The Melee Role Playing Experience.


Advice


Hello fellow Pathfinders! I'm here to ask a question that may or may not branch off into multiple other questions. First off I want to play a melee character. Currently I'm thinking of the inquister, the magus, and the paladin. What do these classes excel at in and out of combat? Is there any feats, items, and/or spells that you think are absolutely a necessity on these classes? Thanks again for your help!


How about a ranger or a barbarian? Both have enough skills to take a significant noncombat role. You could even be a warrior-poet like a very famous fighting man that folks around these parts can't decide whether he is a barbarian or a ranger...

What do I know of cultured ways? The gilt, the craft, and the lie?
I who was born in a naked land, and bred in the open sky.
The subtle tongue, the sophist's guile, they fail when broadswords sing,
Rush in and die, dogs - I was a man before I was a King.

(From The Phoenix on the Sword, Robert E Howard, available on Gutenberg project Australia last I checked)


Cleric or summoner?

The extra meat shields from Summoner would help out a ton, and clerics can cast a lot and stay in melee.


EWHM wrote:

How about a ranger or a barbarian? Both have enough skills to take a significant noncombat role. You could even be a warrior-poet like a very famous fighting man that folks around these parts can't decide whether he is a barbarian or a ranger...

What do I know of cultured ways? The gilt, the craft, and the lie?
I who was born in a naked land, and bred in the open sky.
The subtle tongue, the sophist's guile, they fail when broadswords sing,
Rush in and die, dogs - I was a man before I was a King.

(From The Phoenix on the Sword, Robert E Howard, available on Gutenberg project Australia last I checked)

Ranger sounds interesting.

Cheapy wrote:

Cleric or summoner?

The extra meat shields from Summoner would help out a ton, and clerics can cast a lot and stay in melee.

We already have a cleric and last campaign I played a summoner and found it to be a little too much paper work for my liking.


Sorry, I responded to the wrong post with that comment.


Cheapy wrote:
Sorry, I responded to the wrong post with that comment.

That's fine with me.

Grand Lodge

I'm going to attempt to answer this as best as I can. And what I think you're asking. If you go with inquisitor you could have him be a fire and brim stone type preacher. The paladin could be a religious judge or something similar for the church. As for the magus, he can almost take the same out of combat role as a wizard, though maybe with a bit more of temper. Those might be a little stereotypical but they'd work.


Paladins, Inquisitors, and Magi are all able to do fairly well for themselves in Combat, no need to really worry about that part of it.

Paladins are the most skill-starved of the three, normally only having one or two skills of the player's Choice. They tend to have high-ish Charisma, for skills that focus down on that stat might be best.

Magi get several more skills that paladins inspite of having the same 2+int baseline because INT is one of their primary stats. Indeed, you'll need to at some point get 16 INT in order to cast all your spells, so that already means you'll have at least 5 skills to choose from. Whichever ones you end up having are up to you.

Inquisitors are crazy skillful. Even if you dump your INT to 7 pre-racials, chances are you'll still end up having more skills than a Paladin who has a positive modifier. One of their class features focuses on Monster Identification for the purpose of figuring out weaknesses and abilities, so to best take advantage of that class feature, put points into those skills. While not normally high-charisma, the Conversion inquisition does allow you to replace CHA with WIS, so you can potentially party face (And with Sense Motive as a class skill in a stat that you nead at least a 16 in, you should be set.)

They all play pretty differently in combat in the sense that their class features are all unique from each other, but 2HF or S+B would probably be best, since they're all of those classes are too feat starved to effictivly 2WF.

There are a couple of guides floating around the boards that might be able to help you out in terms of building theses characters too.


I can weigh in on the inquisitor. I have a 4th level dwarven inquisitor of Torag with an 8 Int and he still has what it takes, skill wise. I do have a hard time role playing a slightly dim witted character who also has a ton of knowledge, but that's my problem. I make it work somehow.

Here's what he has, not sure if it's "optimal" or not, but it's worked so far. He's got one 2nd level spell other than cure moderate wounds (i'm the only one who can cast heals) and it's Flames of the Faithful. Weapon focus (warhammer) helps him hit with his 3/4 BAB and for the teamwork feat I've been mostly using the one that gives 1d6 precision damage when I flank. I hit a troll with a crit while having the destruction judgement up, flames of the faithful cast and flanking. The result was an exploded troll.

Out of combat he's a pious stick in the mud who's not that great socially either (9 Cha, and before anyone accuses me of some serious stat dumping, I rolled that crap. Seriously, his stats are the equivalent of a 10 point buy). The knowledge is the key. So is survival ( the skill). Wisdom is your key mental stat here, so it's going to help with perception, as well.

