Building a Rogue / Paladin....thoughts / ideas?


Advice

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Stepping in as a main healer for a group running RotRL. They just finished the first book, and they don't have a healer or a trapfinder.

The concept I want to build around is a stealth scout who can clear the path for the party, then keep them healed in battle. I'd rather focus on healing/spellcasting, but want decent combat prowess.

I'm going to build one, and so far what I've come up with is Rogue/Paladin, probably Halfling as a race, likely with Hospitaler Archetype. I am open to race/class suggestions for the build, and skill/weapon choices to maximize the effectivity.

20 pt build, level 3, Paizo products only, Core Races plus Tiefling and Aasimar (I may be able to sweet talk the GM into another race, so don't count them out).


Sounds like you want a Cleric who specializes in finding traps. I don't think any multiclassing is necessary- just maximize your Disable Device by using a trait to get it as a class skill, upping your dexterity and trying to minimize your armor check penalty. There also might be a few cleric spells which are handy against traps.


That wouldn't help me against disarming magical traps, though, right? I'd still need trapfinding somehow...


Bard Archaeologist

Access to cure spells, a bonus to perception and disable device and can disable magical traps (at 6th level)


Barry Armstrong wrote:
That wouldn't help me against disarming magical traps, though, right? I'd still need trapfinding somehow...

You don't need trap finding. Traps can be found with perception and don't require disable device to get around.

Cleric with high perception is all you NEED.

Don't play rogue for trap-finding. Most GMs don't like traps that can be defeated with a skill check. When me or my friends GM we only put in traps like that if there is a rogue in the party.


I thought about that, but a Bard doesn't really have access to enough healing spells to make him a primary healer. Primary focus on this character is healing, with access to trapfinding. not the other way round.

Liberty's Edge

4 people marked this as a favorite.

I AM FIRMLY IN FAVOR OF THIS IDEA AND WILL TRY IT
P.S. I STOLE YOUR- WAIT I AM LAWFUL GOOD NOOOOOOOO


Marthkus wrote:
Barry Armstrong wrote:
That wouldn't help me against disarming magical traps, though, right? I'd still need trapfinding somehow...

You don't need trap finding. Traps can be found with perception and don't require disable device to get around.

Cleric with high perception is all you NEED.

Don't play rogue for trap-finding. Most GMs don't like traps that can be defeated with a skill check. When me or my friends GM we only put in traps like that if there is a rogue in the party.

No offense, but you aren't the GM of this campaign. Your house rules don't really apply.

I'd be picking up rogue-like abilities for more than just trapfinding. As in the original post, I'd like to be a stealthy scout that can fade back and toss heals when the battle comes up. If I run out of spells, I'd like to be able to contribute to battle by flanking the combat monkeys, and that would be even better if that gave me sneak attacks.

Faster combat means less healing necessary after battle.

I'm still favoring the Halfling Paladin/Rogue idea, although Paladin/Archaeologist might be fun too.

Liberty's Edge

Barry Armstrong wrote:
That wouldn't help me against disarming magical traps, though, right? I'd still need trapfinding somehow...

You can "disarm" magical traps with spells ;-)

You only need Trapfinding to disarm magical traps with the Disable Device skill. Also ask your GM about it, as he may have some houserule to get around the Trapfinding feature tax.

BTW, in RotRL, a healer is FAR more needed than a trapfinder IMO.


Barry Armstrong wrote:
Marthkus wrote:
Barry Armstrong wrote:
That wouldn't help me against disarming magical traps, though, right? I'd still need trapfinding somehow...

You don't need trap finding. Traps can be found with perception and don't require disable device to get around.

Cleric with high perception is all you NEED.

Don't play rogue for trap-finding. Most GMs don't like traps that can be defeated with a skill check. When me or my friends GM we only put in traps like that if there is a rogue in the party.

No offense, but you aren't the GM of this campaign. Your house rules don't really apply.

I'd be picking up rogue-like abilities for more than just trapfinding. As in the original post, I'd like to be a stealthy scout that can fade back and toss heals when the battle comes up. If I run out of spells, I'd like to be able to contribute to battle by flanking the combat monkeys, and that would be even better if that gave me sneak attacks.

Faster combat means less healing necessary after battle.

