
bfobar |
Unoriginal as it is, I am thinking about making my next PC a copy of the character Kaladin from Brandon Sanderson's stormlight archive.
Mechanically, He is a human spear fighter with a ton of abilities to magically enhance himself and has an air spirit follow him around.
So I was thinking maybe Cavalier (Order of the dragon, Standard Bearer Archtype) 1 / Bard (Arcane Duelist) X using a long spear. Straight arcane duelist might be another option. Trying to work in an air elemental familiar would be a plus but probably isn't feasible.
I would want him to be a solid gish type that would hopefully be able to go toe-to-toe with other melee classes if his buffs are up.
I am putting a build together right now and will post later, but would appreciate your thoughts.

XMorsX |
Does he uses magic in a fancy way like the Magus? Does it resemble more arcane or divine magic?
It also seems to me that the Eldrich Knight is probably the best. The best two melee EK I can think use the SLA early entry and they are:
Warpriest 1 / Wizard (Scryer) 1 / EK 10 / Mystic Theurge 8
Aasimar Sohei Monk 1 / Crossblooded Empyreal Dragonic Sorcerer 1 / EK 10 / Dragon Disciple 8

Makarion |

You could very easily make that as an oracle, probably of the Battle mystery (although Ancestor, Metal or even Wood work, too). No spell failure since it's divine spells, and a ton of self-buffs. And there's summoning spells to call upon your buddy the elemental - or you can use Eldritch Heritage and get a familiar through the Arcane bloodline.

Kudaku |
1 person marked this as a favorite. |

I don't think eldritch knight or oracle would work since he is constantly using his powers while attacking, he doesn't really do a buff routine before going into combat. Warpriest or Magus would probably be your best bet.
If I remember correctly he originally trained with a staff, not a spear...
I'd say a Staff Magus focusing primarily on Spell combat for buff spells (force hook charge to replicate Lashing, Haste/Expeditious Retreat to represent his movement speed, Blur/Displacement for his incredible dodges, True Strike for his ability to pierce the tiny gaps in Shard Plate) and, of course, full attacks. Use the familiar Arcana, pick up Improved Familiar at level 7 and treat Sylphrena as an Air Mephit, perhaps? Personally I feel that Syl is very much a lawful good creature so a Harbinger Archon might be a better fit if you can refluff the description a bit.
You might need to give him a homebrewed feat that lets him qualify for Quarterstaff Master with a spear though.
The Warpriest is probably a really good fit as well, but the ACG doesn't release till the summer so you'll have to settle for the play test version at the moment.

bfobar |
I was also thinking that you could take leadership at level 7 instead of the familiar and get a monstrous cohort (whatever Syl translates to... Lantern Archon?) and a bridge crew worth of followers.
I don't know much about quarterstaff magus, so I'll need to read up after I finish this arcane duelist build.

Hayato Ken |

What he does mostly is using something like haste, some sort of shield, maybe true strike sometimes, some concealment perhaps.
A magues with a shortspear could be a good way.
Or a bard. Kaladin seems to be good at convincing people.
One thing to think of is the little windspren, clearly a familiar of some sort. Not there on early levels (or not recognized) but rather powerful later. Flying and invisible, with a good perception and scouting ability, also can speak.

Sehnder |
2 people marked this as a favorite. |
It isn't one of the choices you listed, but in my mind there is no better fit for Kaladin than a Paladin. And not just for the alliteration!
Self Heal by Stormlight= Swift action lay on hands
Enhanced Speed/Strength/Combat/Defense Abilities= Paladin Spells
Syl= Spirit for divine bond
Surgeon Training= Heal skills,spells, mercy
Ability to survive against the odds= Divine Grace
Smite Lighteyes= Smite Evil
Knight Radiant Codes= Paladin codes
Kaladin's Resolve= Immunity to fear, charm, disease, etc.
Kaladin's Leadership= Auras on his immunities
Syl Shardblade= Divine Bond Weapon
Flying= Oath against wyrm fly spell
Loses Powers When Violates His Code= Paladin ability to fall
Aura of Righteousness= Radiant Squires

Kudaku |

Oh, from a story-line perspective Kaladin is definitely a paladin.
I approached this more as a thought exercise to create a character that closely emulates his powers. I still think a warpriest or a staff magus (or a plain magus with a shortspear like Hayato suggests) is the best option, though I must admit I haven't finished Words of Radiance yet.
Mainly it's because of the spell combat action mechanic (Kaladin is constantly using his powers while fighting), but also because his healing isn't instant (Lay on Hands) but rather healing over time (refluffed Infernal Healing?).

