Aasimar Paladin of Sarenrae


Advice


Long time reader, First time posting, so be gentle:

My group is starting the "Reign of Winter" Adventure Path very soon,
and I am turning to the Community for character creation advice.

Specifically, feat choices.

I am playing a standard Aasimar Paladin (archer) of Sarenrae.
20 levels of Paladin, no dipping.

It looks like my character will be the party face and the AP Player's Guide strongly suggests learning additional languages.
To aid in this, I have taken the Aasimar alternate trait "Truespeaker." The other alternate racial trait I am taking is "Scion
of Humanity" for backstory purposes.

Also, for background story flair, I have taken two traits from the APPG, "Northern Ancestry" and "Restless Wayfarer" (the
second also granting an additional language).

______________________________

Ability Scores:
Str 10 ±0
Dex 17 +3
Con 13 +1
Int 10 ±0
Wis 08 -1
Cha 18 +4
______________________________

Possible Feat Progression:
1st-level: Point-Blank Shot, Precise Shot (tradeoff for Heavy Armor Proficieny, GM approved)
3rd-level: Rapid Shot
5th-level: Deadly Aim
7th-level: Manyshot
9th-level: Angelic Blood
11th-level: Angel Wings
13th-level: Channel Force
15th-level: Improved Channel Force
18th-level: Greater Channel Force
______________________________

I would really like to keep the Angelic Blood and Angelic Wings feats and the Channel Force Feat Tree sounds pretty
awesome in theory.

What would make this build better? I also thought about adding Weapon Finesse, Dervish Dance to get a melee build
in there, but there is just not enough room for everything. Obviously, the wings or the Channel Force options would have to go.

That's why I need all of your help!

Thanks in advance!

--

______________________________


You didn't mention pointbuy.
Consider Agathion, Angel or Azata-blooded instead of standard Aasimar.
Str is as important to archer as Dex.
By level 11 party's Wizard is flying you for the last 6 levels. As an archer, you don't really need to fly in combat.
Why waste LoHs and feats on channel feats when you can smite-shot anyone to death in less than a round?
Consider Improved Precise Shot.


Arannel wrote:
Precise Shot (tradeoff for Heavy Armor Proficieny, GM approved)

Nice.

Get deadly aim before rapid shot. Remember that rapid shot only applies to full attacks, so while it's totally necessary for any decent ranged build, deadly aim will help more at those early levels.

Arannel wrote:
I also thought about adding Weapon Finesse, Dervish Dance to get a melee build in there, but there is just not enough room for everything.

If you're worried about getting sucked into melee, go for it. As a follower of Sarenrae you're actually not being a powergaming dick by taking it.

Arannel wrote:
I would really like to keep the Angelic Blood and Angelic Wings feats

Yes, you should. Never underestimate the need to fly at higher levels. Two feats is totally worth being able to fly naturally.

Arannel wrote:

Channel Force Feat Tree sounds pretty

awesome in theory.

Will you constantly be fighting hoards and hoards of undead? Like literal hoards that you need to keep at bay or risk being overrun? If so, take the feats. If not, skip them. They're really cool flavorwise, but only worth taking if you think your DM is a big fan of The Walking Dead.

Here are some alternate feats you should consider.

Clustered Shots. At higher levels DR will become more and more common and this is a really easy way to help deal with it.

Improved Precise Shot. Keeps people from hiding from you as well. It's amazing how easily you can shut down an archer by hiding behind a rock.

Weapon Focus is never bad.

Parting Shot will allow you to disengage and still attack. Once per encounter, which to me is a hilarious restriction.

Far Shot I will admit isn't my favorite archery feat, but it helps with sniping. I don't normally take this unless my DM likes huge maps.

Also, don't forget that you're still a paladin who will be healing. That means you can take feats like Extra Lay On Hands, Extra Mercy, Ultimate Mercy, etc.

I hope this helps.


Nyaa wrote:
Str is as important to archer as Dex.

While I disagree with being "just" as important, Str is very important so that you can use a nice composite longbow. Also helps you not suck in melee if forced into it.

Nyaa wrote:
By level 11 party's Wizard is flying you for the last 6 levels. As an archer, you don't really need to fly in combat.

True, and completely false. But remember that every time the wizard has to buff you, that's one less round he's casting something else. I'd rather take the two feats and have my wizard drop haste a round earlier or something. Wizards can do everything, but they're time sensitive.

