A little help with character creation, please.


Advice

Grand Lodge

Goal: to create a 20 point buy pole weapon user. He can be any aasimar sub race (from the Aasimars Heirs of Glory supplement).

I'm thinking of the character as either a fighter, paladin, or even a cleric. I'll be starting at 8th level.

Thank you so much for your help.


Krunchyfrogg wrote:

Goal: to create a 20 point buy pole weapon user. He can be any aasimar sub race (from the Aasimars Heirs of Glory supplement).

I'm thinking of the character as either a fighter, paladin, or even a cleric. I'll be starting at 8th level.

Thank you so much for your help.

you know, I saw nifty guide a while ago that had a cleric optimized with a reach weapon and damage spells.

The jist of it was, blast with spells, as they come to attack you, your reach allows for an AOO.

Another good archetype is the polearm master.
Which gets around the whole "cant use a reach weapon to attack adjecent enemies."

Get the Phalanx Formation (Combat) feat and now you can poke through your own allies.

Grand Lodge

Those all sound cool.

I'm really not familiar with pathfinder so much. Most of my gaming has been D&D 2nd edition or 5th edition.

I hate being an askhole, but if you could point me in the right direction, I'd really appreciate it.

Any and all advice is welcome, and thank you again.


Krunchyfrogg wrote:

Those all sound cool.

I'm really not familiar with pathfinder so much. Most of my gaming has been D&D 2nd edition or 5th edition.

I hate being an askhole, but if you could point me in the right direction, I'd really appreciate it.

Any and all advice is welcome, and thank you again.

I think this is the guide I thought I saw, it gives you a nice low down on a cleric, specifically one with a reach far striking weapon.

https://docs.google.com/open?id=0B5kvBvq2DEHjRWctNG05X0JINm8

And here is the Polearm Master, It is a fighter Archetype. Archetypes are exactly the same a fighter's base class, except for where the archetype description says otherwise.

http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fig hter-archetypes/polearm-master

The feat I was talking about was

http://www.d20pfsrd.com/feats/combat-feats/phalanx-formation-combat

It all boils down to what you want your character to be, as well.

Do you want to be extremely combat savy? A lot of players like exceling in combat. If so fighter will be good, and for out of combat just roleplay situations.

As a cleric, it will be a bit hard to shore up on some feats, especially combat related ones, but you will be more versetile and capable of spellcasting.

Also Sidenote, The Inquisitor class could very well replace the cleric class. Think of Inquistors as more combat orientate, less healing clerics.


Reach wielding paladins are amazing in PFRPG.

The internet tells you to always play an Angel Blooded Aasimar, the Angelkin (Blood of Angels). They get +2 STR and +2 CHA.

STR 18
DEX 12
CON 14
INT 10
WIS 8
CHA 16

Archetype selection is difficult because I don't know what you want. Do you like spellcasting?

Exotic Weapon Fauchard is also a pretty standard choice, along with Power Attack and Lunge.


Another cool build would be a Fighter with Spear Dancer Style, but it works better as a Human

S15 D16+2 C14 I12 W10 CH7

Dawnflower Dervish archetype

Defender of the Society, Seeker

1. TWF, Weapon Focus (Monk's Spade), Spear Dacing Style
2. Weapon Finesse
3. Spear Dancing Spiral
4. Spear Dancing Reach
Weapon Training: Monk (has better Versatile Training options than Polearm, but Monk's Spade is a polearm anyway :P )
5. Advanced Weapon Training > Versatile Training (Acrobatics, Escape Artist)
6. ITWF
7. Combat Reflexes
8. Lunge
9. Double Slice
Weapon Training II: Advanced Weapon Training > Armed Bravery
10. Advanced Weapon Training > Trained Grace
11. Two-Weapon Rend
12. Stand Still

Grand Lodge

Secret Wizard wrote:

Another cool build would be a Fighter with Spear Dancer Style, but it works better as a Human

