What should I make changes to this paladin?


Advice

The Exchange

Howdy Gamers,

I would like some help with changes to this paladin, or is the build good?

I am rolling this character in a PFS.

Riru Mina
Female Garuda-Blooded Aasimar (Plumekith) Paladin (Empyreal Knight) 1 (Pathfinder RPG Ultimate Combat 0)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +3; +1 vs. nauseated, sickened, and ingested poisons
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee fauchard +3 (1d10+3/18-20)
Special Attacks smite evil
Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil
1/day—see invisibility
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 12, Int 12, Wis 12, Cha 16
Base Atk +1; CMB +3; CMD 14
Feats Exotic Weapon Proficiency (fauchard)
Traits heavenly touch, whitethrone gourmand (irrisen)
Skills Acrobatics +3, Fly +3, Heal +5, Knowledge (religion) +5, Perception +2, Spellcraft +5; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Aklo, Celestial, Common
SQ aura of good
Other Gear four-mirror, fauchard, paladin's kit, 80 gp
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Heavenly Touch You can stabilize dying creatures with a touch.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Whitethrone Gourmand (Irrisen) +1 trait bonus vs. nauseated, sickened, and ingested poisons,.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


1 person marked this as a favorite.

Stats - DEX and Wisdom is usually the dump stats, at most 10, for most paladin builds. This will allow you to bump your STR up a couple more points.

Feat & Weapon - Paladins are Feat starved. Grabbing a Exotic Weapon with a Feat just seems a waste when there's so many good martial weapons out there a paladin can use.

Skills - Diplomacy is probably one of the most used PFS skills used.

Gear - Be sure you grab something for swarms. You can face them at any level.

Did you figure in your favored class bonus?

The Exchange

Matt2VK wrote:
Stats - DEX and Wisdom is usually the dump stats, at most 10, for most paladin builds. This will allow you to bump your STR up a couple more points.

saves

Matt2VK wrote:
& Weapon - Paladins are Feat starved. Grabbing a Exotic Weapon with a Feat just seems a waste when there's so many good martial weapons out there a paladin can use.

trip ability on weapon plus better damage

Matt2VK wrote:
- Diplomacy is probably one of the most used PFS skills used.

i'll take a look at

Matt2VK wrote:
- Be sure you grab something for swarms. You can face them at any level.

i'll take a look at

Matt2VK wrote:
you figure in your favored class bonus?

+1 to skills -paladin

Liberty's Edge

1 person marked this as a favorite.

You really shouldn't be worried about saves as a Paladin with Cha 16. You'll have some of the best saves in the game even ditching Wis and Dex entirely.

Also...why Plumekith? I'm pretty sure literally every other Aasimar variety makes better Paladins than Plumekith do.

The Exchange

Deadmanwalking wrote:

You really shouldn't be worried about saves as a Paladin with Cha 16. You'll have some of the best saves in the game even ditching Wis and Dex entirely.

Also...why Plumekith? I'm pretty sure literally every other Aasimar variety makes better Paladins than Plumekith do.

1/day—see invisibility

Liberty's Edge

Salarain wrote:
Deadmanwalking wrote:

You really shouldn't be worried about saves as a Paladin with Cha 16. You'll have some of the best saves in the game even ditching Wis and Dex entirely.

Also...why Plumekith? I'm pretty sure literally every other Aasimar variety makes better Paladins than Plumekith do.

1/day—see invisibility

Why not Azata-Blooded? That's got Glitterdust, which is just as good most of the time vs. invisible people, and better vs. anyone else.


2 people marked this as a favorite.
Deadmanwalking wrote:

You really shouldn't be worried about saves as a Paladin with Cha 16. You'll have some of the best saves in the game even ditching Wis and Dex entirely.

Also...why Plumekith? I'm pretty sure literally every other Aasimar variety makes better Paladins than Plumekith do.

He's worried about saves because he took the terrible Empyreal Knight archetype.

- Either go with no Archetype, or Oath of Vengeance.
- Now that you have Divine Grace back, use the Angel-Blooded Aasimar variant for Str/Cha bonuses. That would bring your statline to 18/12/12/10/11/16.
- Now that you have Lay On Hands back, take Fey Foundling as your 1st-level feat.

The Fauchard isn't worth the Exotic Weapon Proficiency feat. All the Trip property does it make it so you can drop the weapon to avoid being counter-tripped on a very bad roll. Trip itself isn't worth building a character toward.

Pick up Power Attack at level 3, and from there you can take basically whatever feats you want. If you have Oath of Vengeance, you can just keep taking Extra Lay On Hands, which allows you to activate Smite Evil by spending two uses of Lay On Hands instead. You could take Greater Mercy, which with Fey Foundling gives you an extra 3-8 HP back when healing yourself.

In every Paladin build advice thread, I recommend the Intimidate route with Intimidating Prowess (add Strength to Intimidate checks) and Cornugon Smash (free action Intimidate every time you Power Attack something). The Omen trait makes Intimidate a class skill for you, and allows you to use it as a Swift Action once per day.

Scarab Sages

I'd recommend not taking the Empyreal Knight archetype if you're going to be playing an aasimar. The Empyreal Knight essentially slowly turns you into an aasimar over time. It's not giving you a lot that you won't already be getting from your race.

Perhaps you could elaborate on why you're taking this archetype. In PFS it's god to have a certain goal in mind when creating or levelling a character so it would be nice to know where you're trying to go with this.

Generally the angelkin or lawbringers make for good paladins (depending on if you want to focus on the good or law part of the alignment).