I don't have any experience with Pallys or Magi yet, so I can't help you there.


The paladin is a good choice, if you can keep up with the roleplaying requirements. I currently play a paladin in my main campaign, and there's plenty of times I wish I wasn't - having to ignore good (but not "good") opportunities is rough.

However, out of the three you listed, the paladin has the most potential. That means the higher your stats are, the more you will be able to do. If you roll stats, the paladin might turn into an unstoppable force; if you do point buys, especially the average of 20, then you're looking at something that will probably be on par with the inquisitor and -maybe- slightly stronger than the magus. I have no input on those, though, because I've never played them.

As far as the feats/spells/items goes for the paladin, that really is up to you. If you want to be just crazy damage, go for a two-hander and take the weapon choice on Divine Bond. If you want to be a great tank, sword and board, and the Divine Bond choice is up to you (this is what I do, though my character's personality suits it better). And remember that if you use Lay On Hands on yourself, it's a swift action. It's really sweet.
Spells are situational - get what you need when you need it.


Hitokiriweasel wrote:
I'm going to attempt to answer this as best as I can. And what I think you're asking. If you go with inquisitor you could have him be a fire and brim stone type preacher. The paladin could be a religious judge or something similar for the church. As for the magus, he can almost take the same out of combat role as a wizard, though maybe with a bit more of temper. Those might be a little stereotypical but they'd work.

Judge would be interesting. xD

Jeranimus Rex wrote:


Magi get several more skills that paladins in spite of having the same 2+int baseline because INT is one of their primary stats. Indeed, you'll need to at some point get 16 INT in order to cast all your spells, so that already means you'll have at least 5 skills to choose from. Whichever ones you end up having are up to you.

Inquisitors are crazy skillful. Even if you dump your INT to 7 pre-racials, chances are you'll still end up having more skills than a Paladin who has a positive modifier. One of their class features focuses on Monster Identification for the purpose of figuring out weaknesses and abilities, so to best take advantage of that class feature, put points into those skills. While not normally high-charisma, the Conversion inquisition does allow you to replace CHA with WIS, so you can potentially party face (And with Sense Motive as a class skill in a stat that you nead at least a 16 in, you should be set.)

In my DM's campaigns, sense motive, perception, intimidate, and knowledge checks are important skills. Leaning towards Inquister or Magus.

Vendis wrote:

The paladin is a good choice, if you can keep up with the roleplaying requirements. I currently play a paladin in my main campaign, and there's plenty of times I wish I wasn't - having to ignore good (but not "good") opportunities is rough.

As far as the feats/spells/items goes for the paladin, that really is up to you. If you want to be just crazy damage, go for a two-hander and take the weapon choice on Divine Bond. If you want to be a great tank, sword and board, and the Divine Bond choice is up to you (this is what I do, though my character's personality suits it better). And remember that if you use Lay On Hands on yourself, it's a swift action. It's really sweet.
Spells are situational - get what you need when you need it.

It seems though that the the Paladin has a problem functioning outside of combat. That is with the exception of social skills.

Mad Magnyr wrote:


Stuff.

What Knowledge skills do you recommend the most?


Black_Lantern wrote:
What Knowledge skills do you recommend the most?

Always the Big 5-- Arcana, planes, dungeoneering, nature and religion. If you can choose a trait, local also usually is pretty useful if you try to use it when you think of it.

Nobility and engineering are very seldom used, and geography is worth a rank if you have a high int.

Silver Crusade

The Cavalier hase the same skill set. The only problem I have with them is the mount plays more of a role in the class. With the addition of the standard bearer archtype, strategist archtype, and Samurai alternate class. Make good use of the cavalier abilitys and lessing the impact of there mount. Over all incressing there ability to function in a all areas of combat.

The Cavalier’s hase class skills in Bluff, Diplomacy, and Sense Motive,
Along with 4 + Int modifier in skill ranks per level.

All 3 are sold choices. They can have the skills you want with out losing out on there combat abilitys.

Other then that the only other combat class with a stong out of combat role is Ranger.


Ice Titan wrote:
Black_Lantern wrote:
What Knowledge skills do you recommend the most?

Always the Big 5-- Arcana, planes, dungeoneering, nature and religion. If you can choose a trait, local also usually is pretty useful if you try to use it when you think of it.

Nobility and engineering are very seldom used, and geography is worth a rank if you have a high int.

Pretty much this. You get those five as class skills, and traits can get you more. You get to add your Wis mod. to all Knowledge checks if you're using them to identify info about creatures and such, so even with a low Int a single rank will get you the +3 on top of Wis mod. My inquisitor ended up with know (history) as well, as long as it pertains to the traditional enemies of dwarves.


