| Hyrum Savage |
So.... my character died (a fighter) and I'm rolling up a new one for a dungeon crawl. We're 2nd level, can only use Core and APG, 20 point buy. We don't have a rogue, hence the need for the Vagabond Child trait. I get 1175 gp to spend and can only have 4 magic items total. What, if anything, should I change in this archer paladin build?
ELICIA STORMRAVEN CR 1
Female Human Paladin (Warrior of the Holy Light) 2
LG Medium Humanoid (Human)
Hero Points 1
Init +6; Senses Perception -2
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DEFENSE
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AC 20, touch 13, flat-footed 17 (+6 armor, +1 shield, +3 Dex)
hp 18 (2d10+2)
Fort +7, Ref +7, Will +4
Resist acid 1, fire 1
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OFFENSE
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Spd 20 ft.
Melee Cold Iron Longsword +4 (1d8+2/19-20/x2) and
Silver Mace, Light +4 (1d6+2/20/x2)
Ranged Longbow, Comp. (Str +2) +6 (1d8+2/20/x3)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
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STATISTICS
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Str 14, Dex 18, Con 13, Int 7, Wis 7, Cha 16
Base Atk +2; CMB +4; CMD 17
Feats Point Blank Shot, Precise Shot
Traits Reactionary, Vagabond Child (urban): Disable Device
Skills Acrobatics -1, Climb -3, Diplomacy +7, Disable Device +7, Escape Artist -1, Fly -1, Ride -1, Sense Motive +2, Stealth -1, Swim -3
Languages Common
SQ Aura of Good (Ex), Divine Grace (Su), Hero Points (1), Lay on Hands (1d6) (4/day) (Su), Weapon Cord
Combat Gear Longbow, Comp. (Str +2), Cold Iron Arrows (50), Silver Arrows (50), Silver Mace, Light, Breastplate, Buckler, Cold Iron Longsword; Other Gear Alchemist's fire (flask) (2), Backpack (9 @ 15 lbs), Flint and steel, Holy water (flask) (2), Potion of Cure Light Wounds (2), Potion of Protection From Evil, Potion of Sanctuary, Rations, trail (per day) (2), Rope, silk (50 ft.), Smelling Salts, Tanglefoot bag, Thieves' tools, masterwork, Weapon Cord
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SPECIAL ABILITIES
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Damage Resistance, Acid (1) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Fire (1) You have the specified Damage Resistance against Fire attacks.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Grace (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Lay on Hands (1d6) (4/day) (Su) You can heal 1d6 damage, 4/day
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Weapon Cord [/b] Attached weapon can be recovered as a swift action.
| Ashiel |
Drop the composite longbow, grab a sling. The composite longbow is way expensive at this level, and the range likely won't matter too much in your dungeon environment. The sling is more useful as a utility weapon (you can hurl rocks with light on them to see down corridors or illuminate water, etc), and it comes with free strength modification.
I'd consider dropping Dexterity to 16 and raising Strength to 16. It'll give you more umph at this level, allow you to carry more gear, make your melee better, and you it's not a huge hit to your ranged accuracy, and gives you a better average damage. This is fairly optional, however. It's a matter of preference, but if you have the correct feats then accuracy shouldn't be a problem; and you'll want to be able to melee decently if the need arises.
Speaking of melee, pickup a 2 handed reach weapon and a spiked gauntlet for when you gotta throw down.
At 3rd level, I'm guessing you will get rapid shot. This is a good time to upgrade to a masterwork composite longbow of the appropriate strength modifier. You'll want a masterwork one because you'll likely want the +1 to hit, and the option to enchant it later.
Finally, if you're dungeon crawling, consider picking up a few more utility items. A steel mirror, a pouch with 1gp worth of chalk, and consider dropping a potion of sanctuary for an antitoxin or two, since the +5 equipment bonus on saves vs poison for 1 hour is likely more useful in an emergency than a DC 11 sanctuary.
Oh, and don't forget light sources. A burnt out ioun stone (the gray ones) is 50 gp. Have continual flame cast on it for you (150 gp) and forget the need for a torch.
Shisumo
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I'd second most of what Ashiel said, with the possible exception of the reach/spiked gauntlet question, but that's mostly an issue of the buckler, and you have the same question already with regard to the longbow.
Does someone else in the group have a sufficiently high Perception check that they'll be able to point you at the traps when you're going to be disabling them?
| Sangalor |
I am a bit confused - isn't your chosen weaponry way above the money you mentioned and breaking all the wealth by level guidelines? Totally alright if your GM decides to allow it, just wanting to make sure that you're really 2nd level and all advice given is based on correct assumptions. That would strongly affect any advice I give... :-)
| Hyrum Savage |
I am a bit confused - isn't your chosen weaponry way above the money you mentioned and breaking all the wealth by level guidelines? Totally alright if your GM decides to allow it, just wanting to make sure that you're really 2nd level and all advice given is based on correct assumptions. That would strongly affect any advice I give... :-)
It's a standard composite longbow at +2 strength bonus. (ie: not magical)