Paladin

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After re-reading the spell, it does explain it clearly. Thanks for all the feedback!


Gotcha...that makes total sense. What would the stat changes be in general from large to huge?


In the campaign I am currently playing in, my medium sized character just had enlarge person used with a permanence spell to make him a large character. From what I understand, now that permanence has been used, enlarge person can be used on me and take me from large to huge.

So I understand how enlarge person works changing a medium character to a large character, but what are the stat changes that come into play when changing a large character to a huge one?

This is all I could find in my search:

  • -2 size
  • +2 special size
  • -4 fly
  • -8 stealth

Aside from that, are there any other stat changes?

Thanks in advance!


Any suggestions for gear is also appreciated!


Oh yeah, forgot to add another item on that raised one of my saves. Don't have my sheet on me now, so I cannot remember exactly which item it was.


So here is some information on my first ever guy made a year or so ago. Since making this guy, I have learned a lot about the game (although I still have much, much more to learn) and have just recently gotten back together with the folks in the homebrew adventure this guy was made with. I am in need of some assistance on where to go from here though.

A few things first:
--We are doing a Pathfinder/3.5 hybrid with the main difference (PC wise) being that we are doing skills in the 3.5 way (hence me being able to get into Dragon Disciple at level 2).
--My guy is quite literally turning into a dragon and has to deal with the fallout from that (very rage filled indeed) while trying to be a warrior for good. I play him very much as a frontline character that uses his magic in combat in unison with his powerful melee strikes.

Here are the questions I have from here with this guy:
--What did I do wrong?
--What should I tweak about this guy?
--What feats should I look into next?
--Where should I spend upcoming levels based on how I want to play him?

Here is some character information too:

*********************************************

Sozin
Male Human Sorcerer 1 / Dragon Disciple 4 / Two Handed Fighter 3
NG Medium Humanoid (human)
Init +5; Perception +12
--------------------
Defense
--------------------
AC 28, touch 15, flat-footed 27 (+9 armor, +2 ring of force shield, +1 Dex, +4 natural armor, +1 ring of protection, +1 bracers of armor)
hp 78
Fort +7, Ref +3, Will +7
--------------------
Offense
--------------------
Speed 20 ft.
Melee Nodachi +14 (1d10+24; 18-20, x2)
Bonus dmg = 10 (1.5 x 7/Str mod) + (+1 gauntlets) + (+1 wep) + 2 (Arcane strike, 4th level caster)
Special Attacks Overhand Chop (dbl STR bonus on first attack)

--------------------
Statistics
--------------------
Str 25 (17 at creation, +2 Human bonus, +4 from DD, +1 @ lv 4, +1 @ lv 8), Dex 12, Con 14, Int 12, Wis 12, Cha 16
Base Atk +7
Feats
Feat lv 1: Intimidating Prowess
Feat lv 1 (bonus Human feat): Arcane Strike (at 1 dmg & 1 more every 4 caster levels up to 5)
Bloodline/DD Bonus Feat: Power Attack (DD level 2)
Feat lv 3: Furious Focus: removes Power Attack penalty
Bloodline/DD Bonus feat: Improved Initiative (+4) (DD level 4)
Feat lv 5: Dazzling Display (intim all foes in 30 ft radius)
Feat lv 6: Weapon Focus (Nodachi) (level 5/fighter lv 1)
Feat lv 7: Leadership
Feat lv 7 (bonus fighter feat): Arcane Armor Training (reduce ASP by 10% as swift action)

Thanks in advance!


Static Hamster wrote:

Is LG all that there is to this character?

I would think whatever OTHER aspects of this character you have would come into play in the decision making.

100% get that and I have a few ideas on how I would handle it...I was just looking to others to get their input as well. Law, duty, and honor are a few of the biggest themes with my character.


MrSin wrote:
More seriously there probably isn't a right answer I'd know more than you since its your character and you know what your own dwarf would do. I'd presume that during the adventure path you have some priorities.

My main priority at this point is to protect Sandpoint and it's people due to my backstory. I essentially came there to apprehend my brother who was crazy and on the run. After catching him at the end of the first part of RotRL, he essentially said "You haven't seen the half of what we have in store for Sandpoint," so I came back to help protect the city and citizens, but Hemlock seems less than helpful at this point (in the eyes of my character).