When you're thinking flying at higher levels, you're thinking about trying to reach flying opponents. For archers, the opposite is true. Being able to fly keeps you away from those pesky melee people, forcing them to get some sort of flight to keep up with you. Plus sometimes you do need to fly to reach your opponents, even with a bow. Also, being able to fly in an antimagic field is gravy.


NYAA:
______________________________

Stats were 4d6, take the highest 3, as rolled and before racial modifiers are as follows:
10, 13, 17, 06, 10, 16

Also, I should have mentioned before that there is no party wizard or arcane spellcaster. Party is as
follows: Fighter (two-handed melee), Monk (unsure of tactics), Rogue (TWF), Cleric, Paladin (archer).

I will definitely take your advice into consideration for dropping the Channel Force feats.

As for Improved Precise Shot, I really do like this feat, but unfortunately, my gaming group doesn't really
follow the rules for cover and concealment (which really bothers me and I wish they would!), so that's
kind of a wasted feat for any of our campaigns.

CAMPINCARL:
______________________________

I really do like how you hot linked all the feats so I can access them easily. Thank you for that!

There are a lot of great feats listed here, but, as you can see from my selections above, there are just not
enough feats to allow for all this!

I will definitely consider your advice on Deadly Aim before Rapid Shot for added damage.

I am unsure about what is in the "Reign of Winter" Adventure Path, so I am unsure about hoards upon
hoards of anything, to be honest.

If I drop the Channel Force progression, what should I pick up and at what levels would you recommend? I
have always liked Clustered Shots on archery builds. And I have always thought of Weapon Focus as a
mandatory feat for any weapon build, but sadly, there was just no room in my previous build for it.

Thanks!

--

______________________________

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
CampinCarl9127 wrote:


Yes, you should. Never underestimate the need to fly at higher levels. Two feats is totally worth being able to fly naturally.

By the time you qualify for the Wings, Aasimar Paladins get access to Angelic Aspect Paladin spell, which will cover your flying needs at a better speed than 20, and give you other reistance buffs to boot.


Ah yes, I was not expecting you to be able to take all of those feats, they were just suggestions.

Pure Damage Progression
1st-level: Point-Blank Shot, Precise Shot
3rd-level: Deadly Aim
5th-level: Rapid Shot
7th-level: Manyshot
9th-level: Angelic Blood
11th-level: Angel Wings
13th-level: Clustered Shots
15th-level: Improved Precise Shot
18th-level: Far Shot or Parting Shot (depending on how your DM does combat)

[b]Secondary Healer Progression[/url]
1st-level: Point-Blank Shot, Precise Shot
3rd-level: Deadly Aim
5th-level: Rapid Shot
7th-level: Manyshot
9th-level: Angelic Blood
11th-level: Angel Wings
13th-level: Greater Mercy
15th-level: Ultimate Mercy
18th-level: Clustered Shots

Those would be my two recommendations depending on how reliant the party is on you for healing. If you have a cleric and druid in the party, go for the damage route. If there's no cleric and your only other healer is a bard, go for the second one.


LazarX wrote:
CampinCarl9127 wrote:


Yes, you should. Never underestimate the need to fly at higher levels. Two feats is totally worth being able to fly naturally.

By the time you qualify for the Wings, Aasimar Paladins get access to Angelic Aspect Paladin spell, which will cover your flying needs at a better speed than 20, and give you other reistance buffs to boot.

A) The flying speed and maneuverability is the same if you're in light armor.

B) Same problem as earlier. Takes an action to cast and is subject to antimagic fields and the like. Never underestimate natural flight.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
CampinCarl9127 wrote:
LazarX wrote:
CampinCarl9127 wrote:


Yes, you should. Never underestimate the need to fly at higher levels. Two feats is totally worth being able to fly naturally.

By the time you qualify for the Wings, Aasimar Paladins get access to Angelic Aspect Paladin spell, which will cover your flying needs at a better speed than 20, and give you other reistance buffs to boot.

A) The flying speed and maneuverability is the same if you're in light armor.

B) Same problem as earlier. Takes an action to cast and is subject to antimagic fields and the like. Never underestimate natural flight.

Anti-magic fields aren't a big deal if your flying foe is dependent on magic. And if you check the feat itself, if you wear medium or heavy armor, the flight speed is reduced to 20. If the character is mainly an archer, flight is really not that important.


CampinCarl9127 wrote:
Never underestimate natural flight.

For example, I'm in a level 20 game that just fought a creature with an antimagic field aura. It walked in, buffs went down, people crashed to the ground, and things generally sucked until we killed it. Link here.