I advocate a Switch Hitter ranger. You'll have melee combat, ranged combat, 6+int skills with access to some of the better ones for any character. Perception, Sense Motive, Intimidate, and Knowledge (Nature, Dungeoneering, Geography) are all on the list (as you stated those are the most important skills in your GMs games.)

You'll excel at combat at any range, and have the skills to be consistently useful outside of combat. I play a half-orc ranger, and there are very few situations outside of formal social gatherings that I can't contribute somehow (and even then, I could be lurking in the shadows eavesdropping or intimidating guards).

Dark Archive

Black_Lantern wrote:
Hello fellow Pathfinders! I'm here to ask a question that may or may not branch off into multiple other questions. First off I want to play a melee character. Currently I'm thinking of the inquister, the magus, and the paladin. What do these classes excel at in and out of combat? Is there any feats, items, and/or spells that you think are absolutely a necessity on these classes? Thanks again for your help!

I would definitely go with a ranger. There are no religion requirements, and the class is basically designed as a special forces lone wolf type with animal if he wants it.

It does very well in combat, and because of the class abilities and skill points, it is usually fine for out of combat as well. You can it in any number of ways, including the 2 most popular method

D&D classic ranger - the defender of nature type, similar to a druid

special forces - as in, Army Rangers, going after bad guys


Paladin looks fun to play for a tank 2H. Ranger looks fun for a tracker, front liner. Both Magus and Inquisitor look as if they would be good in and out of combat and seem like effective hybrids. I'm going to think about what I want to really play. Also monster races are allowed so is there any that are good? Tieflings and Goblins seem good for a dervish magus build.


Black_Lantern wrote:
Paladin looks fun to play for a tank 2H. Ranger looks fun for a tracker, front liner. Both Magus and Inquisitor look as if they would be good in and out of combat and seem like effective hybrids. I'm going to think about what I want to really play. Also monster races are allowed so is there any that are good? Tieflings and Goblins seem good for a dervish magus build.

Goblin could work well...if very painfully until you get Dervish Dance.


Cheapy wrote:
Black_Lantern wrote:
Paladin looks fun to play for a tank 2H. Ranger looks fun for a tracker, front liner. Both Magus and Inquisitor look as if they would be good in and out of combat and seem like effective hybrids. I'm going to think about what I want to really play. Also monster races are allowed so is there any that are good? Tieflings and Goblins seem good for a dervish magus build.
Goblin could work well...if very painfully until you get Dervish Dance.

No kidding. Going to try and confirm at what level we're going to start. After level three they seem as if they would be a good racial choice. Hell I could add in some spells dealing with fire and that would aid some roleplay for the goblin.


Black_Lantern wrote:
Paladin looks fun to play for a tank 2H. Ranger looks fun for a tracker, front liner. Both Magus and Inquisitor look as if they would be good in and out of combat and seem like effective hybrids. I'm going to think about what I want to really play. Also monster races are allowed so is there any that are good? Tieflings and Goblins seem good for a dervish magus build.

Tieflings and Goblins ARE neat, if you're allowed to use them. Even among non-core races, those two are a bit out there (due mostly to possible setting concerns)

Personally, I'm a fan of sword and board (Maybe I don't oneshot the first guy I see, but I only get hit on a 20!)

If you're crazy, go for a Dervish Kensai Magus (Ultimate Combat archetype.) You get to be really good at fighting, and sorta good at casting, and are pretty Single-Attribute Dependent, but the first few levels are gonna be a real struggle to survive. Otherwise, vanilla Magus is actually pretty good at what it does.

Inquisitor (Travel Domain) of Cayden Cailean is pretty nice. I made an Oread for that purpose. Rapier/Shield, +10ft move speed, occasional teleportation? Always, always crit on a full attack? Terrible Remorse and other cute spells? 9th level spells in 6th level slots? Very nice. Also, being Conversion Inquisition and being a party face with 5 CHA is pretty cute.

