
WindInMyWillows |
Hey all!
My gaming group is starting up the Rise of the Runelords campaign on Saturday and I'm having a terrible bout of indecision in terms of choosing a class. The three classes I've narrowed it down too are the Paladin, Inquisitor and the Magus. I plan on playing all three at some point in time as I'd probably have fun with any of them, but I was wondering if anybody had any suggestions/hints/tips/advice as to which might be better/more fun to play?
I'm definitely looking at playing at an Aasimar so race has been decided already. In terms of party role, all of the main roles in the party have been filled up, so my GM told me I can pretty much play whatever I want. Stats were rolled using 4d6 drop lowest method and they are as follows: 18, 16, 16, 15, 14, 12.
Thanks for any and all help!

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Damn those are some good stats! I'm assuming you're going in at level 1, right? It would still be helpful to know the makeup of the party.
Aasimar works a little better with Paladin or Inquisitor than Magus, but with those stats you'll be effective in any case.
It ultimately comes down to what you want to do. Righteous, unkillable tank? Go Paladin. Skill monkey, party radar, and capable combatant? Go Inquisitor. Arcane-powered burst damage master? Go Magus.
In my opinion, Magus and Inquisitor both have a lot more options than Paladin due to more skill points and more feat/arcana options. (The alignment restriction also really paints you into a corner as Paladin.) Magus will take the most bookkeeping/system mastery, since you need to keep a spellbook/prepare spells each day, track Arcane Pool points and what bonuses you have up, and be intimately familiar with the rules for touch spells and Spell Combat/Spellstrike. Inquisitors, as spontaneous casters, are a bit easier to keep track of, and the bonuses from Judgment and Bane are pretty straightforward compared to the Magus' abilities; their class skill list is also much more suitable for being a party scout/tracker.
Does that help answer your question?

Lacdannan |

I'm not sure what help I can give. All three classes are viable for the adventure path. You've chosen a race that can shift around bonuses so that it could work equally well for any of the classes you've selected.
Paladins are typically MAD, but your stats are amazing. The big downer here is alignment restriction, but if you and your GM are in agreement with how a paladin should behave, go for it. There are lots of evil things to smite in the path, with a few smatterings of evil dragons, outsiders, and undead for you to really shine throughout the path. Solid choice. I'd put that 18+2 racial into Cha if I went this route. Making all your saves crazy good is a premium in this path in my opinion. Also, it ups your uses of lay on hands, which as a swift action on yourself is amazing. Especially if you go the lay on hands converted to extra smites route.
Inquisitor is a solid choice. Get a +1 holy whatever-weapon. Add bane, and you are rocking a ton of damage. Get knowledge (local) on your list as a good amount of monsters you fight will fall into this category. You can get knowledge (local) and a +10% value added when selling magical items via a campaign trait.
Magus I have limited experience with. They are crazy powerful when built correctly, and as has been said many times before: Arcane casters shine in RotRL.
Sorry I'm not being much more help.
What is everyone else in the party playing?

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I recommend the Paladin. You could go Archer route or a nice big 2 handed sword. Just make sure your DM and you are clear on how strict they are on your behavior. Some GMs are good with it and others think you have to play what this community has deemed "Lawful Stupid".
I agree with what Lacdannan says about making a 20 Cha....will make your smite and saves ridiculous.
I would go Angel Blooded if you go melee: Stats will look like this- str-18, dex 15 , con 16, Int 14, wis 12, cha 20 Take oath of vengeance and role play yourself from a small tribe called smack-a-hoe!

WindInMyWillows |
Damn those are some good stats! I'm assuming you're going in at level 1, right? It would still be helpful to know the makeup of the party.
Haha yeah I was pretty happy with those rolls! Of course I probably used up all of my good rolls now haha.
As to the party makeup... I know we have a cleric, an Arcanist, a dwarf fighter, a martial artist monk, a rogue and another person who's class I can't remember.

powell01 |
Would defenitely look at divine hunter archetype of paladin. Basically an archer paladin. With those stats and putting the twenty into charisma will be insane. Many shot is the feat you want as when smiting everythign dies. Looks like the party may be lacking pinpoint ranged damage and a divine hunter of Erastil is a solid roleplaying choice in that AP.

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Would defenitely look at divine hunter archetype of paladin. Basically an archer paladin. With those stats and putting the twenty into charisma will be insane. Many shot is the feat you want as when smiting everythign dies. Looks like the party may be lacking pinpoint ranged damage and a divine hunter of Erastil is a solid roleplaying choice in that AP.
I concur. Assuming neither the Rogue nor Fighter are ranged, all you have is magic for dealing with long distance foes. Read: if the cleric and wizard run out of Scorching Rays and whatnot, you have very few options left!
I would definitely go as an Inquisitor or Paladin. The rest of your party seems to have the front line covered; standing back and pecking at enemies with Rapid Shot/Manyshot arrows, each of which gets Smite Evil or Bane/Judgment, is a pretty sweet gig. The Divine Hunter archetype for Paladin gets you Precise Shot for free, which is good because archery sucks up feats like a vacuum.
FYI, an archer build would probably look like this:
Stats (18, 16, 16, 15, 14, 12 - a 51 point buy, you lucky bastard)
Str 16
Dex 18
Con 15
Int 14
Wis 16 (12 for Paladin) + 2
Cha 12 (16 for Paladin) + 2
Feats
Point Blank Shot
Precise Shot
Rapid Shot
Deadly Aim
Manyshot
Clustered Shot (may be unnecessary for Paladins since Smite overcomes DR)

