Building a holy axe-lord


Advice

Liberty's Edge

Been playing pathfinder society recently, but I've run into some bad times recently, specifically every scenario for about 4 weeks in a row containing ghouls and ghasts.

both of my PFS characters nearly met a end by coup-the-grace because of bad rolls and freaking ghasts so I'm making a backup character in advance.

I'm a big fan of the full BAB classes, as they get their time to shine in Pfs and after playing a bloodrager and brawler I'm thinking of doing paladin.

I'm also obsessed with making TWF work so what I have thusfar is a axe wielding blender paladin.

The Axe-lord

Human Paladin 1
LG Medium humanoid (human)
Init +4; Senses:Perception +3

DEFENSE
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +1

OFFENSE
Speed 20 ft.
Melee battleaxe +5 (1d8+5 x3),handaxe +5 (1d6+5)
TWF : Battleaxe +3 (1d8+5),Handaxe +3 (1d6+3)

Special Attacks :smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
At will : detect evil

STATISTICS

Str 17, Dex 15, Con 14, Int 7, Wis 8, Cha 15
Base Atk +1; CMB +6; CMD 16
Feats : Two-weapon fighting, flagbearer
Traits : Adopted-Zest for battle, reactionairy
Skills : Perception +3
Languages : Common
Combat Gear : Scale mail, battleaxe, handaxe

Any remarks or advice for my build? Would love hear some responses as I'm going to test this character next week.

Sovereign Court

Have you considered using a double weapon, like an Orc Double Axe? It's nice because you can switch very easily between two-handing one side of it and full attacking with both sides. You'd probably have to switch to Half-Orc, though that's not a bad thing for a character like this.

Also, I would recommend against dumping Int for PFS - there are a lot of skill-based challenges. I'd bring Str and Cha down to even values and bring up Int if I were you. Plus, as a Paladin, you really should have at least one social skill - preferably Diplomacy or Intimidate. (Remember that Half-Orcs can take the "Burning Assurance" racial trait to get a Diplomacy bonus instead of Intimidate, if you so choose.)


Using two handaxes instead of a battleaxe would let you take Weapon Focus (at L3) and have it affect both weapons -- the +1 to hit is probably better than the average +1 to damage from a d8 vs. a d6.

Grand Lodge

There is also a dwarf paladin option.

Dwarven Urgoth (probably misspelled that) is a double weapon with an axe on one side, pike on the other. You can also pick up the Dwarven Waraxe (1d10, 2 hand or 1 hand). Think there are some other dwarven axes in ARG.

I am also with Reynard, do not dump INT and have at least 1 social skill. Though, with Human, you get at least 2 skills (unless I missed a racial ability swap in your stats) so you could dump it (still best not too)

Throwing axes are always good to have on hand, for harpies, flies, those who wanna run away, etc.

Liberty's Edge

Reynard_the_fox wrote:

Have you considered using a double weapon, like an Orc Double Axe? It's nice because you can switch very easily between two-handing one side of it and full attacking with both sides. You'd probably have to switch to Half-Orc, though that's not a bad thing for a character like this.

Also, I would recommend against dumping Int for PFS - there are a lot of skill-based challenges. I'd bring Str and Cha down to even values and bring up Int if I were you. Plus, as a Paladin, you really should have at least one social skill - preferably Diplomacy or Intimidate. (Remember that Half-Orcs can take the "Burning Assurance" racial trait to get a Diplomacy bonus instead of Intimidate, if you so choose.)

Going human helps me with my feat problems, I'm going to be be feat starved for a bit with TWF,

I can try and drop STR to a 16 but I want to keep CHA at 15 because that allows me to qualify for flagbearer at lvl 1, and thats a +1 morale bonus to attack and saves vs fear/charm/compulsion and a +2 on damage wich is really powerful for a feat and a trait this early on.

I will post an updated build later.

Liberty's Edge

Ok, updated build time.

New age retro axe-lord

Human Paladin 1
LG Medium humanoid (human)
Init +2; Senses Perception +3

DEFENSE
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +0
(+1 on saves vs fear,charm or compulsion)

OFFENSE
Speed 20 ft.
Melee handaxe +5 (1d6+5)
Two-weapon fighting : +3 (1d6+5), +3 (1d6+3)
Ranged : +3 shortbow 1d6, 60ft range, 80 arrows
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
At will—detect evil

Str 16, Dex 15, Con 12, Int 10, Wis 7, Cha 16(14+2)
Base Atk +1; CMB +6; CMD 16
Feats : Flagbearer, Two-weapon fighting
Traits : zest for battle(adopted), eyes and ears of the city
Skills : Diplomacy +7, Perception +3, Know(religion)+4
Languages Common
SQ aura, code of conduct
Combat Gear : scale mail, 2 handaxes, shortbow, 80 arrows,

Thanks to tonyz for the double handaxe suggestion.
Dafydd : I originally wanted this guy to be a dwarf but I really don't want to be a Stonelord and I find the charisma penalty to be very hard to work around with PFS rules.

Anyway, any thoughts on the revised build?

Sovereign Court

Looks better, but you know Flagbearer requires a free hand, right?

Quote:

Flagbearer

Prerequisites: Cha 15.

Benefit: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

Could always splash two levels of Alchemist and take the Extra Arm discovery. :p

Liberty's Edge

Reynard_the_fox wrote:

Looks better, but you know Flagbearer requires a free hand, right?

Quote:

Flagbearer

Prerequisites: Cha 15.

Benefit: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

Could always splash two levels of Alchemist and take the Extra Arm discovery. :p

Well that sucks, is there a way for me to hold an axe and the flag at the same flag, or use the flag as a cavelier banner?

Liberty's Edge

After a bit of searching, the flag could be used as a banner.
But it must be mounted on a pole or a polearm, so flagbearer is a no-go...

Anyone have a suggestion that grants the same or part of the benefit?


Feat-wise? No idea.
There's always bless... though you'd have to wait til lvl4 and it gives no bonus to damage.

Does a double weapon count as a polearm? Maybe it's PFS legal to attach it to the haft?

Ruyan.

Liberty's Edge

I might be able to get away with it if I use the dwarven double weapon, its a spear and hammer in one so its PART polearm.(thanks Dafydd)

I will keep tinkering , I got a week from now to decide on a build.

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