
JasonKain |

Hello all. Due to some instability with my regular gaming group's schedule, I'm planning on jumping into Society play, hopefully this weekend. With that said, I want to make sure I have all my ducks in a row for not only the character, but the first outing.
First off, the build. Planning on:
Human Paladin
Traits: Adopted(Warrior of Old), Valashmai Veteran
STR: 14(+2 racial)
DEX: 14
CON: 13 (+1 @4th)
INT: 12
WIS: 10
CHA: 14
Feats: 1. Fey Foundling H. Power Attack
3. Greater Mercy
5. Deadly Aim or Extra Lay on Hands
Skills: Perception, Climb, and Acrobatics every level, Sense Motive on odd levels and Diplomacy on even levels.
Favored Class bonus: HP pretty much all the time, unless I'm really hungry for skill points later on.
Equipment: Planning on starting with Kikko armor and an optional light shield for the whole living until session 2 thing. Currently torn on only grabbing a one handed weapon and double fisting it for first session, or spending the cash to grab the Earthbreaker I want to use right away. As far as ranged, I was figuring thrown weapons rather than a bow. When magic items come into play, I figure I'll go for CON boosting first, followed by either CHA or STR, depending on where the rest of my defenses are.
Thinking I'm going to pick up Oath of Vengeance, because there's really no reason not to.
Thoughts on anything I've done horribly wrong?
With the build out of the way, I'm also looking for advice on making sure I'm ready for the first session, as I've never done any organized play before. I have my badge, I have printouts/books of all the material I'm using, the additional resources list, I've read the two big "Things we expect of you at X levels" threads in the PFS forum, is there really anything else I need outside of bringing my dice and making sure my pants are on?
Thanks for your time.

WerePox47 |

Looks pretty good, i would drop the int to 12 and start with a 14 con though.. Paladins are not skill monkeys and with the human bonus 3 is enough.. Diplomacy/Perception max at each level and u have a point to bounce ard.. I would suggest a profession to bank extra gold via "day job".. Weapon wise go the 2hander from the start.. A starting ac of 18ish is fine and will keep u from gettin hit by mooks except on really high rolls.. Range wise go with a str pull comp lb, it really cant be beat and unless ur going to open with it and drop it every combat or pick up quick draw i would not take deadly aim.. Greater mercy and extra lohs are great though.. Weapon wise i would suggest going with a high crit weapon over the earthbreaker.. A nodachi or falchion will do the trick.. Reason being with slot of stacking bonuses(power attack/str/smite), the more crits the better and the average damage diff between those weapons and earthbreaker is like 1.. More Crits = More Happy Fun Time, esp when u make it Keen at 5th or when u get the cash.. I deff recomend going Oath of Vengeance as it pairs nicely with extra lohs.. Additionally if u care not for spell casting Warrior Of Holy Light stacks with Oath of Vengeance and is a nice option to haveing spells.. Good luck sir! Oh and bring somthing to drink and possibly to munch on! Ressee Cups for the table will go along ways as well :)

JasonKain |

First off, thanks for the advice. Few questions for clarification, though....
Looks pretty good, i would drop the int to 12 and start with a 14 con though.. Paladins are not skill monkeys and with the human bonus 3 is enough.. Diplomacy/Perception max at each level and u have a point to bounce ard.. I would suggest a profession to bank extra gold via "day job"..
I'm assuming you meant 10, as my Int is already 12, lol. My understanding of the way society worked was that you'd never really know who you were sitting down to the table with, so I figured a little bit of rounding rather than straight optimization might benefit me via being able to cover a broader base to deal with, or at least offset my armor check penalty with the correct gear. Especially with no real way to mitigate the ACP from heavy armors, I figured a few extra skill points across the levels may help me out. As far as Con to 14 right away, with this set up I have 12 HP at level 1, 20 at 2, 28 at 3, and 40 at 4 when I bump my Con up. Would this not be enough?
Range wise go with a str pull comp lb, it really cant be beat and unless ur going to open with it and drop it every combat or pick up quick draw i would not take deadly aim..
I can see the bow at later levels, but is the gap that big at the early levels? It's a standard action to use either, but with a bow, you either have to sheath it, which takes a move action, or drop it to draw your melee weapon, at which point your ranged weapon is no longer available to you. Plus, the composite longbow for a +2 Strength is 300 gp to get 1d8 with a x3 crit, while a chakram is 1 gp for 1d8 with x2 crit. Both use dex for attack rolls, both use Str for damage rolls, if I'm correct(I may not be. I never used thrown weapoms before)

WerePox47 |

lol yes i ment 10.. And yes u never know what classes you'll be playing with, but i would focus more as a heavy armor type of holding the line and doing damage.. Max diplomacy will bring enough to the table to make u feel apart of the non-combat sceen and max perception is a no brainer even without it being a class skill.. ACP is somthing plate wearers will just have to deal with until flight options come ard.. Im not telling u a 12 int is a bad choice i just personally like have more hp.. And yes the comp lb can certainly wait.. I would focus on a high crit 2 hander for first level and power attack ur butt off..

