My Raging Paladin


Advice


For professional reasons I'm always making new character concepts, and through the intersection of a few thoughts ("Shouldn't Paladins and Cavaliers use multiple attacks with their class feature?", "Why does everyone play Paladins as if they're all naive idiots?", and "Let's make use of versatility/Equipment Tricks/multiple options.") I've come up with a cool character that I wanted to get some feedback on.

I'm going for fun, power, and versatility. While I want him to rock when worse comes to worse, I've seen too many characters fall apart when their one-trick didn't pan out, and I don't want to get too bogged down in the meta after initial creation anyway. The build works in theory in my head but since I can't really see how it plays until it's at the table, I thought I'd get some second opinions.

Klech, the Raging Paladin

Basic Stats:

Half-Orc Cad (fighter) 2/Sacred Servant (Paladin) 18

Racial Abilities:
Toothy (bite attack), City Raised (whip proficiency, +2 Knowledge [local]), Skilled (+1 skill point per level)

Ability Scores (20-point buy):

Str 14
Dex 15
Con 12
Int 13
Wis 12
Cha 14

Level 4 increase to Dex, the rest go to Strength.

Skills:

Full ranks in Sleight of Hand, Stealth, and Intimidate, with a spattering of Escape Artist, Bluff, Climb, Perception, and Swim.

Feats:

1: Improved Unarmed Strike, Two-Weapon fighting
2: Power Attack
3: Quick Draw
5: Deadly Aim
7: Opening Volley
9: Throw Anything
11: Equipment Trick (shield)
13: Equipment Trick (scabbard)

Domain: Strength (Ferocity).

Basic Weapons: quickdraw shield, long sword, whip, javelins and other thrown weapons

Fighting Style:

Kletch charges in and asks questions later. Through the Strength Domain (rage spells, ferocious strike, etc.) he can do significant damage to non-evil creatures, and can combine his normal attacks, bite, and kicks when using Smite Evil to do significant damage to Big Bads.

Kletch prefers to barrel into a fight, charging groups of smaller enemies and cutting them down in rapid succession to clear the party's way to the Big Bad. He uses a sword and shield with a kick as his off-hand weapon, and when adjacent enemies drop before he's run out of attacks, he'll use throwing weapons (even throwing his sword and shield after a target) or his whip (to disarm or trip) to work at a short distance before charging them the next round. At high levels he'll lead with a thrown scabbard before charging an opponent for the Openning Volley bonus, and through spells, fists, whips, bites, and the ability to throw anything, he's rarely without a trick up his sleeve.

Personality:

Kletch grew up in the streets of a major city, making his living thieving and working as a pit fighter. A smart but classic street thug, he never thought much about his life until he was caught, imprisoned, and given a lifetime of hard labor. His life would have ended this way if he hadn't crossed paths with a Paladin, who saw something in the boy and convinced the magistrate to release him into the Paladin's custody as an indentured servant. Kletch could have run (and indeed the Paladin made no efforts to hold him) but he didn't fancy the life of a branded fugitive and so reluctantly followed his new master. In time he came to respect his master, then share his views, and when his master fell in combat Kletch took up the Paladin's sword to fight in his place as a priest and paladin.

Kletch's background shows through; he drinks more than a paladin should, has a temper he sometimes can barely keep in check, and isn't above using his 'former profession' when the need arises. However, he makes up for these shortcomings through a powerful heart and a zealous drive to do what's right. He is also constantly repentant; he knows his shortcomings and works hard to overcome them ("I'd go to hell if I didn't repent so damn quickly.")

Kletch grew up on the streets; he knows how bad things can get and reserves judgement when he can. He has no trouble working with the party rogue or necromancer, and while he does want to steer them to good ends and convert them to the path of righteousness, he does it through friendship, invitation, and being an example of the better way; he forces nothing on no one except his sword on his enemies. He believes in repentance and charity, and will go out of his way to provide aid to those in need and to bring enemies back alive if at all possible. At the same time, however, he's got a short fuse and will cut down those who're just in need of killing, and will use ambush tactics, preemptive strikes, and near-ruthlessness to get the job done quickly and efficiently. He's not called "The Raging Paladin" for nothing.


I have seen builds that mix unarmed strikes and natural attacks, I have seen builds that mix two weapon fighting with natural attacks, but this seems unfocused. I think it is really cool from a flavor standpoint, but it could do one thing well instead of 3 things badly mechanically.


How does having 3 attacks at 1st level feel unfocused? What would you do instead?

The Exchange

The 'hurl scabbard' part of the Equipment Trick Feat looks like it'd work really well with that Opening Volley Feat you've got (swift action scabbard hurl to gain the Opening Volley bonus before charging in) in terms of action economy, so I'd maybe try to get that in at an earlier level. You could maybe go with an EWP with a throwing shield too - you can hurl one as a free action - and have the quickdraw shield as a backup. That way you could swift action hurl your scabbard, free action hurl your throwing shield, free action ready your quickdraw shield, and still be able to charge the enemy (or full attack, as the situation allows).

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / My Raging Paladin All Messageboards

Want to post a reply? Sign in.