I'm still favoring the Halfling Paladin/Rogue idea, although Paladin/Archaeologist might be fun too.

I would then suggest rogue with UMD and the party equally buying wands of cure-light-wounds. In combat healing is hard to be effective with until you get the heal or mass heal spells.


The black raven wrote:
Barry Armstrong wrote:
That wouldn't help me against disarming magical traps, though, right? I'd still need trapfinding somehow...

You can "disarm" magical traps with spells ;-)

You only need Trapfinding to disarm magical traps with the Disable Device skill. Also ask your GM about it, as he may have some houserule to get around the Trapfinding feature tax.

BTW, in RotRL, a healer is FAR more needed than a trapfinder IMO.

There will be no such house rule. And, yes, I realize the prime healer is key. Which is why I am focusing on a primary healer that happens to be able to locate and disarm traps (through the skill).

Look, I appreciate the workarounds, but here's the thing:

In this build, I want trapfinding to be mandatory. Yes, I can get around it various ways. Yes, it's not entirely necessary to have to function. But the fact is I want the trapfinding ability, not clever ways around traps without having that ability.

So far, I have Cleric, Paladin, Rogue, Bard, and Ranger as class options. I have Halfling and Kobold as race options. I have Trapper Ranger, Archaeologist Bard, and Hospitaler Paladin as Archetypes.

Please help me figure out a build that HAS trapfinding and can serve as a main healer and combat support. That's not optional.


Marthkus wrote:


I would then suggest rogue with UMD and the party equally buying wands of cure-light-wounds. In combat healing is hard to be effective with until you get the heal or mass heal spells.

Hardly helpful at all, as my build relies upon me being the primary healer. This build is a healer with a smattering of rogue. Not a rogue who makes the party heal itself. It MUST be possible.


Hmmm, what about druid options?


Barry Armstrong wrote:
Marthkus wrote:


I would then suggest rogue with UMD and the party equally buying wands of cure-light-wounds. In combat healing is hard to be effective with until you get the heal or mass heal spells.
Hardly helpful at all, as my build relies upon me being the primary healer. This build is a healer with a smattering of rogue. Not a rogue who makes the party heal itself. It MUST be possible.

Then play a cleric that just heals through the trap damage.

If you want to be stealthy, rogue and bard are good choices.

If you want to heal paladin and cleric are good options.

If your party needs healing. Wands of cure-light-wounds can fill the role.

If you want to heal and be stealthy you have to sacrifice healing or stealth. Bard does well enough at healing. A cleric/rogue in light armor does well enough with stealth, but give up some healing.

Rogue paladins can fall from striking a flat-footed opponent, depending on how your GM reads the rules you may need a house rule just to play your class without falling.

Liberty's Edge

Best healer is Oracle of Life.

Cleric of Desna could be good for the character you envision thanks to the Liberation and Travel domains.

IMO, Trapfinding is best taken through a dip in Trapper Ranger so that at least you get +1 BAB.

As mentioned by Marthkus, Rogue/Paladin is something of a trap when you catch potential opponents flat-footed because you might need for them to act before considering them as real opponents or innocent bystanders. And then they are not flat-footed anymore :-(


Marthkus wrote:
Rogue paladins can fall from striking a flat-footed opponent, depending on how your GM reads the rules you may need a house rule just to play your class without falling.

I assume you mean the part of the Code of Conduct involving honor. That interpretation would depend on your deity and DM's call. I'm pretty sure this DM wouldn't make me go complete Lawful Stupid or fall just for using wise combat tactics.

Of course I'd be making compromises. Normally, stealth and healing are two completely separate concepts that an entire character is built around (usually not both). But there must be a combination that involves stealth and healing at a good enough rate to warrant playtesting.

I'm currently scanning Inquisitor. They look like they have some pretty good heal spells, Perception and Stealth as class skills...

Any thoughts on using an Inquisitor as a healer?


Maybe try out an alchemist.

The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

If you wanted someone who can heal, then maybe try out the Chirurgeon archetype

Actually I think a Reanimator / Chirurgeon would be a pretty fun/cool combo if you can't heal them then bring them back to un-life!


Barry Armstrong wrote:
Marthkus wrote:
Rogue paladins can fall from striking a flat-footed opponent, depending on how your GM reads the rules you may need a house rule just to play your class without falling.