powell01 |
powell01 wrote:Would defenitely look at divine hunter archetype of paladin. Basically an archer paladin. With those stats and putting the twenty into charisma will be insane. Many shot is the feat you want as when smiting everythign dies. Looks like the party may be lacking pinpoint ranged damage and a divine hunter of Erastil is a solid roleplaying choice in that AP.I concur. Assuming neither the Rogue nor Fighter are ranged, all you have is magic for dealing with long distance foes. Read: if the cleric and wizard run out of Scorching Rays and whatnot, you have very few options left!
I would definitely go as an Inquisitor or Paladin. The rest of your party seems to have the front line covered; standing back and pecking at enemies with Rapid Shot/Manyshot arrows, each of which gets Smite Evil or Bane/Judgment, is a pretty sweet gig. The Divine Hunter archetype for Paladin gets you Precise Shot for free, which is good because archery sucks up feats like a vacuum.
FYI, an archer build would probably look like this:
Stats (18, 16, 16, 15, 14, 12 - a 51 point buy, you lucky bastard)
Str 16
Dex 18
Con 15
Int 14
Wis 16 (12 for Paladin) + 2
Cha 12 (16 for Paladin) + 2Feats
Point Blank Shot
Precise Shot
Rapid Shot
Deadly Aim
Manyshot
Clustered Shot (may be unnecessary for Paladins since Smite overcomes DR)
Pretty much what I have done for my PFS divine hunter except after level 8 I have gone fighter to get the snap shot chain of feats and did not worry about clustered shots as a smite full atack with many shot deals with most enemies really quick.That makes it a litle overpowered when you get access to trip shot at 12 and can AOO trip at fifteen feet when flatfooted but straight divine hunter is also good.

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Why not multiclass? Inquistor/Paladin could be a deadly combination.
This is normally not good advice since the stats needed are very different...but with those stats that's suddenly a lot less true. 2-4 levels of Paladin (Oath of Vengeance if going 4) followed up by Inquisitor could result in Judgment + Bane + Smite, which sounds seriously impressive.
Str 18 Dex 12 Con 15 Int 14 Wis 16 Cha 16
before racial mods are the stats you should go with if using that idea in melee or
Str 15 Dex 18 Con 14 Int 12 Wis 16 Cha 16
If going ranged. Maybe swap Dex and Int if you like.

WindInMyWillows |
"all of the main roles in the party have been filled up, so my GM told me I can pretty much play whatever I want."
Really, you've got an eight-person party? Because I've never seen a group where ALL of the main roles have been filled.
Well we actually have 7 people in the party right now including me. And by the roles I mainly meant roles such as the healer, tank, rogue, etc....
And a pally/inquisitor multi-class could be really interesting.

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Ah, I would stay away from the multiclass if I were you. Smite Evil and Lay on Hands, two of your most important Paladin class features, scale by level, as do Judgment, Bane duration, and spell progression for both classes. Your party is big enough that you're much better off excelling in one role than trying to cover multiple ones.
That being said, if you do want to multiclass, I would recommend a one- or two-level dip.
Inquisitor dipping Paladin gets
- Smite 1/day (+Cha to attack, +1 or 2 to damage)
- Divine Grace for +Cha to saves
- weapon & armor proficiencies
- Lay on Hands 1d6 (kinda useless at higher levels)
- (if Divine Hunter) Precise Shot
at the cost of
- Judgment progression
- -1 to Survival, Intimidate, and Sense Motive
- 4-8 fewer skill ranks
- 2 levels slower access to Bane, Second Judgment, and other class features
- Must put points into Charisma
- 2 levels slower spell & domain progression
Paladin dipping Inquisitor gets
- better skill coverage
- Judgment 1/day
- Monster Lore
- a domain (no spells)
- detect non-evil alignments
- +1 to intimidate, sense motive, and survival
at the cost of
- 1 BAB
- 2 damage on Smite
- 1d6 less Lay on Hands
- Must put more points in Wisdom
- 2 levels spell progression
- 2 levels slower access to Mercies and other class features
IMO it's not worth it, but if you really want your Paladin to be a slightly better tracker, or your Inquisitor to be a little more Sir Lancelot and a little less Van Helsing, you're free to make it so.

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That being said, if you do want to multiclass, I would recommend a one- or two-level dip.
Inquisitor dipping Paladin gets
- Smite 1/day (+Cha to attack, +1 or 2 to damage)
- Divine Grace for +Cha to saves
- weapon & armor proficiencies
- Lay on Hands 1d6 (kinda useless at higher levels)
- (if Divine Hunter) Precise Shot
at the cost of
- Judgment progression
- -1 to Survival, Intimidate, and Sense Motive
- 4-8 fewer skill ranks
- 2 levels slower access to Bane, Second Judgment, and other class features
- Must put points into Charisma
- 2 levels slower spell & domain progression
'Dipping' 4 levels of Oath of Vengeance Paladin does quite a bit more than this. With Cha 18 total, it gives Smite Evil 5/day (more with more Charisma), and that's +Cha to hit and ignoring DR, two things that are quite a bit better than most Judgment effects. It also gives 1st level Paladin casting which can supplement Inquisitor casting. It delays a lot of Inquisitor stuff, but it's potentially very effective indeed.
It's a very bad idea with point-buy because of the stat requirements...but he rolled stats, and rolled absurdly well.

Tormsskull |

Damn those are some good stats!
Yeah, I've never played point-buy, and I have rolled up hundreds of characters as well as seen hundreds of characters rolled, and I have never seen stats that good. The OP either fudged the 4d6 drop lowest in some manner, or should immediately go out and buy a lottery ticket.