Deadmanwalking wrote:
Out of curiosity...what's he done to demonstrate incompetence? In a general, non-spoilery sense. Ie: Let prisoners escape, not done things about major crimes, not jumped when the adventurers told him about X, etc.

It's been little things up to this point that basically fall into one of two categories:

  • When asked about old cases, he has told us a few times something along the lines of "that wasn't important" or that a person wasn't involved only for us to find out that it was important or that a person was involved (but he did not know it at the time)
  • When faced with negligence on his part essentially responding with "Well, what did you expect me to do!"

This is somewhat compounded by the fact that I am a Duergar (so I am a little more black and white in my interpretation of law enforcement) and my god is Kols (which is all about duty and he seems to be slacking in his in my eyes).


Currently playing RotRL and in need of some advice. I have some thoughts of my own, but would love insight from others on how they would play this. I am playing a Stonelord with a backstory that has me as basically an officer in my society that left my city to apprehend a criminal. Upon capturing him, I find out that much more nasty stuff is in store for Sandpoint, so I head back to protect the town with my adventuring party. The more I deal with Hemlock, the more my character is getting the impression that he may be incompetent.

How would you all play a LG character dealing with this situation (being essentially a "cop" and dealing with incompetent "cops")?

Any and all feedback is greatly appreciated!


Nick Bolhuis wrote:
The elemental is exactly the entry listed in the Bestiary, unless otherwise noted, so however many HD it has in the entry is how many HD your elemental has

Sweet...thanks so much!


ingenuus wrote:
MrSin wrote:

It has a HD. Small starts with 2, and it goes up everytime it increases size.

Less insulting next time.

Genuinely wasn't trying to be insulting, sorry if it came off that way. I've seen a lot of people read half of a post and respond to that.

I cannot find where it mentions HD on here. Think you can give me a source to show my DM so he doesn't think I am trying to get one over on him.

To clarify, this line is confusing to me since I am unsure if the elemental is a creature or a monster (or if there is even a difference based on this text):

d20pfsrd wrote:
As a creature gains levels, it gains additional Hit Dice. Monsters, on the other hand, gain racial Hit Dice, which represent the monster's general prowess and ability.


MrSin wrote:

It has a HD. Small starts with 2, and it goes up everytime it increases size.

Less insulting next time.

Genuinely wasn't trying to be insulting, sorry if it came off that way. I've seen a lot of people read half of a post and respond to that.

I cannot find where it mentions HD on here. Think you can give me a source to show my DM so he doesn't think I am trying to get one over on him.


Maybe you didn't read what I wrote, so I will add bold for emphasis.

ingenuus wrote:


For the smite, how do you figure out the damage bonus since it neither has a level (like a paladin would use) or HD per say like an NPC would have?

I mentioned both what a paladin would use (it's level) and HD since those are the two instances of smite I can find that tell you what to add as damage. I cannot find anything saying what a Stonelords Earth Elemental uses for either its level or its HD.


Anyone have a source for all the attacking from cover stuff mentioned here? I want to be able to show my DM all this stuff when I bring it up with him.


Imbicatus wrote:
Also don't forget that as it has the Celestial Template, so it can smite if needed too.

For the smite, how do you figure out the damage bonus since it neither has a level (like a paladin would use) or HD per say like an NPC would have?


blahpers wrote:
Improved cover is +8 to AC. Total cover is just that, total; you cannot attack a target with total cover.

So would the elemental have improved or total cover then?


Nefreet wrote:

Its regular attack is a single slam at +6 for 1d6+4.

Power Attack changes this to +5 (1d6+7)

Earth Mastery changes this to +6 (1d6+8)

Oh, it's totally not up to par with a regular Bonded Mount, but it doesn't have to be. It's just different.

So, to make sure I am understanding, I can just have my Earth Elemental go underground to power attack people and it would be +6 (1d6+8) with a 50% chance for enemies attacks to miss it as long as it remains underground?

Sorry if that is a silly question, I just haven't done much with concealment/cover before.


Currently playing, and LOVING, a Paladin/Stonelord and just got to level 5 (so I got my Earth Elemental pet). Never had a pet like this before, so I was curious as to whether or not they could use weapons and/or wear armor.