I assume you mean the part of the Code of Conduct involving honor. That interpretation would depend on your deity and DM's call. I'm pretty sure this DM wouldn't make me go complete Lawful Stupid or fall just for using wise combat tactics.

No offense, but I didn't know what your house rules were.


The black raven wrote:
Best healer is Oracle of Life.

That is indeed an option worth considering. Great heals, medium armor, and I can pick up the class skills I want elsewhere...good choice.

The Exchange

You could go Oracle with the Wrecker Curses and the Dark Tapestry Mystery. You would gain Disable Device, Stealth and Disguise as class skills. Take the Dangerously Curious trait and you have use magic device as a class skill also.


Marthkus wrote:

No offense, but I didn't know what your house rules were.

None taken. I won't get into the racy "Paladin falls" debate here, since I have an agenda other than creating yet another 172 page debate on the politics of Paladins.

ub3r n3rd wrote:

Maybe try out an alchemist.

The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

If you wanted someone who can heal, then maybe try out the Chirurgeon archetype

Actually I think a Reanimator / Chirurgeon would be a pretty fun/cool combo if you can't heal them then bring them back to un-life!

I've never been sold on the Alchemist as a class. Especially not as a primary healer. And that combo hardly takes my design into consideration for a stealthy scout/healer.

Perhaps I'm reading the mechanics wrong, but it just seems way too limiting to be useful here...maybe you could elaborate on how I would use him as a main healer?


I built this character, for RoRL myself.

Szarko Rom, made it to Rogue 3/Paladin 4. Since this was early days, didn't have archetypes to work with...

Here's what I know:

There's a decent amount of combat
If you ONLY find traps and heal people, you're going to be standing around a good deal of the time. Even if you're not the fighter, you need something to do during a fight.

No, wait around for people to get hurt isn't good enough. Luckily, you've got a lot to work with. Medium armor and a longsword isn't that shabby.

Healing HP damage is the least important part of the healer's job
That can be done by SO many other kinds of characters. The real job of the healer is to deal with all of the horrible things that happen to players, like curses, poisons, diseases, darkness, fear, fatigue, etc.

And for that reason, the druid spell list doesn't cut it. Paladins can get there with archetypes and mercies, but they also need to invest in scrolls for the off cases like water breathing. You don't need it often, but when you do, you NEED it.

The rogue class isn't that good
You said it yourself, you want to be able to find traps. You didn't mention stealth, or sneak attack, or anything else. Which says to me: Get trapfinding, and move on.

Personally, I think you'll better with trapper ranger, which gives you better BAB, HD, and saves.

Weigh your options

Sounds like the bulk of your build is either cleric or paladin. You can make up your own mind about that one.

Get your stats right

If you're a trapfinder, you don't really need to worry too much about Dexterity. There are other ways to raise a single skill. Likewise, healer's don't need sky-high spell DCs, the injured barbarian isn't going to make a saving throw to resist your healing magic.

I'd go for a lot of mid-range stats, probably 14s all around. That's how I build my character, and it worked very well.


Here’s how I’d do it. Oracle (Life)2/Ranger (trapper)1 (UM). Halfling. Wayang could be fun. Use ranged attacks if necessary.

Oracle of life is best healer in game. Hands down. Gets 4Skp/lvl. The Trapper ranger has all the trapfinding of a rogue, but with better bab, saves & HP.

Inquisitor is a decent back up healer. No channel= not a good main healer.

I find the best in combat healing to come from Channeling. This does need selective channel, and later Quick channel.


Anonymous Visitor 163 576 wrote:

I built this character, for RoRL myself.

Szarko Rom, made it to Rogue 3/Paladin 4. Since this was early days, didn't have archetypes to work with...

Here's what I know:

There's a decent amount of combat
If you ONLY find traps and heal people, you're going to be standing around a good deal of the time. Even if you're not the fighter, you need something to do during a fight.

No, wait around for people to get hurt isn't good enough. Luckily, you've got a lot to work with. Medium armor and a longsword isn't that shabby.

Healing HP damage is the least important part of the healer's job
That can be done by SO many other kinds of characters. The real job of the healer is to deal with all of the horrible things that happen to players, like curses, poisons, diseases, darkness, fear, fatigue, etc.