Paladin is good. The blanket immunities they end up with are seriously nice, because the worst things that can happen to your melee killing machine are that they get hit with a fear or compulsion effect, and the other stuff (esp. blindness, curses, poisons) can be nasty, too, so taking mercies to remove blindness, curses, and fatigue (if you have a barbarian or something, and you want to be their favorite), Paladins can be truck badasses, as they get good offense and better defense than virtually any other martial class. Even better if you can take the Eldritch Heritage tree (At which point, Half-Elf and Human are your best bets for race, but with Orc, Abyssal, or Infernal Bloodlines)

Rangers are full-BAB, 6+INT skills, and get two good saves and an animal companion. They also get untyped favored enemy bonuses that stack with everything, and are, somewhat useful outside of combat (Though, outside of skill usage, the other stuff comes into play less than you might think). Favored enemy is good, though, and their defenses are decent (mostly REF based, which is kinda "meh," but it's better defense than the average fighter gets. AC ends a bit worse, though.) For most campaigns (In Golarion, at least) I'd suggest Favored Enemy(human) at first, honestly. Because you get the nice combat bonuses, but can also take advantage of the noncombat ones (It's very rare you get to Bluff an Undead, for example)

Fighting styles overall, Magus is pretty much entirely based on the archetype, Inquisitor is particularly suited to Sword/Shield IMO, as it works with their proficiencies and rounds out their AC (though I typically wouldn't invest in Shield focus etc, favoring the "sword" part, rather than the "shield"). Paladin can do nicely with sword/shield as well, but if you want to take Eldritch Heritage, I'd go with Two-handers, such that you get superdamage (esp. when smiting, at which point you may want to use called shots), and don't have to use as many feats. Rangers can pretty much be effective as any fighting style, and get the bonus feats to support TWF, S/B, 2H, etc. Though I'd honestly stay away from TWF, unless you're doing a Whip/Shield battlefield control type build, in which case, have fun (If you don't immediately know what kind of build this would be, I don't recommend trying it, as it's semi-advanced theorycraft, and specifically hard to pull off in practice)


Irulesmost wrote:
Black_Lantern wrote:
Paladin looks fun to play for a tank 2H. Ranger looks fun for a tracker, front liner. Both Magus and Inquisitor look as if they would be good in and out of combat and seem like effective hybrids. I'm going to think about what I want to really play. Also monster races are allowed so is there any that are good? Tieflings and Goblins seem good for a dervish magus build.

Tieflings and Goblins ARE neat, if you're allowed to use them. Even among non-core races, those two are a bit out there (due mostly to possible setting concerns)

Personally, I'm a fan of sword and board (Maybe I don't oneshot the first guy I see, but I only get hit on a 20!)

If you're crazy, go for a Dervish Kensai Magus (Ultimate Combat archetype.) You get to be really good at fighting, and sorta good at casting, and are pretty Single-Attribute Dependent, but the first few levels are gonna be a real struggle to survive. Otherwise, vanilla Magus is actually pretty good at what it does.

Inquisitor (Travel Domain) of Cayden Cailean is pretty nice. I made an Oread for that purpose. Rapier/Shield, +10ft move speed, occasional teleportation? Always, always crit on a full attack? Terrible Remorse and other cute spells? 9th level spells in 6th level slots? Very nice. Also, being Conversion Inquisition and being a party face with 5 CHA is pretty cute.

Paladin is good. The blanket immunities they end up with are seriously nice, because the worst things that can happen to your melee killing machine are that they get hit with a fear or compulsion effect, and the other stuff (esp. blindness, curses, poisons) can be nasty, too, so taking mercies to remove blindness, curses, and fatigue (if you have a barbarian or something, and you want to be their favorite), Paladins can be truck badasses, as they get good offense and better defense than virtually any other martial class. Even better if you can take the Eldritch Heritage tree (At which point, Half-Elf and Human are your best bets for race, but with Orc, Abyssal, or...

You can also end up tracking humans and getting the bonus on survival.

Liberty's Edge

The switch hitting Ranger or the Paladin get my vote.
But I am biased. I love playing a Paladin. Usually a more aggressive Judge Dredd style of Pally. There is even a trait that gives you intimidate as a clas skill, so my Pally has that.

While the Pally has limited points to spend on skills, his high Cha and class skills still mean you should get a good Diplomacy, Sense Motive and Intimidate (if you make it a class skill)

Pereption is a weakness due to no Wisdom and not a clas skill, but that is an issue with Fighters too (again, depending on god you can get a trait that makes perception a class skill)

My favorite thing about the Paladin is his saves - while everyone else crumbles around you, you stand firm.

Just remember, as a rule, to declare you are smiting a target you must point and say in a deep booming voice 'On Your Knees!' it's tradition :)

------------

On a side note, refering to another post, there sems to be a misconception that anything less than 10 Int makes you dim. That is not the case - your stats start at 10 with no negatives because essentially you are playing a superhero, you are better than the typical person, but a 7 or 8 Int would be far more your average guy - remember, DnD used to start stats at 8 with a negative modifier before you made adjustments as it considered that to be a 'typical' person, Pathfinder adjusted it to 10 because no one likes starting with a negative. So, a char with 8 Int by no means needs to be played as dim.


