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
Object of this Character is to Smite at Range and be a minor party Face
Spoiler: Oathbound Paladin of Vengence Iomodae Human Stats
Skills invested in will be Diplomacy and Sense Motive Feats
Mercies will be Fatigued, Diseased, then Cursed
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:
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.
ciretose wrote:
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
Wizard Conjuration(Teleportation) Specialist(Focused)
Race - Elf
Stats
Stat ups all go into Int Skills Fly, Knowledge(Arcana, Dungeoneering, Nature, Planes, and Religion), Linguistics, Perception, and Spellcraft Familiar Bat Feats
Any advice would be much appreciated on the build. |