And for that reason, the druid spell list doesn't cut it. Paladins can get there with archetypes and mercies, but they also need to invest in scrolls for the off cases like water breathing. You don't need it often, but when you do, you NEED it.

The rogue class isn't that good
You said it yourself, you want to be able to find traps. You didn't mention stealth, or sneak attack, or anything else. Which says to me: Get trapfinding, and move on.

Personally, I think you'll better with trapper ranger, which gives you better BAB, HD, and saves.

Weigh your options

Sounds like the bulk of your build is either cleric or paladin. You can make up your own mind about that one.

Get your stats right

If you're a trapfinder, you don't really need to worry too much about Dexterity. There are other ways to raise a single skill. Likewise, healer's don't need sky-high spell DCs, the injured barbarian isn't going to make a saving throw to resist your healing magic.

I'd go for a lot of mid-range stats, probably 14s all around. That's how I build my character, and it worked very well.

Thank you for being a light in the frustrating darkness. Yeah, I don't care much about sneak attack. Although I did mention Stealth. Which can be picked up easily outside the Rogue class.

1 level dip of Trapper Ranger is probably a great start. I get tracking, trapfinding, and BAB. Also, Perception and Stealth as class skills. So, that's pretty much settled. That's how to get my trapfinding and remain combat viable.

Now, onto my healer class. Sure, I could pick Cleric or Paladin, but would Oracle of Life or an Inquisitor focused on healing meld better with that Ranger level?


Oracle is better for healing and still gets 4 SkP. You can't build a skill monkey with 2SkP/lvl, so Pally is right out, so is cleric.


I have another idea, but I see that your game doesn't allow the Samsaran race. It was going to revolve around the Sorcerer with the False Priest archetype. Oh well.

Looking a bit closer at the chirurgeon, you can brew up a bunch of your potions/infusion so that people can drink them down and they act as the spells cure light, moderate, serious wounds.

Then, if you want to be stealthy I'd say go with one of these traits:
Slippery
highlander
regional recluse
silent hunter
swamp rebel
bandit

These allow you to pick stealth up as a class skill and get bonuses on it.


DrDeth wrote:

Oracle is better for healing and still gets 4 SkP. You can't build a skill monkey with 2SkP/lvl, so Pally is right out, so is cleric.

Plus Knowledge(Nature) and Survival as class skills. Very good mesh.


Trapper ranger 1/ inquisitor x
Rogue 3-4/ oracle of life x
Cleric/ rogue
Trapper ranger 1/ cleric x
Urban ranger 3/ cleric x
Barbarian/ cleric


ub3r_n3rd wrote:

I have another idea, but I see that your game doesn't allow the Samsaran race. It was going to revolve around the Sorcerer with the False Priest archetype. Oh well.

I may be able to get Samsaran if I discuss with GM first. Go ahead with the idea. The party already has a Wizard and a Sorceror, but I'm open to all options.

Churgeon just isn't going to give me access to strong enough healing at a high enough rate to be viable.

Currently favoring:

Trapfinding:
Ranger (1) with Trapper, Trophy Hunter, and Wild Stalker Archetypes (not only to maximize that one level dip, but to tailor his abilities to the character's backstory).

Healing:
Oracle of Life (2)

Race/Weapon Choices:
Open for debate


Hmmm, Samsaran might be a good race choice. Would allow me to pick up Stealth as a Class Skill, and might be good weaving Oracle into a backstory.


Barry Armstrong wrote:
Hmmm, Samsaran might be a good race choice. Would allow me to pick up Stealth as a Class Skill, and might be good weaving Oracle into a backstory.

Ranger already has it as a class skill. You do know you dont need a skill to be "class" more than once, right?

I can;t see Samsaran as much as Wayang. They have Drkvision, and +2 racial bonus on Perception and Stealth checks.

Samsaran has +2 to Int & Wis, which is good, but not as great as CHA or DEX. And they have a -2 to Con, which is bad.


Yeah the Samsaran I was thinking because you could pluck divine spells off of the other spell lists, but you wouldn't need to if you were an oracle.

I was just thinking False Priest combined with the Samsaran who has the mystic past life alternate trait so that he'd get more divine stuff. Then picking up one of the traits I listed above to get you stealth and probably something else to pick up the disable device whether it was a feat, trait, or item.

