Please Pimp my Stonelord Paladin


Advice


I have this dude as a back-up in case my current char dies. We can use anything Paizo published [Core, APG, Ultimates, Campaign stuff etc.]. We use 20 point buy.

Any suggestions would be appreciated.

Dwarf [no s%!!!]Stonelord LG

Level 5

Str 20 +5 [24 +7 In stance]
Dex 10 +0
Con 15 +2 [19 +4 In stance]
Int. 7 -2
Wis 10 +0
Cha 14 +2

Feats
1st Power Attack
3rd Cleave
5th Goblin Cleaver
7th Orc Hewer
9th Great Cleave
11th Darting Viper
13th Steel Soul?

Attack: +1 Dwarven dorn-dergar
Normal Attack +11 (1d10 +8)
Power Attack +9 (1d10 +14)
Defensive Stance+Power Attack+Stone Strike +13 (1d10 +19)

Hit Points 49 (+/-10 Defensive Stance)

Saves {in Defensive Stance} not including +2 from Race vs Spell/Spell-like
fort 7 {9}
ref 2 {2}
will 5 {7}

I'm not used to playing Paladins but saw the Stonelord and it looked like it would be a lot of fun to play. I need help with this build because I'm not sure whether my stat/feat/weapon options are solid or not.
I like the idea of having a pet Earth elemental but it doesn't look all that great until level 8 when it becomes medium sized.

Any thoughts?


just a few thoughts suggestions from my playing a stonelord in pfs.

1) yes your elemental sucks and you are not given a way to communicate with it. the best use i have found is it to earthglide under people, and bull rush them back into range of your stance + provide a flank.

2)i don't consider the goblin cleaver line of feats worth it. you might want to look at the lunge feat to increase your range of people 15 feet away from you.

3)at level 6 for your mercy choose for it to cure fatigue. that way when you are forced to end your stance and move you can cure your fatigue as a swift action with your lay on hands, move, then start it back up as a free action.

4)buy potions of invigorate (level 1 bard spell). it does not cure fatigue but it will let you ignore the effects of it for a combat, if you need to end your stance before you get the level 6 mercy to cure it.


Thanks for the insight.

The reason I'm drawn toward the Goblin/Orc cleave feats is that I want to be able to hit more often with my highest attack. Cleave and Gr. Cleave are great but the enemy doesn't always stand next to each other and I figured the Gob/Orc stuff would really help. It's only a guess [no spoilers please] but I'm in Jade Regent and I figured that there will be lots of human sized foes to fight.

If I drop those add-ons to Cleave, do you recommend Gr. Cleave, and what would you suggest as an alternative?

Yes level 6, Fatigue Mercy - nice of them to leave that one in!


Another question.. was/is it fun to play?


yes, but i dumped my cha to 5, which i like to role play. my stats at level 1 were 17str 14dex 17con 7int 15wis 5cha and all i do is grumble and lead the party using darkvision and a very high perception (trait makes it a class skill and its what i put my 1 point per level into) to try and notice traps/ambushes.

i went for super high ac so i took improved shield bash and use a gnome sized dwarven longhammer as a 1 handed reach weapon(with a -2 to hit). this lets me threaten both 5' and 10', or up to 15' on my turn with lunge. i didn't want to get into arguments with people with using armor spikes and a two handed weapon, so that is a legit way to threaten both 5' and 10' away.

to get the most out of my attack bonus i took combat reflexes and try to keep the party behind me. it works so far. i hardly ever take damage, unless i get stuck against an AOE enemy, then the lack of bonus to saves sucks, but that is rare, mostly i go through combats without ever getting hit (level 6 i have 29 ac while in stance, with just +1 mithril full plate and +1 heavy shield)

Grand Lodge

Dwarven Boulder Helmet works in place of Armor Spikes, without the usual Armor Spike hate bash crap.

Dark Archive

I'm honestly more surprised that using a Small two-handed reach weapon in one hand gets less hate (and apparently is 100% okay) than being able to threaten with spikes on your armor.

That's just really silly, to me.

Grand Lodge

Seranov wrote:

I'm honestly more surprised that using a Small two-handed reach weapon in one hand gets less hate (and apparently is 100% okay) than being able to threaten with spikes on your armor.

That's just really silly, to me.

Same here.

I have never understood the Armor Spikes hate.


so I take a -2 to hit with a small sized reach weapon but I can threaten 10ft and 5ft without having to use a move action to adjust?

Dark Archive

I just don't see how using a shield and 5-foot long polearm in one hand is any less iffy than using a normal-sized polearm in both hands, while threatening people with your spikey armor.


Yeah that is odd.

any feat suggestions?

Dark Archive

Honestly, if you like the Goblin/Orc cleave feats, stick with them. I think even just the flavor alone is totally worth taking them.

You're still gonna be a badass dorf in a suit of stone armor.


I've changed the stats to...

Str 21, Dex 12, Con 12, Int 7, Wis 12, Cha 12

The AC, DR and LoH should easily cover my health. A +1 bonus to Dex & Wis help saves. Its a better all round distibution.


As a dwarf never is slowed by armor I like to give them the armor mod that gives +2 AC vs crit confirmation rolls.
Combined with the dwarf boulder helmet that's +4 AC vs crits.
The boulder helmet gives a circumstance bonus, the vital guard just treats the AC as being 2 higher so both should stack.

Combined with the stonelord fortification ability this means you'll rarely be crited.


Umbranus wrote:

As a dwarf never is slowed by armor I like to give them the armor mod that gives +2 AC vs crit confirmation rolls.

