Shoanti Fighter

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We are starting at level 1 and may make it as far as 3. Figured the party could use a melee character that can wade into the front lines. Willing to try any class that can wield two-handed weapons as long as it's not too complicated to run. Just need help setting it up.


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I want to play a Qlippoth Tiefling because of the +2 to STR and WIS and blur (where enemies have a 20% chance to miss me) with the Paladin archetype: Tortured Crusader which uses Wis instead of Cha for abilities.

My stat rolls are: 18, 12, 10, 15, 14, 14

Our campaign will take us up to level 16. What's the best way I can build this character to help keep my party alive? Be aware that I am the only one who can cast divine spells so some healing is a must.


I'm going to have 6 players. Without adding additional creatures, how can I adjust the encounters to give them a challenge?


In Pathfinder, I usually allow my characters max hp until level 3. I feel it gives them a better edge.

And instead of rolling extra dice for criticals, we just roll normal damage, add in Strength, and double it.

We allow sleeping to fully heal you and restore your spells and abilities.

Other than that, we try to stick to the rules.


One of our GMs asked us to make a level 16 character as we would be heroes coming out of retirement.

I need advice for race and feat progression.

The numbers I rolled for stats are:

10
17
16
15
18
13

I like being able to deal massive damage and take down more than one creature, if possible.


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In the playtest, I will be playing a Goblin Paladin. But in my honest opinion, goblins, like the 1/e half-orcs, should be too chaotic in nature to become Paladins. I think they should only be able to take alignments along the chaotic axis.

Don't get me wrong, I love goblins. As I've mentioned before, I have a Goblin DK on WoW and she is my main on horde. I just feel that for tabletop RPGs, it'd just be more realistic for them not to be lawful good Paladins. Now, if they make it to where Paladins can be any alignment, it would make more sense.

Just my thoughts.


The book says under Champion Powers in the Paladin class that "You gain the ability to cast the lay on hands champion power by spending 1 Spell point."

Does this mean you automatically get it? Why is it worded this way? It seems to me they were trying to do with this like they did with heal for the cleric, except Paladins don't prepare their powers at the beginning of the day, they can instantly cast any of them by spending 1 spell point and an action (that is if I'm reading it correctly).


I'm going to be playtesting the dawn campaign path soon and I'm going to be playing a Paladin that also serves as a healer. I know I should get Cleric Dedication and Basic Dogma:Emblazon Symbol. Any other advice for this build? Ancestry/General feats, etc.

Would it be too much to go Fighter Dedication as well to get Double Slice and equip 2 sawtooth sabers?


Do you have to roll on both attacks? Can you quote from the book to back up your answer?

I'm asking because a friend of mine is really skeptical. He believes that Power Attack is way better than Double slice because you have to roll for both attacks, meaning in the long run, Power Attack does more damage.


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I think Champion Powers should be put in with the Paladin class or at least a short description of each. Seems a real hassle and confusing to dredge all the way through the spells to figure out what to choose.


As you're requesting feedback, I would suggest making the rulebook easier to circumnavigate. Instead of having to look through the whole book to see what things do, put it in the most relevant places. Everything needed for character creation should be in that chapter. You shouldn't have to look 2-3 chapters just to figure out what all your character can do.

Obviously, feats, skills, and spells should be in other chapters, that's understandable. Just everything mentioned should be in those chapters as well.


Don't know if anyone has asked this yet, so here goes. What does Expert, Master, and Legendary proficiencies have to do with weapons and armor? I can't find it anywhere.


My favorite class is a fighter and my favorite weapon is the greatsword. Which feats would you choose to use to maximize this type of class? I usually choose Power Attack, Cleave, Great Cleave, Endurance, Die Hard, Toughness, Weapon Focus, Weapon Specialization, and then the Greater form of the previous 2 feats. The others are usually just random, but I'd like to hear your all's opinions.


I see that Use Rope is gone but what do you use for that skill now? Not everyone knows how to use rope (I know I don't).