Green Knight Archetype's balance?


Advice


Pathfinder Starfinder Society Subscriber

One of my players is excited about the Green Knight archetype, and as always when I encounter something new I told them I'll review it and get back to them. I admit I do find this love letter to the Arthurian Mythos amusing, however as I've not shared a table with even a normal cavalier yet I'm on shaky ground to make a decision.

My general read is that the Green Knight mostly trades out the Cavalier's offensive and support abilities for abilities to increase survivability, yes?

I've not seen vorpal in action either, is this weapon quality much of a game-changer?

More generally how does survivability change the flow of combat at higher levels?

And lastly, the main ability that concerns me is the ability to completely ignore will and fortitude saves that normally impose a partial penalty even on a success; will this ability be problematic?

Thank you.


Trading offense for survival is a pretty solid read. The standard cavalier's mount is a huge boost, so hopefully the green knight gets enough to justify losing it. (It bears mentioning that stalwart is an existing class feature, poached pretty much wholesale from the inquisitor. So if it were problematic, hopefully we'd know by now.)

I look forward to hearing others' thoughts on this. I'm very proud of the green knight. ^_^


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So I take it you designed it? ;)

This is probably the thing I'm most excited for from UW.


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Pathfinder Starfinder Society Subscriber

Oh, I never noticed that on the Inquisitor before. Yeah I guess you're right, if it hasn't raised a huge stink before it shouldn't now. Well okay that's one concern put to rest. Still would appreciate input on the rest though.

Again, thank you.


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It's balanced. Stalwart has been in the game for a while without wrecking havoc and the other abilities it gets don't push it past paladin in terms of difficulty to kill. Isa did a great job with the flavor and mechanics, as always. It's my favorite archetype of the book.

Scarab Sages

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Pathfinder Battles Case Subscriber; Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The Vorpal aspect doesn't come into play until level 17, so how impacting it will be depends on whether you expect the campaign to go that long and if so what you expect them to be encountering at that point.


Vorpal is a relatively weak attribute for a weapon. The greatest use for it is when fighting the jabberwock. Only 1 in 20 swings are going to be considered for a vorpal effect, since it requires a natural 20. I don't feel it will cause a problem in your campaign.


Since Vorpal requires a natural 20 to take effect it shouldn't affect game play that much. What you have to worry about is that lucky nat 20 while fighting a "boss" character, but even then it's not more game changing than save or suck/die spells such as a Dazing Fireball.


Pathfinder Card Game Subscriber
Saint Bernard wrote:
Vorpal is a relatively weak attribute for a weapon. The greatest use for it is when fighting the jabberwock. Only 1 in 20 swings are going to be considered for a vorpal effect, since it requires a natural 20. I don't feel it will cause a problem in your campaign.

It's not weak, it just doesn't see much use because it's generally not worth the cost of a +5 bonus.

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