Asteldian Caliskan wrote:

The switch hitting Ranger or the Paladin get my vote.

But I am biased. I love playing a Paladin. Usually a more aggressive Judge Dredd style of Pally. There is even a trait that gives you intimidate as a clas skill, so my Pally has that.

While the Pally has limited points to spend on skills, his high Cha and class skills still mean you should get a good Diplomacy, Sense Motive and Intimidate (if you make it a class skill)

Pereption is a weakness due to no Wisdom and not a clas skill, but that is an issue with Fighters too (again, depending on god you can get a trait that makes perception a class skill)

My favorite thing about the Paladin is his saves - while everyone else crumbles around you, you stand firm.

Just remember, as a rule, to declare you are smiting a target you must point and say in a deep booming voice 'On Your Knees!' it's tradition :)

------------

On a side note, refering to another post, there sems to be a misconception that anything less than 10 Int makes you dim. That is not the case - your stats start at 10 with no negatives because essentially you are playing a superhero, you are better than the typical person, but a 7 or 8 Int would be far more your average guy - remember, DnD used to start stats at 8 with a negative modifier before you made adjustments as it considered that to be a 'typical' person, Pathfinder adjusted it to 10 because no one likes starting with a negative. So, a char with 8 Int by no means needs to be played as dim.

Spoilered to avoid threadjack.

Spoiler:
To be fair, I said slightly dim. And that my difficulty lies in the fact that he has a ton of knowledge, while being slightly less intelligent than average. When I , as a player, make an intelligent connection about in game info, I have to hold back, play him a little slower and make a knowledge check. If he passes, then I can chalk it up to his limited learning and call it mostly a gut feeling (Wis). He doesn't need to be played as dim, but he's my character, so I can if I want. I do agree that in real life, 8 would be the average, or even lower, but I have a low opinion of the intelligence of the general populace.

Asteldian Caliskan wrote:

The switch hitting Ranger or the Paladin get my vote.

But I am biased. I love playing a Paladin. Usually a more aggressive Judge Dredd style of Pally. There is even a trait that gives you intimidate as a clas skill, so my Pally has that.

While the Pally has limited points to spend on skills, his high Cha and class skills still mean you should get a good Diplomacy, Sense Motive and Intimidate (if you make it a class skill)

Pereption is a weakness due to no Wisdom and not a clas skill, but that is an issue with Fighters too (again, depending on god you can get a trait that makes perception a class skill)

My favorite thing about the Paladin is his saves - while everyone else crumbles around you, you stand firm.

Just remember, as a rule, to declare you are smiting a target you must point and say in a deep booming voice 'On Your Knees!' it's tradition :)

Paladin does sounds fun to play. Any 2H weapon you suggest? Nodaichi perhaps?

Irulesmost wrote:
Black_Lantern wrote:
Paladin looks fun to play for a tank 2H. Ranger looks fun for a tracker, front liner. Both Magus and Inquisitor look as if they would be good in and out of combat and seem like effective hybrids. I'm going to think about what I want to really play. Also monster races are allowed so is there any that are good? Tieflings and Goblins seem good for a dervish magus build.

Tieflings and Goblins ARE neat, if you're allowed to use them. Even among non-core races, those two are a bit out there (due mostly to possible setting concerns)

Personally, I'm a fan of sword and board (Maybe I don't oneshot the first guy I see, but I only get hit on a 20!)

If you're crazy, go for a Dervish Kensai Magus (Ultimate Combat archetype.) You get to be really good at fighting, and sorta good at casting, and are pretty Single-Attribute Dependent, but the first few levels are gonna be a real struggle to survive. Otherwise, vanilla Magus is actually pretty good at what it does.

Inquisitor (Travel Domain) of Cayden Cailean is pretty nice. I made an Oread for that purpose. Rapier/Shield, +10ft move speed, occasional teleportation? Always, always crit on a full attack? Terrible Remorse and other cute spells? 9th level spells in 6th level slots? Very nice. Also, being Conversion Inquisition and being a party face with 5 CHA is pretty cute.

Ways to get absurd defenses?


Well magi get a nice number of utility spells, so those can be good out of combat. Also, if you want a good skill for magus I would use intimidate. Using magic to intimidate someone will usually result in good results. That depends on your GM though; I will add modifiers based on actions for things like diplomacy, intimidate, and bluff, so burning a use of shocking grasp will give you a bonus on intimidate if the person is afraid of magic. Or electricity. Also, I love the idea of goblin magus. One of the guys at my local store game is playing one, he's a cool character. Unfortunately I don't really know enough about them build-wise to give further help.


