Wanted to make a really nice Intimidating martial type, to take full advantage of the benefits of the shaken mechanic (no save, no spell resistance, nothing) while keeping him a potent combatant and having a smattering of useful skills as well. What I've come up with is a Human Paladin with a splash of Fighter and some non-human ancestry. I'd love some critiques or opinions.
Human 2nd level Fighter (Lore Warden)/ 18th level Paladin (Oath of Vengeance)
Focused Study racial option, 1 hp/level favored class option
STR - 16 (+2 racial bonus, +2 at 13th, 15th and 17th level)
DEX - 12
CON - 13
INT - 12
WIS - 8
CHA - 14 (+1 at 4th, 8th, 12th, 16th and 20th)
Defender of the Society
1st - Power Attack
1st - Furious Focus
1st - Skill Focus: Survival
2nd - Deadly Aim
2nd - Combat Expertise
3rd - Eldritch Heritage: Orc Bloodline
5th - Intimidating Prowess
7th - Cornugon Smash
8th - Skill Focus: Intimidate
9th - Vital Strike
11th - Dreadful Carnage
13th - Improved Eldritch Heritage: Orc Bloodline
15th - Improved Vital Strike
16th - Skill Focus: Diplomacy
17th - Greater Eldritch Heritage: Orc Bloodline
19th - Greater Vital Strike
The Traits might seem a bit counter-intuitive but I'm going to run him as more of an academic type for the first couple of levels until his eyes are truly opened to the evils of the world and his 'calling' is found.
The three things this character has going for it is 1) a very high intimidate score and plenty of options to intimidate both his target and the rest of the battlefield as a free action, 2) The Eldritch Heritage feat line which I'm probably going to refavor as some sort of divine heritage and should create some solid synergy with both intimidate and the Vital Strike line and 3) the aforementioned Vital Strike line - he'll be weilding a greatsword, and when he's able to grow to Large size at will at 17th level, that 4d6 base damage becomes 8d6 (and eventually 12d6).
I chose Lore Warden because it seemed the best 2-level Fighter dip for the concept and I chose Paladin because I prefer it over any other martial class. Usually when I play around with Paladins I leave a lot more heavily on the Lay on Hands side of things - this character will be a bit more... aggressive.
Skills will be chosen as follows:
Climb (1 rank at 1st)
Swim (1 rank at 1st)
Ride (1 rank at 2nd)
Handle Animal (1 rank at 2nd)
Knowledge: History (1 rank at 1st and 2nd)
Linguistics (1 rank at 1st and 2nd)
Knowledge: Religion (1 rank at 3rd and every level thereafter)
Diplomacy (1 rank at 3rd and every level thereafter)
Survival (1 rank every level)
Intimidate (1 rank every level)
paladins really do not benefits from vital strike, smite evil shines with multiple attacks. there should be better options.
Figured I wouldn't be Smiting all the time and I wouldn't always be guaranteed full attack actions - the Vital Strike line, eventually amplified by Power of Giants, was intended to fill some of those gaps.
|Chris P. Bacon|
I'm unclear as to whether you can qualify for Quicken Spell-Like Ability via Eldritch Heritage, but if so, it might be worth the investment in order to get some use out of the 1st level Orc bloodline power. Assuming you can pick it up at 12th level (when you'll have an effective sorcerer level of 10), that's a swift action to get a +5 to hit and damage for a full round, three times a day. It'll cap out at +9 at 20th level.
I have no real idea on how this will play out but so far I have this half orc fighter which sounds like what your trying for -
1) Weapon Focus (2handed weapon), Intimidating Prowess
2) Dazzling Display
3) Power Attack
With Dazzling Display as a full round action I can try intimidating everyone at 3rd level (that's within 30) with -
Intimadate 3 Ranks + 3 for class skill + 2 for half orc racial + 4 STR mod from intimidating prowess for a total of = 12 + D20
vs 10 + the target’s Hit Dice + the target’s Wisdom modifier for around a target number of around 13 to 18.
This means for me to make a successful Intimadate check I need to roll around a 6 at most. Plus every 5 above that causes it to last another round.
I did think about trying the Inquisitor but I decided to just go with the fighter for all the extra feats. Which allows more flexibilty. Went with the 2handed weapon as it also didn't require as many feats to be effective.
Where I'm going after 3rd level I have no idea. Keep changing my mind.
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One level in the Thug archetype for rogues lets you make the victim frightened instead of shakened if you succeed by a wide enough margin, and increases the duration of the shakened effects by one round. Combined with the class skills the rogue grants, that's definitely a dip worth considering.
And if you take the enforcer feat, your target is shaken for a number of rounds = to damage taken. This means they are always frightened.
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|Darigaaz the Igniter|