Tom S 820 |

As much as I love skills I say same thing... and it pains me...
1)Acrobatics and heavy armor unless you are Dwarf or high level Fighter you can not do both so pick one not both.
2) Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis) I would put 1 rank in this evey 3 levels starting with Profession so you can make little extra money after your Mod.
3)Take Humman and get Skill focus Knowledge (Nature)at 1 and any other Skill Focus at 8th ARG Human
4)Then take Eldritch Heritage chian to build on your fey side and to give you real good back story and motivatiion.
5) AC of 18 is fine for level 1-3.
6)I too would go 2 handed but I would not carry a bow unless that is your trick. I would just carry club for range cause it free or Pilium cause it take out shields. Both are cheap than Long Bow set STR. Orgigined play is about money save and spend it wisely.
7) Buy anti toxin and anti plauge. It cheeper than 5k for a raise
8) Buy Scrolls of magic weapon, Remove Paralysis, Restoration Lesser, Protection from Evil, Suppress Charms and Compulsions and Shield other.
9) Wand of cure light, Wand of Bless Weapon
10) Potion of Fly, and Invisabilty
11)Pearl of Power 1 maybe more or higer. Have some caster buff you and him is cool. Or them cast cure spell on you and pearl it back.
12) Shield other focus Ring buy 2. You can be the half taker or half giver it all about table make up.

Matt2VK |
A lot of what people are suggesting is stuff you want to do after your 2nd or 3rd session. When you have a bit of extra gold and some prestige you've built up and can spend.
For a brand new, starting PFS character.
What you need -
You need to pick a faction to represent. These factions usually have side missions which you need to accomplish.
This can be found in the PFS section of forums (there's even sub forums dealing with the different factions) and there is a free PDF that has a brief description of the factions in it. I'm hoping someone here can post a link for that as I'm not able to at this time.
What you have -
Skills -
I'd forget about climb & Acrobatics at 1st level. You're just not going to be good with them in your armor. You want to put those points somewhere where they will help you and your party right away. Diplomacy is always useful, so are the knowledge skills. One thing to keep in mind is your faction you've picked. Certain skills for those factions usually keep coming up that help you complete those faction missions.
Gear -
Melee
You should have a carry weapons that can cover Bashing, Piercing, and Slashing damage. My suggestion is grab yourself a Morningstar 1D8 x3 does both B & P damage for 8 gold and then a Slashing weapon.
Range
Pick up a sling. They're FREE and they get to add your strength modifier to damage. Which at 1st level means you usually end up doing more damage then if you're using a bow.
Misc Stuff
Suggest you pick up a Alchemist Fire and a Acid Flask. You never know when you'll face swarms and when you do, you'll want these.

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Have you double-checked the legality of all the content you're using? For instance, I've never heard of that second trait of yours.
Relatedly, do you own the source material for all your non-Core-Assumption options? HeroLab and d20pfsrd.com don't count; if your GM doesn't already know all your stuff, you're going to need to be able to hand him/her either the book or a printout of the relevant pages of a PDF.
As for the build, I support your idea of being a tad more well-rounded than hyper-specialized. I'm also a big fan of the "13CON, bumping at 4th" plan. :)
One thought: I see you're planning on taking Deadly Aim, which I assume means you want to be a passable archer. As such, I suggest taking the Divine Hunter archetype, which gets you Precise Shot at first level without having to meet prerequisites for it.
Have fun!

JasonKain |

Skills -
I'd forget about climb & Acrobatics at 1st level. You're just not going to be good with them in your armor. You want to put those points somewhere where they will help you and your party right away. Diplomacy is always useful, so are the knowledge skills. One thing to keep in mind is your faction you've picked. Certain skills for those factions usually keep coming up that help you complete those faction missions.
Yeah, Climb and Acrobatics was less about being really good at them and more about shoring up my weaknesses. I was writing this fellow up to be a Lantern Lodge supporter, so I figured Diplomacy and Sense Motive would help me out a fair bit. As far as most of the rest of your advice, it was usually on the sheet already. :D Just how I play all my characters.
Have you double-checked the legality of all the content you're using? For instance, I've never heard of that second trait of yours.
Triple, actually. Valashmai Veteran is a trait out of the Dragon Empires Primer, according to d20pfsrd.com, and the organized play book says all traits are legal from that book except Chosen Child and Rebel Leader.
Relatedly, do you own the source material for all your non-Core-Assumption options? HeroLab and d20pfsrd.com don't count; if your GM doesn't already know all your stuff, you're going to need to be able to hand him/her either the book or a printout of the relevant pages of a PDF.
I actually do not, but I had planned for this. Once I have the details on the character fleshed out, I was going to be picking up the relevant PDFs or books roughly the level before I took them, or in the case of the player's guide above, pick it up a few days before the session.
One thought: I see you're planning on taking Deadly Aim, which I assume means you want to be a passable archer. As such, I suggest taking the Divine Hunter archetype, which gets you Precise Shot at first level without having to meet prerequisites for it.
Deadly Aim was less about wanting to be a good archer and more about most of the guides I've read saying pretty much every character should have a way of doing reliable ranged damage. If I stuck with the thrown weapons, I wouldn't have much via scaling damage, where grabbing DA after level 4 would at least give me the option of boosting by a few points if I needed to.
Thanks for all the advice, folks. It's being a big help for me figuring out what I'm getting into.