Enlightened Paladin / Mysterious Avenger help


Advice


I want to start this character for my next home brew game.

Basics: he's a halfling enlightened paladin for two levels to boost up defense and gain divine grace. At that point he feels like he's not doing enough for his community so he puts on a persona to help liberate others, while still being the paladin back home. I picked mysterious avenger mechanically because he can use charmed life in a way that still stacks with divine grace and the mysterious avenger can't use a shield either.

Goal: I'd like to be able to be a front line fighter even though being small. Should have high AC especially with the charmed life ability, and can also do some lay on hands as swift actions to heal.

Help: biggest help I need is proper feats. Second biggest help is the right weapon. Should I go with whip? Won't really be able to trip or anything being small, but whip still has fun abilities with right feats. Also, is there any time where I should go back to paladin?

Thank you all


OK I've worked it a little, realized the error of my ways, decided to go with the rapier and be an inspired blade instead of mysterious avenger.

Level 1: Inspired Blade, feat: slashing grace
Level 2: Enlightened paladin
Level 3: Enlightened paladin
Level 4: Inspired Blade

This way I can slashing grace level 1 and dump str.

currently the stats im toying with is

str 10, 8 after racial
dex 18, 20 after racial
con 10
int 10
wis 8
cha 16, 18 after racial

I know weak con for a front line fighter but hoping to rely on tough AC, amazing saves, and laying hands on myself.

Right now the thing Im thinking about most is feats. Other than risky fighter at later levels, combat reflexes, and the critical focus chain, nothing really jumps out at me. Thoughts?

(also final time I'll bump my own thread)


I'll offer a little advise, if you aren't adverse to it. Based on your ability point selection, I see you are trying for a more optimized approach. If I may....

I'd suggest moving some of those points around. I'd suggest the following stats:

After racials: (25 points)
Str 8
Dex 20
Con 12
Int 12
Wis 9 (put your +1 from level 4 here)
Cha 16

Or, better yet:

Str 8
Dex 19 (put your +1 from lvl 4 here)
Con 14
Int 12
Wis 10
Cha 16

The reasons I suggest this are:

You will be in melee. Extra HP is beneficial because you WILL be hit.

Extra skill points are beneficial and you get an extra panache point for it. Its especially useful since you don't get new panache for killing blows.

You really do not need a really high CHA score since you don't have spellcasting that it tied to it. The extra points it costs to raise it that high will be more beneficial if spent smoothing over your weaker points in the long run. You also are not taking more than 2 levels of Enlightened Paladin, and wont get more then +2 to your AC from its armor ability.

You DO NOT want a negative will save. You just don't. Eliminate that at all cost. Yes, even by starting with a 19 in DEX rather than a 20. In fact, starting with an odd number in your main stat means you won't end with an odd number at level 20. When you need that extra 'umph' to hit your enemy, use your 'personal trial' ability.

----------------------------

More pointed help:

Suggested racial traits for you:
Fleet of Foot: Get the 30ft movement speed.
Adaptable Luck: You are already going to get a +3 (or 4) to your saves from CHA. Trade away the halfling luck for the 3/day to add +2 to other things. It will come in handy.

When should you go back to Paladin (if at all):
I'd say to take at most 4 levels of Paladin. You get an additional personal trial (becomes +2), you get access to a Ki Pool. Lay on Hands becomes 2d6. You get a mercy at level 3. If you take the feat Greater Mercy, you can heal 3d6 if your target cant benefit from the effect of your mercy. Fort and Will bonus from Paladin reaches +4 each. Oh, and you get a paladin spell.

If you can stick it out to 6 levels of Paladin, the benefits increase. Your saves are +5, +2, +5, better lay on hands. If you start with 16 Cha and get a +6 Cha item, you max at +6 AC from charisma in light armor, on top of the +5 (or more) you get from Dex. You'll get divine bons with your unarmed strike, giving an effective backup weapon you could use with two weapon fighting, should you choose. You wouldn't be wielding a weapon in your offhand and could easily use it in combination with your inspired blade abilities. And another paladin spell.

You can manage to get evasion through the inspired blade abilities (i think near level 11). Targeting body parts in useful too.

All-in-all, Inspired Blade 14/Enlightened Paladin 6 seems good.

If you choose that this path, here are the feats I would recommend:

A style feat that gives piercing damage to unarmed strike: Snake Style?

Two weapon fighting feats? Improved, greater? You have the BAB and Dex to spare.

Get one of these Bracers.

Amulet of Mighty Fists.

Thats all I have for now.

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