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I was thinking of this the other day and settled on LG Soulknife with the gifted blade archetype.

Sehnder |
Sehnder wrote:Kaladin the Paladin is a rhyme, not alliteration. Unless we are in Bizarro world.It isn't one of the choices you listed, but in my mind there is no better fit for Kaladin than a Paladin. And not just for the alliteration!
** spoiler omitted **
** spoiler omitted **
Consonance then Mr. Nitpicky.

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Unoriginal as it is, I am thinking about making my next PC a copy of the character Kaladin from Brandon Sanderson's stormlight archive.
Mechanically, He is a human spear fighter with a ton of abilities to magically enhance himself and has an air spirit follow him around.
So I was thinking maybe Cavalier (Order of the dragon, Standard Bearer Archtype) 1 / Bard (Arcane Duelist) X using a long spear. Straight arcane duelist might be another option. Trying to work in an air elemental familiar would be a plus but probably isn't feasible.
I would want him to be a solid gish type that would hopefully be able to go toe-to-toe with other melee classes if his buffs are up.
I am putting a build together right now and will post later, but would appreciate your thoughts.
Really awesome idea, based on a very immersive and interesting series. Where did you finally land?

OneWingedPoet |
After having read both books (WoK and WoR), and the subsequent interviews with Sanderson, and the information I've read through on the seventeenthshard, plus the information in the back of the books concerning radiants and windrunners (and Knights Radiant in general), and playing around on Herolabs for a couple of hours...
7 levels of Paladin (Chosen One, Legate) sounds like a good baseboard for Kaladin, and Knights Radiant in general. Add Warpriest, Eldritch Scion Magus, or Soulknife as secondary classes for the specific desired effect.
Legate allows one to conjure Shardplate, if that interests anyone.
Chosen One is partial fluff, considering Kaladins relationship with Syl-- and the relationship in general of the spren and their partners-- and the nature of the Oaths of the knights.
Throw in Tempered Champion if you want scaling weapon damage of a warpriest, although it takes away Divine Casting from the Paladin-- which may or may not be a bad thing, conceptwise.
Warpriest might not be a bad option.
Magus (Eldritch Scion) is a good choice if you want to be able to cast Fly, or Over Land Flight, in order to replicate Basic Lashings. This does take a minimum of 7 levels, for Fly, and 13 for Overland Flight. The Destined bloodline seems like a good choice to me.
That being said, Shaman might be an odd option, if you choose to take the Heavens Spirit and the Lure of Heavens hex. This requires 5 levels for Fly as a spell, 9 levels Overland Flight as a spell, and 10 as Fly as a Spell-like-ability using the hex.
Soulknife for the obvious replication of a Shardblade. Honestly, I think a single level dip here would be sufficient.
It's good to note, as well, that there is plenty of equipment that would grant the ability to fly.
Celestial Shield (for the Shortspear Kaladin, as he used in Amarams army as a Squad Leader) would grant Overland Flight, if paired with Celestial Armor (or Celestial Plate Armor?), both of which grant Fly on their own.
The Winged Shield actually allows the user to Fly, once per day as the spell.
The Celestial Armor or Celestial Plate Armor (as stated above), both grant the wearer to use Fly, once per day as the spell.
Potions of Fly are 750 GP each.
Crimson Gown body Slot (54k)
Boots of Earth and Wind (20k)
Winged Boots (16k)
Head Band of Aerial Agility (+4 or +6) (42k or 81k)
Wings of Flying or Regalia of the Radiant Muse(54k)
Plumed Mantle (39,550)
Flying Ointment (2,250) for 9 hours of Overland Flight
Slippers of Spider Climbing (4,800) is a good, cheap alternative when indoors, and the Cloak of Arachnida (14k)
Personally, I would prefer using Magical Items rather than extended dips into other classes. Yes, it can be horridly expensive, but it's also far easier to keep track of.

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It appears Kaladin is a necromancer, too :)
Anyway as a big fan of the series, I'd suggest Eldritch Scion Magus with the Destined bloodline. It explains his high charisma, gives him a familiar (Sylphrena) and shows the difference between his regular and his "powered up" state. Plus full attacks with spell combat, of course.