1 person marked this as a favorite.

I'd recommend not taking the Empyreal Knight archetype ever.

Scarab Sages

Athaleon wrote:
In every Paladin build advice thread, I recommend the Intimidate route with Intimidating Prowess (add Strength to Intimidate checks) and Cornugon Smash (free action Intimidate every time you Power Attack something). The Omen trait makes Intimidate a class skill for you, and allows you to use it as a Swift Action once per day.

Interesting. I'd actually recommend the Antagonise feat focussing more on the diplomacy application (to protect others). In fact, because most of the villains in PFS are human, I'd recommend taking the Revered Guidance feat (you've clearly got Blood of Angels) because racial bonuses do stack (core rulebook page ... it's in there somewhere but in the meantime here's a link for you pfsrd link).

So that's 1 rank in diplomacy at 1st level, 3 for class skill, 2 racial, another 4 racial when dealing with humans...... It gets pretty big. Then at 3rd level you invest in the antagonise feat. If you then want to go grabbing intimidating prowess at level 5 that's your call but you will start to feel very short on feats by then.

Lantern Lodge

For taking an exotic weapon, you can grab a Opalescent White Pyramid (Cracked) Ioun Stone for 1.5k. It allows you to "key" one weapon to you, allowing you to threat it as a martial weapon.

I have my paladin's weapon missing the pommel, which is the ioun stone.


Athaleon wrote:
Deadmanwalking wrote:

You really shouldn't be worried about saves as a Paladin with Cha 16. You'll have some of the best saves in the game even ditching Wis and Dex entirely.

Also...why Plumekith? I'm pretty sure literally every other Aasimar variety makes better Paladins than Plumekith do.

He's worried about saves because he took the terrible Empyreal Knight archetype.

- Either go with no Archetype, or Oath of Vengeance.
- Now that you have Divine Grace back, use the Angel-Blooded Aasimar variant for Str/Cha bonuses. That would bring your statline to 18/12/12/10/11/16.
- Now that you have Lay On Hands back, take Fey Foundling as your 1st-level feat.

The Fauchard isn't worth the Exotic Weapon Proficiency feat. All the Trip property does it make it so you can drop the weapon to avoid being counter-tripped on a very bad roll. Trip itself isn't worth building a character toward.

Pick up Power Attack at level 3, and from there you can take basically whatever feats you want. If you have Oath of Vengeance, you can just keep taking Extra Lay On Hands, which allows you to activate Smite Evil by spending two uses of Lay On Hands instead. You could take Greater Mercy, which with Fey Foundling gives you an extra 3-8 HP back when healing yourself.

In every Paladin build advice thread, I recommend the Intimidate route with Intimidating Prowess (add Strength to Intimidate checks) and Cornugon Smash (free action Intimidate every time you Power Attack something). The Omen trait makes Intimidate a class skill for you, and allows you to use it as a Swift Action once per day.

You advice is good, your tone is not.

While it is the most popular and a very effective build, it is not the only way to play a paladin.

Myself, I like the Sacred Servant archetype and I like to pick up the Travel Domain for 50ft. move speed with longstrider active. Defense Domain is also nice because it gives you a built in cloak of resistance without using an item slot and access to the spell Shield.

I like to recommend Unsanctioned Knowledge, but for PFS you won't see much of it used so you can skip that.

Human is always a solid race, 17 14 14 10 8 14, or 18 12 14 10 8 14 are solid arrays.


Sacred Servant only gets really good (Couatl Planar Ally and 8th-level Domain Powers) right when PFS ends. And you have to put up with fewer Smites per day, and an inferior Divine Bond.


Athaleon wrote:
Sacred Servant only gets really good (Couatl Planar Ally and 8th-level a Domain Powers) right when PFS ends. And you have to put up with fewer Smites per day, and an inferior Divine Bond.

Travel Domain benefits come on right at 4th level imo.

The Exchange

Well now,

it looks like 99% disagree with me. so i have change all my bad choices from the run around here. So let me know if these changes are approve with you.

Riru Mina
Female Angel-Blooded Aasimar (Angelkin) Paladin 1
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 10 (1d10)
Fort +2, Ref +0, Will +2; +1 vs. nauseated, sickened, and ingested poisons
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee greataxe +5 (1d12+6/×3) and
lucerne hammer +5 (1d12+6)
Special Attacks smite evil
Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil
1/day—alter self
--------------------
Statistics
--------------------
Str 18, Dex 11, Con 11, Int 12, Wis 11, Cha 16
Base Atk +1; CMB +5; CMD 15
Feats Power Attack
Traits heavenly touch, whitethrone gourmand (irrisen)
Skills Diplomacy +7, Heal +6, Knowledge (religion) +5, Perception +1; Racial Modifiers +2 Heal
Languages Aklo, Celestial, Common
SQ aura of good
Other Gear four-mirror, greataxe, lucerne hammer, paladin's kit, 59 gp
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Heavenly Touch You can stabilize dying creatures with a touch.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Whitethrone Gourmand (Irrisen) +1 trait bonus vs. nauseated, sickened, and ingested poisons,.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Liberty's Edge

11s are basically meaningless. I'd drop Wis and Dex to 10 and boost Con to 12 and Int to 13 (which opens up Unsanctioned Knowledge, which is great). Or do the same but go Wis 8, Dex 12. I'd probably go that second route, actually.

Aside from that, looks good, though technically Fey Foundling is a better 1st level Feat.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / What should I make changes to this paladin? All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice