Raistlin

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Mercurial - I would like to see that build because of summoner I doubt I could play it in my group but it does sound very interesting.


From what I've looked at racewise depends on what your GM allows. But human has been my go to on paladin just because that extra feat helps tremendously early on.


You also have a few Elementals with DR. But anyway the fighter dip was one thing I was thinking about. When to do it was what I wasn't sure about and I think Axebeard hit that on the head for when.


Yeah going straight paladin for a reason. being able to at later lvls give smite to my entire party is a very nice bonus.


StreamofTheSky - I agree completely with you.

Nepril - Dropping out of Paladin at fourth makes it so i don't get divine bond which is useful. And even aura of Resolve immune to charms. Most of my groups games go to lvl 10. Plus I really don't care for ranger a whole lot I'd go fighter before i went ranger.


Alright so I decided to Write this up as a backup character to my Wizard I'm currently playing.

This is a Archery Paladin Build
from lvl 1 - 10

Object of this Character is to Smite at Range and be a minor party Face
RP wise this character will Be strongly set in the destruction of Evil, and the Vengence of those who commit evil deeds. Hopefully while NOT being the average jerk paladin we are used to in our group.

Spoiler:

Oathbound Paladin of Vengence
Iomodae
Human

Stats
STR 16 +3
DEX 17 +3
CON 14 +2
INT 7 -2
WIS 7 -2
CHA 16 +3
All Stat Boosts into DEX

Skills invested in will be Diplomacy and Sense Motive

Feats
1 Point Blank Shot
1 Precise Shot
3 Rapid Shot
5 Deadly Aim
7 Many Shot
9 Clustered Shots

Mercies will be Fatigued, Diseased, then Cursed
Using Divine Bond for the Weapon instead of a Mount
Gain Channel Wrath instead of Channel Positive Energy


Axebeard - With what our GM told me after i had told him i was making this character is that he would attack the summons if they "provoked" the enemy somehow. Which in our group is normally who bashed its face in the hardest.

bfobar - Not a fan of Clerics even if my group didn't act like Divine casters were heal-bots. I'd rather play Oracle over Cleric.

LazarX - Stats were adjusted later in the thread to str 8, dex 16, con 16, int 18, wis 9, cha 7. Obviously not old because those stats wouldn't be possible if I was.


Gignere wrote:
Zeiph67 wrote:

Mericurial - Sorry you posted that after good in theory though if our group allowed it.

Gignere - If i played Cleric i would be expected to heal and never use my other spells except for party buffs. That is how it goes with healer classes in our group pretty much. combat divine like Paladin is a little different. Even our Bards pretty much do healing and buffs for the most part.

Axebeard - GM said no on using Dimensional Agility with Shift. Not a huge deal for me. I'll 5ft step away, do my stuff, and then shift further.

Hell if that is the case I'll tell the group that I am a conjurer and still roll a cleric. Just wear light armor and carry a buckler, than pretend to roll ASF every time you cast.

Pick up a trait and max out bluff. Work with the GM and see if he is down with that. Really fits a cleric of Cayden Cailean to pretend to be a wizard.

LOL! Yeah thats an idea... Going with the Wizard because I've never gave them a shot mainly. Played a pretty much everything else or drawn one up, but never truly gave wizard a try.

Axebeard - After looking over the summons list later on it isn't worth it so much. What do you think about Spell Specialization instead. Essentially giving me two extra rounds of my summon, and i can up it to the next SM every even level


Mericurial - Sorry you posted that after good in theory though if our group allowed it.

Gignere - If i played Cleric i would be expected to heal and never use my other spells except for party buffs. That is how it goes with healer classes in our group pretty much. combat divine like Paladin is a little different. Even our Bards pretty much do healing and buffs for the most part.

Axebeard - GM said no on using Dimensional Agility with Shift. Not a huge deal for me. I'll 5ft step away, do my stuff, and then shift further.


Not allowed in my campaign otherwise i would have... last two people that played summoner broke the hell out of it to the extent they could solo pretty much anything 3-4 crs higher than us


good point Stream decided on not going old and altered the stats

Str 8
Dex 16
Con 16
Int 18
Wis 9
Cha 7


alright how bout a readjust
Str 9
Dex 13
Con 12
Int 21
Wis 9
Cha 9

and as soon as i can I'll be using the age resistance spells to get rid of the age penalties. thus changing my stats to

adjusted old
Str 12 12
Dex 14 15
Con 15 13
Int 21 22
Wis 9 9
Cha 9 9


Dropping a few of the later level feats for Metamagics like StreamOfTheSky suggested and improved initiative is crucial must go first


ciretose wrote:
Zeiph67 wrote:

Ciretose - With the fort saves I agree, but the object of Teleportation ability shift and being a wizard in general is to stay way out of combat.

Yes, but you have so few hit points that you are literally one good shot from unconscious throughout, even at range.

What do you suggest to raise my Con.


Ciretose - With the fort saves I agree, but the object of Teleportation ability shift and being a wizard in general is to stay way out of combat.

StreamOfTheSky - No that familiar isn't allowed in this campaign. Prohibited are Divination and Necromancy forgot to put that up there. The metamagics i will have to consider. and i think I'll swap the wondrous and arms makes sense.

Axebeard - thanks for the advice on dimensional agility. My character is focusing on summoning more than anything but i may be able to move spell greater focus up further


where do you recommend i put that lvl wise


Wizard Conjuration(Teleportation) Specialist(Focused)
Prohibited Necromancy and Divination

Race - Elf
Alignment - N
Old age

Stats
Str 09 - 12 base, -3 old age
Dex 14 - 15 base, -3 old age, +2 racial
Con 10 - 15 base, -3 old age, -2 racial
Int 22 - 18 base, +2 old age, +2 racial
Wis 09 - 7 base, +2 old age
Cha 09 - 7 base, +2 old age

Stat ups all go into Int

Skills Fly, Knowledge(Arcana, Dungeoneering, Nature, Planes, and Religion), Linguistics, Perception, and Spellcraft

Familiar Bat

Feats
Wizard - Scribe Scroll
Lvl 1 - Improved Initiative
Lvl 3 - Spell Focus(Conjuration)
Lvl 5 - Augment Summoning
Wizard 5 - Extend Spell
Lvl 7 - Greater Spell Focus(Conjuration)
Lvl 9 - Superior Summoning
Wizard 10 - Craft Wondrous Item
Lvl 11 - Spell Penetration
Lvl 13 - Toughness
Lvl 15 - Quick Draw
Wizard 15 - Quicken Spell
Lvl 17 - Dodge
Lvl 19 - Greater Spell Penetration
Wizard 20 - Craft Magic Arms and Armor

Any advice would be much appreciated on the build.