S15 D16+2 C14 I12 W10 CH7

Dawnflower Dervish archetype

Defender of the Society, Seeker

1. TWF, Weapon Focus (Monk's Spade), Spear Dacing Style
2. Weapon Finesse
3. Spear Dancing Spiral
4. Spear Dancing Reach
Weapon Training: Monk (has better Versatile Training options than Polearm, but Monk's Spade is a polearm anyway :P )
5. Advanced Weapon Training > Versatile Training (Acrobatics, Escape Artist)
6. ITWF
7. Combat Reflexes
8. Lunge
9. Double Slice
Weapon Training II: Advanced Weapon Training > Armed Bravery
10. Advanced Weapon Training > Trained Grace
11. Two-Weapon Rend
12. Stand Still

The character *must* be aasimar.

But thank you.

I'm wondering: if a paladin gets as many feats as a cleric, why is the build possible as a paladin but not as a cleric?

Grand Lodge

master_marshmallow wrote:

Reach wielding paladins are amazing in PFRPG.

The internet tells you to always play an Angel Blooded Aasimar, the Angelkin (Blood of Angels). They get +2 STR and +2 CHA.

STR 18
DEX 12
CON 14
INT 10
WIS 8
CHA 16

Archetype selection is difficult because I don't know what you want. Do you like spellcasting?

Exotic Weapon Fauchard is also a pretty standard choice, along with Power Attack and Lunge.

Spellcasting is cool, I do like it (in general), but I could take it or leave it with this character.

Grand Lodge

Fernn wrote:
Krunchyfrogg wrote:

Those all sound cool.

I'm really not familiar with pathfinder so much. Most of my gaming has been D&D 2nd edition or 5th edition.

I hate being an askhole, but if you could point me in the right direction, I'd really appreciate it.

Any and all advice is welcome, and thank you again.

I think this is the guide I thought I saw, it gives you a nice low down on a cleric, specifically one with a reach far striking weapon.

https://docs.google.com/open?id=0B5kvBvq2DEHjRWctNG05X0JINm8

And here is the Polearm Master, It is a fighter Archetype. Archetypes are exactly the same a fighter's base class, except for where the archetype description says otherwise.

http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fig hter-archetypes/polearm-master

The feat I was talking about was

http://www.d20pfsrd.com/feats/combat-feats/phalanx-formation-combat

It all boils down to what you want your character to be, as well.

Do you want to be extremely combat savy? A lot of players like exceling in combat. If so fighter will be good, and for out of combat just roleplay situations.

As a cleric, it will be a bit hard to shore up on some feats, especially combat related ones, but you will be more versetile and capable of spellcasting.

Also Sidenote, The Inquisitor class could very well replace the cleric class. Think of Inquistors as more combat orientate, less healing clerics.

I don't know what it is, but I like that reach cleric - a lot.

I could take a coatl-blooded aasimar (+ 2 STR & WIS) and rock that build!

I need to find out what deities are in this world and see if I can get one that I like.


Here's my non-standard reach cleric build. Lvl 10.

STR 16 (+2belt)
DEX 14 (+1@8th)
CON 10
INT 10
WIS 18 (+2Hu,+1@4th)
CHA 16 (+2headband)

Domains: Glory (Heroism), Good (Archon) (so, Serenrae is your God)

Feats:
Beacon of Hope
Combat Reflexes
Combat Advice
Bodyguard
Divine Protection
Empower Spell

Favorite Spells
Instant Weapon (Empowered)
Enlarge person

Favorite Item:
Rod of Toppling

Here's how this rocks:
You confer heroism by an aura (as swift) and when you channel (so, like constantly)

You confer a +2 bonus to an alliy's to-hit (as move) w combat advice

You debuff for -2 using Aura of menace multiple times /day (as std, but constant - which w the above create a +4 swing in the party's favor!)

You conjure ANY reach weapon made of force weapon (the best attack type in the game) that YOU ARE AUTOMATICALLY PROFICIENT WITH (so use a fauchard) does lots of dmg and knocks people down. More, you can trip or disarm with it without those feats because you are 10' away and provoking doesn't matter.

