
orionbryan |

Seeking feedback about my paladin so far. Below is my stat block from HeroLab. The concept is an angel blooded soldier from the Blackravens in the Lands of Linnorm Kings in Runelords. He is a tactician, not overly bright. He leads through steady practicality and bravery He did not know he was an assimar or called to the paladins path until the events of book 1 transpired. We are beginning book 2 this weekend. Please don't spoil it when responding.
My character has awakened as a paladin of Torag while dungeon crawling the temple of lamashtu, exibiting powers like halos and alter self transformations into angelic idealized versions of himself when evil is close and combat is steady. Class and race are a blurred line conceptually. Now after emerging from beneath Sandpoint he is taking time to craft in careful Prayer and begin the machinations to claim thistle top as a base n of operations for the Cadre of adventurers he is leading.
PARTY IS:
ELF CONJUROR
HALFLING ARCHEOLOGIST
UNCHAINED DWARVEN BARBARIAN
ME.
We don't have a wand of cure light yet but will soon. I heal. The archeologist heals. Potions heal.
Future fests choices to consider:
Angel blood will be free per DM since I agreed to let go of aspirations of Leadership.
Angel skin, steel
Wings
Metal wings
Toughness
Where should I go from here:
IS CRAFTING ARMOR WORTH MY TIME AND RESOURFES?
WHAT OTHER FEATS AKEL SENSE?
Male angel-blooded aasimar (angelkin) paladin 4 (Pathfinder RPG Advanced Race Guide 84)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +0
Aura courage (10 ft.)
Defense
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 39 (4d10+11)
Fort +9, Ref +4, Will +7
Immune disease, fear; Resist acid 5, cold 5, electricity 5
Offense
Speed 30 ft. (20 ft. in armor)
Melee longspear +7 (1d8+4/×3) or
mwk bastard sword +4 (1d10+3/19-20) or
mwk ranseur +8 (2d4+4/×3) or
warhammer +7 (1d8+3/×3)
Ranged longbow +4 (1d8/×3)
Special Attacks channel positive energy 2/day (DC 16, 2d6), smite evil 2/day (+3 attack and AC, +4 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
At will—detect evil
Paladin Spells Prepared (CL 1st; concentration +4)
1st—magic weapon
Statistics
Str 17, Dex 10, Con 14, Int 10, Wis 10, Cha 16
Base Atk +4; CMB +7; CMD 17
Feats Diehard, Endurance
Traits sacred touch, student of faith
Skills Acrobatics +0 (-4 to jump), Craft (armor) +5, Diplomacy +8, Handle Animal +7, Heal +10, Knowledge (religion) +4, Ride +4, Sense Motive +4; Racial Modifiers +4 Heal
Languages Celestial, Common
SQ lay on hands 5/day (2d6), mercy (sickened)
Combat Gear
potion of cure moderate wounds(2), caltrops, healer's kit (7 uses remaining);Other Gear splint mail, light steel shield, mwk heavy steel shield, arrows (20), longbow, longspear, mwk bastard sword, mwk ranseur, warhammer, backpack, bell, belt pouch, flint and steel, inkpen, signal whistle, waterskin, wooden holy symbol of Torag, heavy horse (combat trained), 1 pp, 96 gp, 9 sp, 9 cp
Special Abilities
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
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).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
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.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Manifest Halo Halo sheds light as a torch.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 2d6 (2/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Smite Evil (2/day) (Su) +3 to hit, +4 to damage, +3 deflection bonus to AC when used.
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.