Black_Lantern wrote:
Paladin does sounds fun to play...

Careful with the alignment issues with the party. If the party is even a little bit evil you're going to have problems. Also many people play Lawful Good as Lawful Stupid - don't fall for the trap.

Make sure its ok with the rest of the party, especially the Necromancer :-P


hgsolo wrote:
Well magi get a nice number of utility spells, so those can be good out of combat. Also, if you want a good skill for magus I would use intimidate. Using magic to intimidate someone will usually result in good results. That depends on your GM though; I will add modifiers based on actions for things like diplomacy, intimidate, and bluff, so burning a use of shocking grasp will give you a bonus on intimidate if the person is afraid of magic. Or electricity. Also, I love the idea of goblin magus. One of the guys at my local store game is playing one, he's a cool character. Unfortunately I don't really know enough about them build-wise to give further help.

Perhaps you could ask? :D

harmor wrote:
Black_Lantern wrote:
Paladin does sounds fun to play...

Careful with the alignment issues with the party. If the party is even a little bit evil you're going to have problems. Also many people play Lawful Good as Lawful Stupid - don't fall for the trap.

Make sure its ok with the rest of the party, especially the Necromancer :-P

No kidding half of the time it feels as if I'm in a lawful evil party.


We houseruled that Paladins can be alignment as long as they are the same alignment as their god.


One of the things I plan on playing eventually is a dwarven sword and board ranger. Since the dwarf keeps his full (albeit slower) movement in armor you can move into medium armor for a slight boost. Then add in a shield and you actually have a decent AC on what is supposed to be a lightly armored class.


Check out the Armored Master Fighter Archtype in Ultimate Combat.


I would suggest paladin.

I am playing one now that uses a shortsword in one hand, and a wand of cure light in another with a buckler. I have a good charisma so my saves are excellent. I can heal myself as a swift action and heal a party member with the wand in the same turn. I have the fighter's BAB and HP so I can stay on the front lines. Oh yeah, and smite. All in all, I love class.

With my gaming group, we all tend to agree that making super evil characters, or characters that are really difficult to be around, takes away from the game experience because of inner party fights and such. We also tend to pick our battles when it comes to stopping the game because a PC did something that the paladin didn't agree with. The alignment thing has never been an issue with me, but probably only because of my group.

They really can be very versatile and I tend to gravitate towards those kinds of classes. Not to say the other classes you mentioned are not good in their own ways. This is just my humble lawful good opinion.


Paladins are great when the enemy is evil or an evil outsider (amazing), but make that say a Neutral enemy and the Paladin is ok.

"Behind the lines" survivability is great for the Paladin. Being able, as a Swift action, heal themselves means that they can absorb alot of damage.

Having great saves also means that they are less likely to be affected by enemies, which means the other casters in the group can focus on not having to save their fighter who just got Confused or Feared.

I haven't played in a party with a hellknight or antipaladin though...


Captain Deathbeard wrote:

I would suggest paladin.

I am playing one now that uses a shortsword in one hand, and a wand of cure light in another with a buckler. I have a good charisma so my saves are excellent. I can heal myself as a swift action and heal a party member with the wand in the same turn. I have the fighter's BAB and HP so I can stay on the front lines. Oh yeah, and smite. All in all, I love class.

With my gaming group, we all tend to agree that making super evil characters, or characters that are really difficult to be around, takes away from the game experience because of inner party fights and such. We also tend to pick our battles when it comes to stopping the game because a PC did something that the paladin didn't agree with. The alignment thing has never been an issue with me, but probably only because of my group.

They really can be very versatile and I tend to gravitate towards those kinds of classes. Not to say the other classes you mentioned are not good in their own ways. This is just my humble lawful good opinion.

How does a inquisitor, and/or magus function outside of combat?

harmor wrote:

Paladins are great when the enemy is evil or an evil outsider (amazing), but make that say a Neutral enemy and the Paladin is ok.

"Behind the lines" survivability is great for the Paladin. Being able, as a Swift action, heal themselves means that they can absorb alot of damage.

Having great saves also means that they are less likely to be affected by enemies, which means the other casters in the group can focus on not having to save their fighter who just got Confused or Feared.

I haven't played in a party with a hellknight or antipaladin though...

Oh I know that they're tanky as hell.


Black_Lantern wrote:
How does a inquisitor, and/or magus function outside of combat?

Inquisitors particularly can be very good at skills, because they get many skill points, quite many class skills and bonuses to many skills. I in fact feel inquisitors being the 2nd best skill class in the PF (after Bard).