Have you considered the divine hunter paladin archetype?

Another possibility, although it involves dipping: A single level of Dawnflower Dervish bard. The battle dance ability applies to missile weapons as well as melee, and you will have a melee option if the arrows fail you for any reason, such as close quarters, wind wall, or a monk with deflect arrows. The bard dip will also shore up your weak saves.

I would also recommend taking an oath of vengeance paladin if you choose not to take the divine hunter archetype. Unfortunately, the two aren't compatible. However, more smites = good.


Quote:
Anti-magic fields aren't a big deal if your flying foe is dependent on magic.

Dispel magic, dysfunction, etc. Wings can't be dispelled.

Edit: Also, the duration of that spell is minutes. Get in two fights in one day and you're grounded.

Quote:
And if you check the feat itself, if you wear medium or heavy armor, the flight speed is reduced to 20.

Yes, which is why I specified "in light armor". Tell me, at level 11 with an archery build, what set of medium armor has a high enough maximum dexterity to be viable?

Quote:
If the character is mainly an archer, flight is really not that important.

Please read the entire thread, as I have already addressed that.

~~~

+1 to everything Paladin of Baha-Who said.


CAMPINCARL:
______________________________

Thanks for both of the build suggestions! And all of the other
previous advice, as well!

BAHA-WHO:
______________________________

I definitely looked at the Divine Hunter Archetype after reading all the good
things about, but after checking it out myself, I am just not impressed by it.

The Precise Shot feat with no pre-reqs for the Heavy Armor Proficiency trade
off and the Distant Mercy are the only good things in the template.

The other special abilities attempt (feebly) to turn the rest of the party into
temporary archers. And without Dexterity, they won't be very good to begin
with. And only if they are within 10ft. of the Divine Hunter.

I would rather be immune to Fear, immune to Charms, have a full-party Smite
Evil ability (if they are within 10ft), and obtain the Damage Reduction.

I have a mostly Strength based melee party, with the only exception being the
TWF Dexterity-based Rogue that could really benefit from the abilities of the
Divine Hunter.

Just my own personal opinion, however. I am looking into Oath of Vengeance
now.

--

______________________________


The channel feats aren't really that good for your build, also I disagree with CampinCarl9127 get rapid shot before deadly aim. 2 attacks per round at level 3 is better than one attack with a +2 taked on to the damage. I would say get many shot before deadly aim. The damage output is slightly better at that level, and it won't reduce your to hit. Taking the divine hunter archetype would be a more legitimate way to get the trade for precise shot.


No problem at all Arannel!

Yes it's a shame, if you could pick and choose the better abilities of the divine hunter it would be marvelous. As of now it sucks.


Hogeyhead wrote:
I disagree with CampinCarl9127 get rapid shot before deadly aim. 2 attacks per round at level 3 is better than one attack with a +2 taked on to the damage. I would say get many shot before deadly aim. The damage output is slightly better at that level, and it won't reduce your to hit.

Yes, sometimes that is the case. If you're finding yourself able to stay stationary and attack during combat, then he is absolutely correct. My path was for a more wide-ranged approach to combat.

Hogeyhead wrote:
Taking the divine hunter archetype would be a more legitimate way to get the trade for precise shot.

That's a very balanced homebrew rule considering the divine hunter does exactly the same thing. Just in this case he doesn't have to deal with all the other crappy abilities of the divine hunter.


1 person marked this as a favorite.

New player, new reader, new poster!
I also am going to try my hand at an Aasimer Paladin of Sarenrae, and advice as to the best build and future focus would be very much appreciated!

Stats as follows:
STR 16/18
Dex 15
CON 16
INT 13
WIS 16
CHA 18/20

Hospitaler Archetype

Feats:
Angelic Blood
Armor Proficiency (L,M,H)
Divine Blessing (Paladin, Hospitaler)
Extra Lay on Hands x2
Martial Weapon Proficiency (all)
Shield Proficiency
Simple Weapon Proficiency

Flaws:
Shaky
Slow

Traits:
Blessed Touch
Scarred Descendant
Touched by Divinity (Cure Light Wounds)

Alternate Racial Trait:
Scion of Humanity

Aasimar Heritage:
Angelkin, +2STR&CHA

Aasimar Ability:
Always know the sun's position

Mercy:
Fatigued

Cleric Domain Variant Channeling:
Sun Variant Channeling

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Aasimar Paladin of Sarenrae All Messageboards

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