Combined with the dwarf boulder helmet that's +4 AC vs crits.
The boulder helmet gives a circumstance bonus, the vital guard just treats the AC as being 2 higher so both should stack.

Combined with the stonelord fortification ability this means you'll rarely be crited.

I'm not all that worried about the crits. With high AC, DR and decent hit points it shouldn't be an issue.

Need to maximise the number of hits I get each round.


combat reflexes and a good position on the battlefield, with allies staying behind you


asthyril wrote:
combat reflexes and a good position on the battlefield, with allies staying behind you

I was thinking more along the lines of Great Cleave, Goblin/Orc Feats, Enlarge Person, my reach weapon and not missing anything within 10-15ft of me!

Grand Lodge

I would just combine a Dwarven Longhammer, or Dwarven Longaxe, with a Dwarven Boulder Helmet.

Threaten adjacent, and at reach, all while using effective, and flavorful weapons.


blackbloodtroll wrote:

I would just combine a Dwarven Longhammer, or Dwarven Longaxe, with a Dwarven Boulder Helmet.

Threaten adjacent, and at reach, all while using effective, and flavorful weapons.

If I Cleave/Great Cleave I can't swap between different weapons and wont that make things expensive?

Dark Archive

You can Cleave/Great Cleave with any weapon you are wielding. Since you can still headbutt things while holding on to the longaxe/longhammer, you can take cleave attacks with either.

Expensive? A little, but after a bit the different in price will be very minor. It shouldn't even be a problem by level 4.


Dabnabit wrote:

I have this dude as a back-up in case my current char dies. We can use anything Paizo published [Core, APG, Ultimates, Campaign stuff etc.]. We use 20 point buy.

Any suggestions would be appreciated.

Well I would ask yourself how much lay on hands is worthwhile to you. You don't get a mercy until 6th level even. This is pretty much the only CHA based ability that you have.

STR 18 (17+1bump; all bumps to STR)
INT 07
WIS 16 (14+2 racial)
DEX 14
CON 16 (14+2 racial)
CHA 05 (7-2racial)

You won't see lay on hands until 8th level (or 6th if you pay 4k gold for a headband). If this is too abhorrent to you, you can ask your DM if you could have a feat to switch it over to a WIS based ability (as a houserule). Personally, I think you will have enough call for swift actions that you won't miss a heal there and again. After all wimpy human fighters don't even have the ability... but then again they whine a lot come to think on it (good thing I don't think on it often).

As to feats, if you like them then I would stick with the cleave feats... they can be fun. Also when you finally need to leave a defensive stance with them you can do a little more than just a single attack. As well when moving into position, you can politely ask the bad guys to stay around (politely, dwarven style).

I would look at Combat Reflexes as a potential feat. I would also think to switch Great Cleave to 7th and Orc Hewer to 9th. This is assuming that you will be enlarged a lot. Your 8th level defensive power might be halting blow (and then unexpected strike at 12th).

It's a tough call, but with so many feats.. a level of fighter might be in your future at some point to help get things on line quicker.

-James


The key to the LoH's is the ability to move without losing your Stance boons. Obviously I don't know if and how often I will want to move position in combat but I would probably want to cover myself for perhaps one move per encounter worthy of a Stance. That could be anything between once and three times [I figure/blindly guess] each day.
On that basis I guess I only need three LoH's at level 6, one of which could come from a Headband which means I can lower my CHA to 8 [0 points spent] giving me another 5 points to spend. I couldn't drop as low as 5!

As for CON, why so high? A d10 hit die, a Favoured Class bonus, DR and a decent AC should be more than enough to survive, I hope!

The Cleave Feats are going to increase the number of attacks I get each round and it would be great to combine that with Combat Reflexes but I don't have room!

Unexpected Strike was going to be my first power but I'm tempted by more DR even though I know that's probably a bad option.


james maissen wrote:


It's a tough call, but with so many feats.. a level of fighter might be in your future at some point to help get things on line quicker.

-James

Not a bad idea, it's only really going to delay 1 point of DR by a round and although that would be a little painful the extra Feat plus +2 Fort would make it a lot less painful!


well lets see, given the going rates for courtesans/companions in the goods and services section of ultimate equipment, I'd say about 1gp a night, 4g in a dwarf-heavy community.

because, while the price can go up to 10g, and the character has a respectable constitution, charisma and character levels, they are also a dwarf, and not everyone is into that--particularly when they're going on about law and goodness.


AndIMustMask wrote:

well lets see, given the going rates for courtesans/companions in the goods and services section of ultimate equipment, I'd say about 1gp a night, 4g in a dwarf-heavy community.

because, while the price can go up to 10g, and the character has a respectable constitution, charisma and character levels, they are also a dwarf, and not everyone is into that--particularly when they're going on about law and goodness.

Doesn't a good bedside manner help at all?


stuart haffenden wrote:
AndIMustMask wrote:

well lets see, given the going rates for courtesans/companions in the goods and services section of ultimate equipment, I'd say about 1gp a night, 4g in a dwarf-heavy community.

because, while the price can go up to 10g, and the character has a respectable constitution, charisma and character levels, they are also a dwarf, and not everyone is into that--particularly when they're going on about law and goodness.

Doesn't a good bedside manner help at all?

quite true actually. never have to worry about diseases (for either party, what with LoH and mercies) and such.

actually, that's a decent reason that a paladin could go whoring (or just walk through a brothel and high-five everybody)--you know for a fact the folks they hire would be treated above and beyond what they normally have to deal with.

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