Samsaran Alternate Racial Traits:

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

Mystic Past Life (Su) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.


DrDeth wrote:


Ranger already has it as a class skill. You do know you dont need a skill to be "class" more than once, right?

I can;t see Samsaran as much as Wayang. They have Drkvision, and +2 racial bonus on Perception and Stealth checks.

Samsaran has +2 to Int & Wis, which is good, but not as great as CHA or DEX. And they have a -2 to Con, which is bad.

/smh

Yep. Duh. My bad. I'm home sick from work and heavily medicated. Samsaran would fit my backstory well, and I've always been sketchy of Wayang. They're just creepy. But I'll look into it.

So, any other race suggestions and weapon choices?


Right. So, going with Halfling Ranger/Oracle. Considering using the Halfling Slingstaff and picking up the racial feat for free action reloads...

Silver Crusade

This is just a suggestion. You can cover healing, combat, and skills all with one class.

Human (20Point buy)
Bard
Str 14
Dex 17
Con 14
Int 12
Wis 7
Cha 14
Traits:
Vagabond Child (Urban): Disable Device as a class skill +1 trait bonus to disable device.
Reactionary: +2 trait bonus to initiative.
Feet's:
Human Bonus: Weapon Finesse
1: Lingering Performance
3: Improved Initiative
Skill's:
6 Base + 1 Human + 1 Int Mod +1 Favored Class = 9 Skill Ranks Per Level.
Spell (Need for covering all traps)
(level 2 Bard spell) Aram Zey's Focus (Grants trapfinding equal to 1/2 your level for 1min/level.)


calagnar wrote:

This is just a suggestion. You can cover healing, combat, and skills all with one class.

Human (20Point buy)
Bard

I appreciate the suggestion, but Bard doesn't have enough spell access to be a main healer.

I also just learned that I'd also be a frontline tank, so I'm going to re-compromise and go back to my original plan of Paladin instead of Oracle.

Halfling Ranger/Paladin.

Silver Crusade

I was the main healer in my CoT group using the same build. With a good UMD you just need a few key wands and scrolls.

How ever if your the front line as well. Just wondering what the rest of the group is playing? With all your missing it could be a TPK. Before you start RotRL. As it is a combat heavy AP with out a lot of time for resting to get back spells. In many parts after you start there is no truing back until your done.


Sorceror, Wizard, Magus, Bard, Fighter (Archer Build, not tank), Samurai, and me.

I figure if I go Hospitaler Paladin and focus on taking hits instead of dishing them, between myself, the Magus, and the Samurai we will be ok.

I've run the AP before, we had a Cleric as a healer, boy did it suck when he got one-shotted. Fortunately we had a Rage Prophet and a Bard to back-up heal.


Barry Armstrong wrote:
calagnar wrote:

This is just a suggestion. You can cover healing, combat, and skills all with one class.

Human (20Point buy)
Bard

I appreciate the suggestion, but Bard doesn't have enough spell access to be a main healer.

What kind of spell access is it lacking out of curiosity? I've never really done much with bards.. but I see they have the cure spells. If it's number of spells per day, he can augment that with wands from his spell list pretty easily.

So far we've had a druid a paladin and an alchemist as primary healers...

ACTUALLY I guess I DO have an archaelogist bard in a game... but we rarely play it and are only 3rd level.. .but he's healer there too. Never had a cleric or Oracle in a pathfinder game yet.

Barry Armstrong wrote:


I also just learned that I'd also be a frontline tank, so I'm going to re-compromise and go back to my original plan of Paladin instead of Oracle.

Halfling Ranger/Paladin.

I would approve this idea. I'm playing a paladin in kingmaker right now, and i'm the only healer myself. We DO still have wands floating around... because putting all your healing into the main tank is a DANGEROUS game to play... so make sure you have something that will get HIM back on his feet so he can help others...

Going full BAB with the ranger will hurt him a LOT less then if was rogue... that's for certain. Especially since only a level or two wouldn't give enough sneak attack to make it worthwhile.

