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Sealbreaker |
![Berkanin Ardoc](http://cdn.paizo.com/image/avatar/PZO9063-Berkanin_90.jpeg)
So a friend is running a campaign (Savage Tide for those interested) that we have managed to break over our knee with a shattering crunch. Our party consisted of a battlefield control conjuration specialist wizard (me), a debuffer cleric, a wild shape focused green faith acolyte druid, a paladin and a bard. At level 6 me and the druid cowboyed up and took on the sargasso mother of all. She died in two turns thanks to some lantern archons, a double charge from the druid and the companion and a massive boulder (love shrink item) dropped on the thing from 180ft. On top of that, the monster had a bit over 300hp and DR/10- to make it harder.
The problem we had is that there was no party cohesion mostly due to how optimised our characters were. As a result, we have agreed that we died in a shipwreck and can start with some more "character" characters....and everyone is either ranged or a spellcaster.
As a result of this, and the fact that there's apparently demons in the campaign, I'm going for a paladin so we can have someone in the front. In order for the math to check out and me to be able to survive under that much fire while still returning damage, I need more than the regulation number of attacks. Being aasimar with metallic wings is both flavourful and gives me two extra attacks, at the cost of three fairly useless feats. I have also toyed with the idea of dipping synthesist, calling the eidolon a celestial spirit and growing multiple wings.
Desperately need help here if I am to survive more than a couple of turns in combat while keeping ALL enemies at bay. And so I turn to you.
Current Stats:
Level 7, 23500gp
Angelblood Aasimar (+2 STR, +2 CHA) giving up alter self for +2 STR
STR 25 (18 + 4 racial + 1 level + 2 belt)
DEX 10
Con 16
WIS 8
CHA 22 (18 + 2 racial + 2 headband)
AC 21 with full plate
FORT 16(20 vs evil) (extra +4 against evil - Ragathiel celestial obedience)
REF 10 (14 vs evil)
WILL 12 (16 vs evil)
Melee attacks w/ haste and power attack
+13/+13/+8 1d6+19 (18-20/x2)
can go up to +30 with smite (+41 for 1st attack)
Feats
1 - Celestial obedience (Adopted by Humans - Bonus feat)
1 - Power Attack
3 - Blood of Angels (prerequisite)
5 - Angel Flesh (prerequisite)
7 - Critical Focus - Scimitar
9 - Staggering Critical
11 - Angel Wings (yet another prerequisite)
13 - Metallic wings (Finally...)
15 - Step up
17 - Lunge
19 - Extra LOH (maybe?)
As you can see, I am wasting 4 feats for two extra attacks and pushing feats needed for battlefield mobility to really late levels. I am almost entirely certain this will not be hold up at high levels and I'll either die or fail at keeping the enemies away from the party.
Any ideas, obscure magic items or interesting dips to improve damage output and survivability?
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soupturtle |
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You broke your old campaign by over-optimizing, so you decided the thing to do was make a paladin with a starting strength of 22 who works up to getting two additional natural attacks? You don't think your DM might like you to fight something evil for more than one round once in a while?
If you want to make a frontliner who won't break encounters on his own while protecting a party of casters and archers, the thing to do is probably a trip build with a reach weapon. With your point buy it should even work as a paladin, as all you need is 13 int. Also, if you're the person who's supposed to take all the hits, it might be a good idea to invest a bit in AC. 21 isn't that much at level 7. I would at least start with 12 dex. 14 is better of you go for the reach/trip build due to combat reflexes. And then spent a bit of your wealth on enchanting your armor and other protective items.
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Sealbreaker |
![Berkanin Ardoc](http://cdn.paizo.com/image/avatar/PZO9063-Berkanin_90.jpeg)
Trip and attacks of opportunity. I actually like the idea, it's different than what I usually play.
Can give up the wings for demoralise abilities like cornugon smash thus reducing saves for the casters to go to town. Dip polearm fighter to be able to threaten adjacent squares, reduce strength and charisma to 16 and raise int and dex. Something like that?
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soupturtle |
That sounds solid to me. Intimidation with cornugon smash also sounds like a good plan for your party, and it's a very good option for a paladin. There's also the intimidating prowess feat to add your strength bonus to intimidate, but with your solid charisma it might not be needed.
