Hobby Shop. Comics Kingdom doesn't seem much into games if it is the one I'm aware of. Book Stan is, but I will have to double check on that one. Thank you for the information there. Unfortunately, the only one who wants to GM wants to go back to old school. I want to be a player rather than a GM here, mostly because I know I'm not suited for it.


Definitely a big help here. Sadly, the ones listed are also still a bit of a drive. The nearest coordinator I'm finding so far is probably the Pasadena one. It's about 30 minutes less probably.


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Hi. I'm new to the site, and new to Pathfinder. I am looking to see if it sparks my interest like the competition doesn't any more. But, my problem so far is that the only games I am seeing that are remotely close to me are all the way in Houston, which is a two hour drive for me.

So, I'm posting in hopes that maybe someone can point me towards someone who has a game or is willing to take on a new to the Pathfinder system type? Please let me know? Oh, I am in Beaumont, Texas. I'd rather avoid the two hour drive if possible. Thank you and hope to hear back soon. I'm also hoping I posted this in the right thread.