Magus gets familiar, but that is it. Magus can have large grimoire, but it doesn't help so much as there are quite few utility spells.


Riku Riekkinen wrote:
Black_Lantern wrote:
How does a inquisitor, and/or magus function outside of combat?

Inquisitors particularly can be very good at skills, because they get many skill points, quite many class skills and bonuses to many skills. I in fact feel inquisitors being the 2nd best skill class in the PF (after Bard).

Magus gets familiar, but that is it. Magus can have large grimoire, but it doesn't help so much as there are quite few utility spells.

So you're saying that magus doesn't properly function outside of combat other then it's knowledge skills?


Excuse me for my double post. So let me get this straight about the classes.

Dervish Magus:
Decent caster.
Good Ac.
Good Damage.
Knowledge skills.

2H paladin:
Good defenses overall.
Great Damage.
Built in self healing capabilities.
Face.

2H Ranger:
Scout.
good flanker.
good damage.
Tracker.
Okay defenses.

Now for both the paladin and ranger I want to play a half-orc. For the Magus I want to play a goblin. Now I have some questions to ask about each classes. How do I deal with the fact that I will not deal any damage till I get dervish dance for my goblin magus? Ways to get better overall damage on the magus? Casting mechanic that allows a high access to magical fire? Note it doesn't have to deal good damage I just want it to start fires. For the Paladin I want to invest feats in stand still, and Pin down is Tripping attack worth investing in? Should I just go scimitar and shield with the paladin instead? Any good ways to get good ac with the 2H paladin? Is the animal boon feat viable for rangers? Again how to I improve ac on the 2h ranger?

Please provide reasons for your answers please.


Black_Lantern wrote:


2H Ranger:
Scout.
good flanker.
good damage.
Tracker.
Okay defenses.

Any class without a shield will have issues in the mid-levels with AC. When you get to the high game things usually have such a high attack bonus that you're only trying to miss their secondary attacks. Anyone can track with ranks in Survival, its just the ranger gets a bonus of 1/2 their level.

Black_Lantern wrote:
For the Paladin I want to invest feats in stand still, and Pin down is Tripping attack worth investing in?

My opinion getting feats like Pin down is circumstantial. I would much rather get passive abilities that are on all the time vs. situational feats. That being said though, I've only seen Pin down useful once in 8 levels of play when an enemy archer tried to get away from our Barbarian. Is it worth it...no.

Trip is always good, but when you start fighting against creatures that have many legs or are large it becomes useless. Depends on the campaign I would say.

Black_Lantern wrote:
Should I just go scimitar and shield with the paladin instead?

This is good combo if you are going with a Keen weapon or expect to go into the Critical feats. I've see the Paladin in our party with this build smite and crit doing over 50 points of damage. He also goes around with a scabbard I think that casts Holy Weapon (auto confirm crits), I believe (don't quote me on that).

Black_Lantern wrote:
Is the animal boon feat viable for rangers?

I don't think so because Animal Companions around level 12 become a non-factor in most cases.


If you know you're mostly going to fight evil foes I'd actually recommend sword and board Paladin. Smite evil more than makes up the difference in power attack and you get a bit more AC. If you focus on Charisma, you get to be very hard to kill. I built a paladin defensively, relying on Smite Evil and a couple spells for damage, he sometimes took a few rounds to power up, but by the end of a RotRL campaign, he was the only person left standing more than once and pretty much soloed the last fight.

Crank up your AC and HP and you outlast most things.


harmor wrote:
Black_Lantern wrote:


2H Ranger:
Scout.
good flanker.
good damage.
Tracker.
Okay defenses.

Any class without a shield will have issues in the mid-levels with AC. When you get to the high game things usually have such a high attack bonus that you're only trying to miss their secondary attacks. Anyone can track with ranks in Survival, its just the ranger gets a bonus of 1/2 their level.

Black_Lantern wrote:
For the Paladin I want to invest feats in stand still, and Pin down is Tripping attack worth investing in?

My opinion getting feats like Pin down is circumstantial. I would much rather get passive abilities that are on all the time vs. situational feats. That being said though, I've only seen Pin down useful once in 8 levels of play when an enemy archer tried to get away from our Barbarian. Is it worth it...no.

Trip is always good, but when you start fighting against creatures that have many legs or are large it becomes useless. Depends on the campaign I would say.

Black_Lantern wrote:
Should I just go scimitar and shield with the paladin instead?

This is good combo if you are going with a Keen weapon or expect to go into the Critical feats. I've see the Paladin in our party with this build smite and crit doing over 50 points of damage. He also goes around with a scabbard I think that casts Holy Weapon (auto confirm crits), I believe (don't quote me on that).