I AM curious how the final result will look! Paladins tend to need a lot of chr for those heals, and of course the str and Con to fight melee.... Mine has a large point buy... and the best dex I mustered was 10. Without his armor and shield he'd be long dead... I'm not sure how I would have built a 'stealth-paladin'. My plate/shield gives me a -8 right now to any of those rolls....


Barry Armstrong wrote:
Marthkus wrote:
Rogue paladins can fall from striking a flat-footed opponent, depending on how your GM reads the rules you may need a house rule just to play your class without falling.
I assume you mean the part of the Code of Conduct involving honor. That interpretation would depend on your deity and DM's call. I'm pretty sure this DM wouldn't make me go complete Lawful Stupid or fall just for using wise combat tactics.

I also suggest not dismissing this.

I PERSONALLY believe that no paladin should fall for striking a flat footed opponent JUST because they haven't acted in the round yet.

However many DMs DO seem to think that, so by all means if you choose paladin ASK the DM if a 'stealth Paladin' is feasable in his game...


Hey, I'm your anonymous poster, using my own computer now...

Ranger 2/Paladin X is a strong front line contender.

I'd suggest weapon and shield

You can drop your Dex to 10 or 12, and use the ranger bonus feat to sidestep and Dex requirements you might face. TWF isn't a bad choice for a sword and board type, you can make two attacks when facing lots of weak opponents, and stop using it when you want the improved accuracy.

You can also put your shield across your back, which allows you to put a second hand on that longsword and power attack fairly effectively.

This allows a str, con, and cha of around 14 with point buy, good enough for a trap finder/healer.

Magical knack trait will help keep your paladin caster level up.

Buy a suit of light armor. You can sleep in it (key), and it's your go to when being stealthy. If you know you're fighting, wear the heavy armor. It's ok to have spare equipment in your pack.

Nothing wrong with human for skill points, or a 12 INT to get a few more skill points.

If you decide skill points are important, ranger/oracle is better. Ranger/inquisitor is a skill monster and formidable melee foe, but you've moved to secondary healer if you go that way.

have fun.


phantom1592 wrote:
Barry Armstrong wrote:
calagnar wrote:

This is just a suggestion. You can cover healing, combat, and skills all with one class.

Human (20Point buy)
Bard

I appreciate the suggestion, but Bard doesn't have enough spell access to be a main healer.

What kind of spell access is it lacking out of curiosity? I've never really done much with bards.. but I see they have the cure spells. If it's number of spells per day, he can augment that with wands from his spell list pretty easily.

So far we've had a druid a paladin and an alchemist as primary healers...

ACTUALLY I guess I DO have an archaelogist bard in a game... but we rarely play it and are only 3rd level.. .but he's healer there too. Never had a cleric or Oracle in a pathfinder game yet.

Barry Armstrong wrote:


I also just learned that I'd also be a frontline tank, so I'm going to re-compromise and go back to my original plan of Paladin instead of Oracle.

Halfling Ranger/Paladin.

I would approve this idea. I'm playing a paladin in kingmaker right now, and i'm the only healer myself. We DO still have wands floating around... because putting all your healing into the main tank is a DANGEROUS game to play... so make sure you have something that will get HIM back on his feet so he can help others...

Going full BAB with the ranger will hurt him a LOT less then if was rogue... that's for certain. Especially since only a level or two wouldn't give enough sneak attack to make it worthwhile.

I AM curious how the final result will look! Paladins tend to need a lot of chr for those heals, and of course the str and Con to fight melee.... Mine has a large point buy... and the best dex I mustered was 10. Without his armor and shield he'd be long dead... I'm not sure how I would have built a 'stealth-paladin'. My plate/shield gives me a -8 right now to any of those rolls....

Bards don't channel . Channel is critical for being a healer, which is why Hospitaler pallys are good healers.


rkraus2 wrote:


Buy a suit of light armor. You can sleep in it (key), and it's your go to when being stealthy. If you know you're fighting, wear the heavy armor. It's ok to have spare equipment in your pack.

So much key!!!

My Paladin has an AC of about 24 unless he gets surprised at night. Then it was 10....

He has since bought some studded leather pajammas

It's not great... but it's SOMETING ;)


If your not as focused on dishing out damage you could also possibly go for min-maxing your stats as much as humanly possible. That way if you find yourself in a very sticky situation you can reasonably chance, as a Paladin with godlike saves, stepping on the trap as opposed to disabling it.

