Advice on dragonslayer paladin build.


Advice

Shadow Lodge

One of my old RL groups got back together and resume play. We are converting our old characters from 3.5 to Pathfinder. The GM is not allowing any 3.5 material but he gave us freedom to completly redo our character's builds.

My old paly use to have levels in two prestigue classes that are no longer avaible. I am looking for some advice and ideias on how to make a Pathfinder build of that character while keeping the original flavor: A paladin who dedicates his life to hunt down evil dragons to avenge the death of his family and the destruction of his hometown.

Multiclass is allowed and all classes and archetypes are avaible as long as, by the end of the day, he is still a paladin. He is at the 10th level, human and a 25 point buy.

Thank you for any help/suggestions.

Silver Crusade

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Wyrmslayer, Oath against the Wyrm Paladin:
Wyrmslayer
Human Paladin (Oath against the Wyrm) 10
LG Medium Humanoid (human)
Init +1; Senses Perception -2
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Defense
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AC 24, touch 12, flat-footed 23 (+11 armor, +1 Dex, +1 natural, +1 deflection)
hp 104 (10d10+30)
Fort +16, Ref +11, Will +12
DR 10/evil; Immune charm, fear, disease
--------------------
Offense
--------------------
Speed 20 ft.
Melee +3 Falchion +18/+13 (2d4+22/15-20/x2)
Special Attacks Smite Evil (4/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Oath against the Wyrm) Spells Prepared (CL 7, 14 melee touch, 11 ranged touch):
3 (1/day) Good Hope
2 (2/day) Inheritor's Smite, Litany of Righteousness
1 (3/day) Divine Favor, Protection from Evil (DC 15), Bless
--------------------
Statistics
--------------------
Str 20/24, Dex 12, Con 15, Int 10, Wis 7, Cha 16/18
Base Atk +10; CMB +17; CMD 29
Feats Extra Lay on Hands, Improved Critical (Falchion), Lunge, Power Attack -3/+6, Toughness +10, Weapon Focus (Falchion)
Skills Acrobatics -4 (-8 jump), Climb +2, Diplomacy +17, Escape Artist -4, Fly -4, Heal +11, Knowledge (religion) +13, Ride -4, Stealth -4, Swim +2
Languages Common
SQ Aura of Courage +4 (10' radius), Aura of Good, Aura of Resolve +4 (10' radius), Breath Evasion, Divine Bond, Divine Weapon +2 (10 minutes) (2/day), Lay on Hands (5d6) (11/day), Mercy: Nauseated, Mercy: Shaken, Mercy: Sickened, Ring of feather falling
Combat Gear +2 Full plate, +3 Falchion; Other Gear Amulet of natural armor +1, Belt of giant strength +4, Cloak of resistance +3, Headband of alluring charisma +2, Ring of feather falling, Ring of protection +1
--------------------
TRACKED RESOURCES
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Divine Weapon +2 (10 minutes) (2/day) (Sp) - 0/2
Feather Fall (Constant) - 0/0
Lay on Hands (5d6) (11/day) (Su) - 0/11
Smite Evil (4/day) (Su) - 0/4
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Breath Evasion (Su) At 4th level, a paladin with this oath gains evasion, but only against the breath weapons of creatures with the dragon type. This ability replaces channel positive energy.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Bond (Sp) This works like the paladin's normal divine bond ability, except as follows. If the paladin's bond is with a weapon, she cannot use that ability to add the brilliant energy, disruption, or merciful weapon properties, but she can
Divine Weapon +2 (10 minutes) (2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immune to Charm You are immune to charm effects.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (5d6) (11/day) (Su) You can heal 5d6 damage, 11/day
Lunge -2 to AC for +5' reach
Mercy: Nauseated (Su) When you use your lay on hands ability, it also removes the nauseated condition.
Mercy: Shaken (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy: Sickened (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Smite Evil (4/day) (Su) +4 to hit, +10 to damage, +4 deflection bonus to AC when used.

This is a 2H melee destroyer. The benefits of this archetype is that you gain evasion vs. a dragon's breath weapon and you also gain the ability to give your weapon BANE DRAGONS when you use your divine bond. Versus dragons, you're like an inquisitor with smite evil. Falchion for the crit range so you smite-crit more often.

Power Attack is factored into stats.