Black_Lantern wrote:
Is the animal boon feat viable for rangers?

I don't think so because Animal Companions around level 12 become a non-factor in most cases.

Animal companions can have scent and I'm playing a lower level campaign. If I go scimitar and shield what are some other items that will help boost my ac and what shield should I get? I'm thinking of pin down and stand still for restricting an enemies movement.


Black_Lantern wrote:

Excuse me for my double post. So let me get this straight about the classes.

Dervish Magus:
Decent caster.
Good Ac.
Good Damage.
Knowledge skills.

I would say Magus has OK knowledge skills, if no one else in the group is good at them. He has only 3 of them and doesn't get any bonuses for them. Also dex, not int should be the prime stat. Dervish goblin magus will however have very good stealh, even if not his class skill.

Black_Lantern wrote:

2H Ranger:

Scout.
good flanker.
good damage.
Tracker.
Okay defenses.

Why good flanker? Because of the animal companion? Usually I would flank with good AC guy (so not ranger). Magus could be better for that.

Black_Lantern wrote:
How do I deal with the fact that I will not deal any damage till I get dervish dance for my goblin magus?

Boost others until you get 3rd level or use spells (=play wizard) Enlarge Person / Ray of Enfeeblement / Daze

Black_Lantern wrote:
Ways to get better overall damage on the magus?

Not very easy, its easier to enchance str based damage (Lead Blades, Enlarge Person). Medium Magus could use Reduce Person, but not small.

Black_Lantern wrote:
Casting mechanic that allows a high access to magical fire? Note it doesn't have to deal good damage I just want it to start fires.

Burning Hands?

Black_Lantern wrote:
For the Paladin I want to invest feats in stand still, and Pin down is Tripping attack worth investing in?

Tripping Strike? No, uses too many feats an makes pally MAD.

Black_Lantern wrote:
Should I just go scimitar and shield with the paladin instead? Any good ways to get good ac with the 2H paladin?

I would say that pally gets decent AC with armor only and doesn't need better as pally wants enemy hit him before allies as he can heal the damage easily. I you get really screwed drop th 2h weapon, draw shiled and use Total Defense.

Black_Lantern wrote:
Is the animal boon feat viable for rangers?

Yes

Black_Lantern wrote:
Again how to I improve ac on the 2h ranger?

Before Mithral Plate & Barkskin the "best" one is Dodge feat witch I wouldn't pick. Better just hit so hard enemies don't hit back :D


Riku Riekkinen wrote:
Black_Lantern wrote:

Excuse me for my double post. So let me get this straight about the classes.

Dervish Magus:
Decent caster.
Good Ac.
Good Damage.
Knowledge skills.

I would say Magus has OK knowledge skills, if no one else in the group is good at them. He has only 3 of them and doesn't get any bonuses for them. Also dex, not int should be the prime stat. Dervish goblin magus will however have very good stealh, even if not his class skill.

Black_Lantern wrote:

2H Ranger:

Scout.
good flanker.
good damage.
Tracker.
Okay defenses.

Why good flanker? Because of the animal companion? Usually I would flank with good AC guy (so not ranger). Magus could be better for that.

Black_Lantern wrote:
How do I deal with the fact that I will not deal any damage till I get dervish dance for my goblin magus?

Boost others until you get 3rd level or use spells (=play wizard) Enlarge Person / Ray of Enfeeblement / Daze

Black_Lantern wrote:
Ways to get better overall damage on the magus?

Not very easy, its easier to enchance str based damage (Lead Blades, Enlarge Person). Medium Magus could use Reduce Person, but not small.

Black_Lantern wrote:
Casting mechanic that allows a high access to magical fire? Note it doesn't have to deal good damage I just want it to start fires.

Burning Hands?

Black_Lantern wrote:
For the Paladin I want to invest feats in stand still, and Pin down is Tripping attack worth investing in?

Tripping Strike? No, uses too many feats an makes pally MAD.

Black_Lantern wrote:
Should I just go scimitar and shield with the paladin instead? Any good ways to get good ac with the 2H paladin?

I would say that pally gets decent AC with armor only and doesn't need better as pally wants enemy hit him before allies as he can heal the damage easily. I you get really screwed drop th 2h weapon, draw shiled and use Total Defense.

Black_Lantern wrote:
Is the animal boon feat viable for rangers?
...

Well I'm aware of burning hands being a viable option I was thinking something being like ray of frost or acid splash. Anything that I could gain access to something like that? Well I guess wizard dip. That's what I was wondering about tripping strike, it did seem to make the pally a little mad.

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