However, I haven't played the module you are headed into therefore I do not know if you could honestly risk stepping on what could be a nuclear land mine.

But since your the tank you could maximize CON and CHA and then rely on your smites to deal real damage when you really need it.

EDIT: And btw forgot to mention Dex. Have you considered building Dervish Dancing in? As far as MAD is concerned if you are building a frontline tank/trap finder (and disabler) you need DEX, but you won't want to dump STR because it will lead to you never hitting anything and being ignored during combat therefore you wouldn't be tanking. However, if you go for CHA, CON, DEX build with Dervish Dancing you could potentially minimize the amount of stats you need and increase your potential damage output. However, that is a two feat commitment and you would need it fairly early on if you actually want to hit things, especially with a 20 point buy.

Something to consider.


Y'know, there IS an Oracle that gets trapfinding.


If I were going to build a character based on the premise set up by the OP, here's what I'd do:

Take 2 levels of Ninja (because they are better than Rogues) to get Trapfinding and Evasion, and take 4 levels of Paladin. Do this in whatever order suits you.

For your feats take Combat Reflexes, Dodge and Mobility (and use a reach weapon)

Then go Shadowdancer.

Yes, it works. It works really well, and thematically is super cool.


phantom1592 wrote:
What kind of spell access is it lacking out of curiosity? I've never really done much with bards.. but I see they have the cure spells. If it's number of spells per day, he can augment that with wands from his spell list pretty easily.

They don't have ALL the cure spells. They don't have heal. They can't channel or Lay on Hands to make up for lack of cure spells.

And, most importantly, they simply don't have a lot of spells per day. In all, that's a pretty big downside for a main healer.

phantom1592 wrote:

I also suggest not dismissing this.

I PERSONALLY believe that no paladin should fall for striking a flat footed opponent JUST because they haven't acted in the round yet.

However many DMs DO seem to think that, so by all means if you choose paladin ASK the DM if a 'stealth Paladin' is feasable in his game...

Already talked to the DM. Rog/Pal using flanking and sneak attacks would not cause him to fall. Using wise and opportunistic combat tactics at his disposal does not fall into the "Dishonorable" category in his interpretation. Nor does it in mine.

If he stealths up to an unarmed, sleeping foe, and enacts a Coup De Grace, that's a different story. But I'm taking Ranger rather than Rogue anyways, so it's a moot point.


BiosTheo wrote:

EDIT: And btw forgot to mention Dex. Have you considered building Dervish Dancing in? As far as MAD is concerned if you are building a frontline tank/trap finder (and disabler) you need DEX, but you won't want to dump STR because it will lead to you never hitting anything and being ignored during combat therefore you wouldn't be tanking. However, if you go for CHA, CON, DEX build with Dervish Dancing you could potentially minimize the amount of stats you need and increase your potential damage output. However, that is a two feat commitment and you would need it fairly early on if you actually want to hit things, especially with a 20 point buy.

Something to consider.

After researching the feat, it requires an empty off-hand. Not being able to use a shield or dual wield to make up for the defense limitation seems a very large negative.

Do you think it would be worth the AC hit to increase the damage output?


Doomed Hero wrote:

If I were going to build a character based on the premise set up by the OP, here's what I'd do:

Take 2 levels of Ninja (because they are better than Rogues) to get Trapfinding and Evasion, and take 4 levels of Paladin. Do this in whatever order suits you.

For your feats take Combat Reflexes, Dodge and Mobility (and use a reach weapon)

Then go Shadowdancer.

Yes, it works. It works really well, and thematically is super cool.

Ninja don't get trapfinding. Any cha build is doomed because you want dex and wis to spot and disarm traps. I think a trapper ranger 1/ cleric x is your best bet. Either reach or archery build. Even this for reach:

20 pt human
Str: 16
Dex: 16
Con: 12
Int: 10
Wis: 13 (+1 @ 4,8,12)
Cha: 10

1) ranger- combat ref, weapon focus: ranseur
2) cleric-
3) cleric- selective channeling
4) cleric-
5) cleric- power attack
6) cleric-
7) Grey Warden- furious focus
8) GW-
9) GW- whatever from here.
10) GW-
11) GW-
12) GW-

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