You save like a god.

You give out AC bonus as AoOs or generate AoOs when the baddies within 15' move.

The main reason this is awesome is that your crappy cleric action economy is now AMAZING. You can do multiple things per rd as AoO, as a swift, as a move, as a std and/or as a full, both for you, your party and your summons, plus you are a full caster. You will not find this in any guide, but it has great merit.


Krunchyfrogg wrote:
Fernn wrote:
Krunchyfrogg wrote:

Those all sound cool.

I'm really not familiar with pathfinder so much. Most of my gaming has been D&D 2nd edition or 5th edition.

I hate being an askhole, but if you could point me in the right direction, I'd really appreciate it.

Any and all advice is welcome, and thank you again.

I think this is the guide I thought I saw, it gives you a nice low down on a cleric, specifically one with a reach far striking weapon.

https://docs.google.com/open?id=0B5kvBvq2DEHjRWctNG05X0JINm8

And here is the Polearm Master, It is a fighter Archetype. Archetypes are exactly the same a fighter's base class, except for where the archetype description says otherwise.

http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fig hter-archetypes/polearm-master

The feat I was talking about was

http://www.d20pfsrd.com/feats/combat-feats/phalanx-formation-combat

It all boils down to what you want your character to be, as well.

Do you want to be extremely combat savy? A lot of players like exceling in combat. If so fighter will be good, and for out of combat just roleplay situations.

As a cleric, it will be a bit hard to shore up on some feats, especially combat related ones, but you will be more versetile and capable of spellcasting.

Also Sidenote, The Inquisitor class could very well replace the cleric class. Think of Inquistors as more combat orientate, less healing clerics.

I don't know what it is, but I like that reach cleric - a lot.

I could take a coatl-blooded aasimar (+ 2 STR & WIS) and rock that build!

I need to find out what deities are in this world and see if I can get one that I like.

See it sounds like you have a pretty good concept.

Another key feat to get eventually is combat reflexes.
This way, you can strike multiple opponents who are trying to get at you. 14 dex should be more than enough, and high str would be your main stat.
As far as wisdom, you could have that be your second highest. The benefit of being your highest is that your spells would be harder to resist, and would do more damamge.
Of course if you lower your wisdom you can still take advantage of the plethora of CLeric buff spells

Dark Archive

There are a TON of problems whit that reach/force build that was posted.

Combat Advice feat? A move action to give somebody a +2 bonus to hit is not very cost effective: that's a wasted action - and a wasted feat. Take a look at the Quick Channel feat if you want to improve your action economy: the ability to channel twice in a round (once as a move action, once as a standard) in emergencies is PRICELESS. You may also want to look at Extra Channel if you go the Quick route: you will find that you burn a lot of extra channels using Quick when you want to cast a spell and Channel n the same round.

Empowering an Instant Weapon spell has no additional effect, as there are no variable numeric effects.

Instant Weapon does not have the Force descriptor, so Toppling does not work with that spell.

The Bodyguard feat only works with allies who are adjacent to you - which means you can't use your reach weapon to make those AOO's.

Magic item to check out:
Phylactery of Positive Channeling


Wow. Beacon of Hope is a great find. It comes up in an SRD search but is not in the feat list. Another flavorful/interesting feat for Aasimar w the daylight racial spell is heavenly radiance.

Bodyguard requires you to be adjacent, but aid another requires you to threaten the attacker. Plenty of squares would allow you to be adjacent to an ally and threaten an attacker 10' away.

The force weapon thing isn't the best part of that build. To me, if you can heroism two ways (and therefore rarely run out), debuff with menace, give out +2 untyped to AC (or more w benevolent armor trait) and use a move to give a +2 stacking competence bonus with the combat advice feat while riding shotgun on a reach weapon, the cumulative effect is very good for a support build. As for Quick Channel - yes, it is good, but it consumes a lot of channels forcing you to take extra channel with the few feats you have, making your character sort of flat. Also, sucks big time when you run out of channels.

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