You don't desperately need polearm fighter to threaten adjacent squares, as you can also just use armor spikes, and as a combat reflexes tripper you should be able to keep your enemies 10 ft away most of the time, and you can generally just 5-foot step as well. It's by no means a bad plan either though, as the bonus feats will help you out as well.
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Brotato |
![Shargah-Katun](http://cdn.paizo.com/image/avatar/PZO9079-ShargahKatun.jpg)
Switch from an Aasimar to a Tiefling (Go a variant that doesn't penalize Cha if your GM lets you without having to take the feat that makes Tieflings even more underpowered than Aasimar). Take the paladin FCB bonus for Tiefling. Take Maw, Prehensile Tail, and Fiendish Sprinter. Take Fey Founding, Greater Mercy, and Extra Lay on Hands. Use a reach weapon and laugh in the face of death with your xd6+2x+y swift action heals every round.
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![Rakshasa](http://cdn.paizo.com/image/avatar/rakshasa.jpg)
Brotato has it right if you want to live, if you want to take it further and don't feel it's too much optimisation go Oath of Vengeance and Sacred Servant. The extra CL from Sacred Servant is used at the start of the day to buff GMW at a higher bonus, then used for extra LoH (which can always be converted into extra Smites). Feats are essentially as he says with Combat Reflexes for extra AoO fun, then just more LoH since this a) keeps you alive and b) can always translate into more smites which far more than makes up for the slower rate you gain the base ones at. Extra spells and Domain (Rage is always a great one) from Sacred Servant are just icing on the cake.
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The problem we had is that there was no party cohesion mostly due to how optimised our characters were.
And you will just run into the same problem again. Seems like Soupturtle is the only one who really read OP's opening post. Play a non-caster or ranger if you really intend not to "break the game" again.
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![Grimhorn](http://cdn.paizo.com/image/avatar/PZO90120-Grimhorn_500.jpeg)
Your last campaign broke because you were over optimizing so you solution is to do it again? If you want to play a non-campaign breaking tank, don't be a paladin and don't be an aasimar.
I'm currently playing the melee/frontline in my Savage Tide game as a ranger that dual wields daggers. You don't need to optimize to the Nth degree to play the game.
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Brotato |
![Shargah-Katun](http://cdn.paizo.com/image/avatar/PZO9079-ShargahKatun.jpg)
I fail to see how OP is "over-optimizing" with either his build or the one I suggested. Every other person is a ranged combatant or a spellcaster. If there isn't at least one person with the power to end a creature and the hp to take the hits, there's going to be nothing stopping the monsters from rolling right over the squishies.
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![Killian Paltreth](http://cdn.paizo.com/image/avatar/killian_color.jpg)
its a GM approval thing from the assimar book "blood of angels" the GM has the right to ok it or veto it, but its there in the books.
Metallic wings give you 2 secondary nat. attacks.
also, I am sorry, but a reach based character is going to break things just as much as his original. Sense he will likely be getting MORE attacks at FULL BaB than before.
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XMorsX |
Staggering Critical at 9th lvl is illegal.
Otehrwise
Brotato gave some great advice about how to make yourself more durable and Suthainn some more advanced advice about the arcehtype combination.
If you like the idea of sacred servant, take the travel domain for mobility (and the dimentional dervish feat tree) or the rage subdomain long with the lesser celestial totem rage power for even mpre healing power and a furious courageous weapon for maximum DPR (and break the campaign again, if damage was what annoyed your GM in the first place).
If anything, the aasimar racial feats are for flavor purposes mainly and will un-optimise your build, so no harm done. If you like them, go for them.
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Sealbreaker |
![Berkanin Ardoc](http://cdn.paizo.com/image/avatar/PZO9063-Berkanin_90.jpeg)
Thanks for the replies everyone, they have given me a lot more options to work with.
Staggering Critical at 9th lvl is illegal
Good catch, thanks.
Also the general consensus seems to be that for survivability I need to focus a bit more on lay on hands instead of maximising damage. Move staggering critical to level 13, metallic wings to level 15 and take greater mercy at level 9.
If I go for a polearm I won't take the wing feats as they have a range of 5ft, but then I can lower my strength and charisma a bit to boost dex and int with combat reflexes.
Alternatively attack with the polearm and actually move ft towards the enemy at the end of my turn with a 5ft step, finishing the full attack and threatening them with wings but that is even more feat intensive.
I'll make a couple of characters and see which sounds the coolest.