Silver Crusade

Bard, Slayer of Smaug:
Bard
Human Paladin (Oath against the Wyrm) 10
LG Medium Humanoid (human)
Init +6; Senses Perception +11
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Defense
--------------------
AC 27, touch 17, flat-footed 21 (+9 armor, +6 Dex, +1 natural, +1 deflection)
hp 84 (10d10+10)
Fort +14, Ref +15, Will +11
DR 10/evil; Immune charm, fear, disease
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +2 Adaptive, Seeking Composite longbow (Str +0) +15/+15/+10 (1d8+10/19-20/x3)
Special Attacks Smite Evil (4/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Oath against the Wyrm) Spells Prepared (CL 7, 10 melee touch, 11 ranged touch):
3 (1/day) Good Hope
2 (2/day) Shield Other (DC 16), Paladin's Sacrifice (DC 16)
1 (3/day) Divine Favor, Protection from Evil (DC 15), Bless
--------------------
Statistics
--------------------
Str 14, Dex 20/22, Con 12, Int 12, Wis 7, Cha 16/18
Base Atk +10; CMB +12; CMD 29
Feats Deadly Aim -3/+6, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow)
Skills Acrobatics +4, Climb +0, Diplomacy +17, Escape Artist +4, Fly +4, Heal +11, Knowledge (religion) +14, Perception +11, Ride +4, Stealth +4, Swim +0
Languages Celestial, Common
SQ Aura of Courage +4 (10' radius), Aura of Good, Aura of Resolve +4 (10' radius), Breath Evasion, Divine Bond, Divine Weapon +2 (10 minutes) (2/day), Lay on Hands (5d6) (9/day), Mercy: Nauseated, Mercy: Shaken, Mercy: Sickened, Seeking
Combat Gear +2 Adaptive, Seeking Composite longbow (Str +0), Celestial armor; Other Gear Amulet of natural armor +1, Belt of incredible dexterity +2, Bracers of falcon's aim, Cloak of resistance +2, Headband of alluring charisma +2, Ring of protection +1
--------------------
TRACKED RESOURCES
--------------------
Aspect of the Falcon (Constant) - 0/0
Divine Weapon +2 (10 minutes) (2/day) (Sp) - 0/2
Fly (1/day) - 0/1
Lay on Hands (5d6) (9/day) (Su) - 0/9
Smite Evil (4/day) (Su) - 0/4
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Resolve +4 (10' radius) (Su) You are immune to charm. Allies within aura gain a morale bonus to saves vs charm.
Breath Evasion (Su) At 4th level, a paladin with this oath gains evasion, but only against the breath weapons of creatures with the dragon type. This ability replaces channel positive energy.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Bond (Sp) This works like the paladin's normal divine bond ability, except as follows. If the paladin's bond is with a weapon, she cannot use that ability to add the brilliant energy, disruption, or merciful weapon properties, but she can
Divine Weapon +2 (10 minutes) (2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immune to Charm You are immune to charm effects.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (5d6) (9/day) (Su) You can heal 5d6 damage, 9/day
Manyshot You can shoot two arrows as the first attack of a full attack action.
Mercy: Nauseated (Su) When you use your lay on hands ability, it also removes the nauseated condition.
Mercy: Shaken (Su) When you use your lay on hands ability, it also removes the shaken condition.
Mercy: Sickened (Su) When you use your lay on hands ability, it also removes the sickened condition.
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Seeking Ignores miss chances, but must be aimed at the correct square.
Smite Evil (4/day) (Su) +4 to hit, +10 to damage, +4 deflection bonus to AC when used.

Same as Wyrmslayer, except he's a ranged character instead of a melee character, which will help vs dragons. Still get your evasion and bane dragon ability. More attacks to make use of that Smite and Bane.

Rapid Shot and Deadly Aim are factored into stats.

Silver Crusade

Hope one of these tickles your fancy.

Lantern Lodge

Personally i think u should get all the Ranger levels u van and have all the favored enemy bonuses against dragons.

Silver Crusade

But then he wouldn't be a paladin...

Lantern Lodge

Of course he would as long as he has at least 1 level in it.

Silver Crusade

You'd pretty much be a PINO.


Elamdri wrote:
** spoiler omitted **...

How did you get the DR?

Silver Crusade

Patrick Kropp wrote:
Elamdri wrote:
** spoiler omitted **...
How did you get the DR?

Looks like a Hero Lab error, it's accidentally giving the DR of the Capstone Power. Good Catch!


Can't Oath against the Wyrm stack with Divine Hunter Archetype to build a Ranged Paladin?


I'd stick with pure pally to maximize smite evil bonus. Pally's are natural dragon slayers in pathfinder. Either max out two hand( or ranged feat trees based on preference and smite the hell out of it. I love the ranged pally although i stick with the normal build rather then divine hunter I don't think the trade offs are that good.


Chaos_Scion wrote:
I'd stick with pure pally to maximize smite evil bonus. Pally's are natural dragon slayers in pathfinder. Either max out two hand( or ranged feat trees based on preference and smite the hell out of it. I love the ranged pally although i stick with the normal build rather then divine hunter I don't think the trade offs are that good.

They are wonderful for a Paladin filling the Dedicated Archer role. And Elven Paladins.

Shadow Lodge

I considered making him a ranged paladin with a bow since archer combat style become so good in Pathfinder but I dont want to change so much from the original concept. My guy was a melee fighter and I intent do keep him that way.

The wyrmslayer archetype have great flavor but Iam not too keen on its trades off. Most of his abilities could be brough with magic itens and since my guy is starting at lvl 10 he has a pretty good budget for shopping.

Great ideas guys thx, keep them coming.


Hmm maybe make him as a Switch Hitter with a Melee Focus?

Say a straight Paladin with a Bastard Sword (used as a Martial 2HW unless you want the feat or can get proficiency in it for free.) or a Greatsword/Falchion. and then a Bow as a backup weapon.

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