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No spoilers, please, or metagame-y knowledge in picking options.
Undine Warpriest 12 - Dagger-weilding warpriest of Pharasma
Half-Orc Inquisitor 12 -
Human Witch 12
Halfling Ranger 12 (recently deceased)
Sylph Rogue 4/Bard 8
Dwarf Paladin 5/Evangelist 7
For the past few sessions, we've had a character die each session. Some of this was just the difficulty level (our Oracle was disintegrated). Some of this was bad tactical choices (we had two encounters triggered at once when a player ran ahead and triggered 6 Yeth Hounds, while we faced an full-out assault by the Scribbler, which resulted in the death of our ranger and near-death of our inquisitor (my paladin was able to Paladin's Sacrifice the lethal blow).
I'm playing the Paladin/Evangelist and am looking for advice on how to do my part in making the party more survivable. I'm already talking with the GM to start retraining one of my feats in order to start the feat chain to Ultimate Mercy, which I'd then be able to take the next level. My stats are below.
Maove
Dwarf Paladin (Shelyn) 5/Evangelist 7
LG M Humanoid (Dwarf)
Init +2; Senses darkvision 60 ft.; Perception +3;
DEFENSE
AC 33, touch 15, flat-footed 30 (+ 11 armor, + 2 deflection, + 1 Dex, + 2 dodge, + 3 natural, + 4 shield), 35 vs. giants
hp 125 (5d10 + 7d8 + 72)
Fort + 14, Ref + 12, Will + 10, +2 vs. poison, spells and spell-like abilities
Defensive Abilities Immune charm, disease, fear
OFFENSE
Speed 20 ft.
Melee +2 Cold Iron Longsword +16/+11 (1d8+6/19-20) OR Silver Morningstar +15/+10 (1d8+4) OR +1 Ghost Touch Gauntlet +15/+10 (1d3+5), +2 to attack vs. giants, +1 to damage vs. giants
Ranged Masterwork Light Underwater Crossbow +13/+8 (1d8)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities (CL 11; concentration +11)
3/day Silent Image
Paladin Spells Prepared (11 ; concentration +15)
3rd- Fires of Judgement(DC 17)
2nd- Paladin's Sacrifice, Vestment of the Champion
1st- Divine Favor Hero's Defiance, Honeyed Tongue
STATISTICS
Str 16, Dex 12, Con 16, Int 10, Wis 9, Cha 16
Base Atk +10; CMB + 14; CMD 30 (34 vs. bullrush and trip)
Feats Combat Reflexes, Deific Obedience, Ironhide, Power Attack, Standstill, Toughness
Traits Giant Slayer, Inner Beauty
Skills Craft (Sculpture) +15, Diplomacy +18, Handle Animal +11, Knowledge (Nobility) +8, Knowledge (Religion) +13, Perform (Percussion) +18, Ride +11
Languages Common, Dwarf, Giant
SQ Aligned Class [Paladin], Aura of Courage, Aura of Good, Aura of Justice, Aura of Resolve, Detect Evil, Divine Bond (Mount - Horse [Ormr])Divine Grace, Gift of Tongues, Lay on Hands (6/day, 5d6), Mercy (Cursed, Fatigued, Diseased), Multitude of Talents, Obedience, Protective Grace +2, Skilled, Versatile Artist (Percussion), Smite Evil (4/day)
Combat Gear +2 Amulet of Natural Armor, +2 Belt of Giant's Strength, + 2 Cold Iron Longsword, +1 Cloak of Resistance, +2 Full Plate, +1 Ghost Touch Gauntlet, +2 Ring of Protection, Winged Shield
Masterwork Light Underwater Crossbow
Masterwork Silver Morningstar
Alchelmical Silver Crossbow bolts
Spell Component Pouch
Spell Component Pouch
Holy Symbol (Silver/Hand-crafted) (2)
Military Saddles
Feed (x5)
Bit and Bridle
Masterwork Artisan's Tools
Masterwork Drum
Bedroll
Waterskin
Waterskin
Waterskin
Trail Rations (x10)
Rope
Earplugs
Tent (small)
Smoked Goggles
Signal Whistle
Bag of Holding Type I
Bladegaurd (5)
Alkalai Flask (10)
Alchemical Grease
Healer's Kit
Bloodblock (4)
Liquid Ice
Smelling Salts (4)
Compass
Paper (100)
Ink
Candle (10)
Inkpen
Lantern, Bullseye
Oil (10)
Manacles (Masterwork) (2)
Manacles (3)
Torch (10)
Acid Flask (10)
Alchemist Fire (10)
Anti Toxin (4)
Everburning Torch
Smokestick
Sunrod (2)
Tanglefoot bag (4)
Thunderstone (2)
Tindertwig
Scroll of Restoration
Scroll Case (3)
Scultping Materials
Potion of Cure Moderate Wounds
457 gp, 8 silver
Hightlights of Ormr:
Ormr
LG L Celestial Horse
Init +3, Sense Darkvision 60 ft, Perception +6 (+10 if adjacent to Maove)
DEFENSE
AC 31, touch 14, flat-footed 28
hp 85
Fort +10, Ref +9, Will +4; special-save bonuses
Defensive Abilities; DR 5/Evil;Resist Acid 10, Cold 10, Electric 10 ; SR 12
OFFENSE
Speed 35 ft.
Melee Bite +12 (1d4+6) and 2 hooves +12 (1d6+6)
Space 10 ft.; Reach 5 ft
Feats: Armor Proficiency (Light), Bodyguard, Combat Reflexes, Dodge, In Harm's Way, Multiattack

Kennesty |

There is absolutely nothing wrong on your side, it might just be a tactical issue. you have a very good AC and nicely average saves. I would maybe get a better Cloak of Resistance and invest in a Charisma headband to get your Divine Grace up, getting those saves and more lay on hands could make or break it. I would advise everyone gets their saves up, cloak of resistances all around will really bolster things up but if all the characters are around your stat area then it seems like mostly a tactical issue.

Peet |

Yeah, if character death is an issue you need someone who can cast raise dead, and you don't have anyone in the party that looks like they can do it.
The Ultimate Mercy thing is a very good idea in this case.
Ironhide and Toughness are both probably not especially necessary for this character; your self-healing is your main defense. But getting a higher CHA will be if you want ultimate mercy.