Any info and sources are greatly appreciated!

Thanks!


blackbloodtroll wrote:

Magus is one the non-playtest classes I have the least experience with.

I know upping your critical threat is key.

My biggest concern, has been dealing with early levels, when the damage is light, and you're still squishy.

Is this for an adventure path?

Nope...DM is creating it


My game is starting up this Saturday, so any and all input on the build in the original post would be greatly appreciated!


FrodoOf9Fingers wrote:

Just going to drop this here...

I have gone through that but being new to the class, I wasn't sure if there was anything to keep in mind for doing both Bladebound and Kensai together (since it is only covered in about two sentences towards the end).


Approval for using that weapon with Dervish Dance.


Ha, like you actually attack yourself with the AoOs?


Yup, that is why I as going Weapon Finesse at level 1 and Dervish Dance at level 3 (got approval for that already).


Finally decided on my next character and it will be a Tiefling Bladebound Kensai. Any advice/suggestions on how to build it are greatly appreciated. It's a 20pt buy with 2 traits (or 3 and a drawback). Here is what I was thinking for starting stats:
STR: 13
DEX: 17 (19)
CON: 14
INT: 14 (16)
WIS: 8
CHA: 5

Feat level 1: Weapon Finesse
Trait: Outlander
Trait: Magic Lineage (Shocking Grasp)
Trait: Reactionary
Drawback: Vain

Should I go DEX or STR build with this? I was leaning more towards DEX, but am definitely open to swapping. Are my starting stat ideas off? Any suggestions on feats/traits? I was thinking of going Rhoka (1d8; 18-20)as the weapon and my DM is allowing me to have that for the first few levels and then basically have it change into the Black Blade.

Any and all thoughts are greatly appreciated!


How is it for the early levels (say up to 6 or so)?


So I am about to start a new group up in a 4 person, 20 point buy in custom campaign. I was deciding between Alchemist and Magus, but then, upon hearing what the rest of the group was going to play, I wondered if I should go a different direction. We are going to have an Inquisitor (2 handed weapon), Bard, and a Combat Maneuver Fighter.

Thoughts on what I should play as the fourth character in this group?


Ok, now for the real question I guess...any idea if Bladebound Kensai is functional at all or is it just sort of a meh way to go?


Bladebound Kensai Magus is what I have read about. Is that possible?


I have read several threads talking about this, but I wasn't sure exactly how you go about doing this. Do you literally mix them at the same time and just trade off what they are missing from the main class or is it something else?

Any and all information would be greatly appreciated!


I have been reading up on Magus and have found them to be very interesting. I have never played a full spell caster before (I am fairly new to d20 games), so this also seems like a good hybrid to get me more familiar with casters before eventually playing one. I was thinking of making a Tiefling Kensai Magus and was wondering what all advice folks could offer on playstyle and a dex build for this character with a 20 point buy in.

Thanks in advance!


So I am starting another game up with my main groups DM so he can get his gaming fix in, so I am trying to decide which class to pick. My primary experience in the game so far is playing melee characters (melee focused Dragon Disciple and Stonelord/Paladin) and one Fighter (Archer archetype). I sort of what to play something a bit different this time though. From what it looks like, two other folks in my group are leaning towards Inquisitor and Fighter (Combat Manuever focused)...not sure what the fourth person will play though. It's going to be a 20 point buy in, 2 traits (or 3 with a drawback), and the campaign is going to be one made up by this groups DM.

I want to be able to do the following things:

  • I want to be able to do damage, but I do not need to be the highest damage dealer.
  • I want at least some out of combat viability...my other characters have been super focused on combat.
  • In all the games I play, I tend to enjoy playing classes that have different mechanics in play than the norm.
  • Whatever I got for, I want to be able to optimize as much as possible. I don't want a broken class or anything, but I want something that I can push the limits of as much as possible (which I guess could be any class).

The main classes I have thought about are a Scarred Witch Doctor, Magus, and an Alchemist.

Any thoughts that folks can share will be extremely useful.

Thanks!


We weren't exactly sure what the standard rules were, hence the discussion and me asking :)

Thanks for the feedback though, this is extremely helpful!


This came up in a game last night and I was curious as to what the actual rule was for it. If a gunslinger has the ammunition that allows them to reload as a move action (paper cartridges iirc), are they allowed to do the following in a single turn:

  • 5 foot step away from an enemy
  • reload gun
  • shoot at enemy

Any actual references to rules would be greatly appreciated on this!


This all sounds ridiculously AMAZING haha. I am definitely going to look into the Paragon Surge thing some more as well as checking out Brewers Blockbuster Wizard guide. I guess the one that sounds the most appealing to me at this point would be this one that Taenia mentioned:

Taenia wrote:
I am playing a Druid/Barbarian/Monk build in pfs right now with high dex, great saves, high ac, high damage, wild armor, evasion, multiple attacks and uncanny dodge and running around as an air elemental using a hat of disquise to look like a human. With shaping focus he is immune to crits/sneak attacks and bleeds so he like to be up front when the door opens and see what hits him.

Anything you can send my way about that would be most appreciated since I have never played any of those three classes (stat allocations, feat suggestions, gear, go to strategy, etc.).

I would love to hear more from anyone with anything to share too. This has been very eye opening on all the insane options in the game too.

Thanks!


This is all greatly helpful right now. Any other suggestions are also most welcomed!


Good deal...any place I can look for more information on what all that does so I can mess with my DM?


Will be starting up a new game soon with some friends and I am pretty good friends with my DM. We have been friends for about 10 years and he is one of the ones that got me into DnD type games in the past year. We joke around a lot and give each other a lot of crap.

As a joke, I want to have my new character in our upcoming game be a super optimized/power gaming/min-maxed character that will just drive him up the wall. I really only plan on playing like one session with this guy and then I will bust out my real sheet going forward, but I want it all to be legit with this character to give him a hard time. Would love some advice from everyone here on what this could be.

Here are the parameters:

  • Starting at level 10
  • 20 point buy
  • Pathfinder material only (all of it except Psionic)
  • I want to be as good at as many things as possible to drive him up the wall.

Any and all suggestions are most appreciated!


Good deal...didn't think so, but didn't know the reasoning behind why it wouldn't work.

Thanks!


If player 1 casts form of the dragon on themselves and player 2 casts enlarge person on them (either before or after player 1 casts form), do these stack/interact at all? I would imagine not since that could prove to be a little bonkers, but I wasn't sure so I thought I would ask.

Thanks in advance!


This has all been super helpful...guess I will check out full Magus as a back up character (or maybe my next character).

Thanks!


Hmm...ok. This is helpful, but presents me with more questions. Have an example of Magus builds/guides and/or info on Assassin so I can look at both and see which fits my play style more?


MarcFrey wrote:

It depends what you want to do, if you''re into optimizing your character, then everyone will tell you that the SpellBlade archetype is horrible, mostly because what you trade in for the spellblade isn't worth it.

If you just like the RP aspect of spawning a dagger etc. Then go for it, it will definitely make your character look awesome :)

What would you suggest if going for optimization? Is Magus even good to take before Assassin? I was more drawn to Assassin than Magus, so if you have another thought that would be better suited to take before going Assassin, I would love to get some info on that too!


Spellblade looks good for an archetype, but any and all information or guides would be super helpful.

Thanks!


I would go for Rise of the Runelords. Starts off at low level which would be good for a new group. There may be others better out there, but it is the first campaign my friends and I are doing right now and we love it!


So there is a slight chance that I end up getting my current character killed and will have to roll a new one. One thought I had that looked pretty fun was a Magus/Assassin character. I have no idea about how to actually play either class, but the thought of them together from what I have read about their play style seems interesting/fun.

Any advice on this combo? Any good? Terrible? Suggested race/archetype/builds? Any info is greatly appreciated!


Good deal. This is very helpful...thanks everyone!


I am currently playing a Stonelord and they get an ability called Stoneblood. This is what is does:

d20pfsrd wrote:
At 3rd level, a stonelord's vitals begin to calcify and her blood transforms into liquid stone. She adds her paladin level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects.

Just not entirely sure when the precision damage would come into play, so I am trying to understand more.


I have only ever really seen it applied to rogues and sneak attack. What else is considered to be precision damage?

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