
![]() |

i have been looking at building a Squire character. I am linking Magus arcane paladin type. Useing Believers boon( unknown domain), Believers hands, and Extra lay of hands.
This character is to be a squire till about level 6. I want to be the one to set up camp, see to animals, go first with torch,
I am thinking Lasso, Torch, as main combat weapons. Using swordbreaker dagger modifed hollow hilt to be survival knife style.
So what i need help with is knightly order, feats at level, maybe a differnt class. He will also play a lute.
let us see what we can build. The idea is to be a squire to someone who has the recruit feat.

Wonderstell |

Could you clarify a few things? If I've understood you correctly, you want to build a character that:
1) Has the role of a squire.
2) Is a Magus.
3) Emulates a paladin through the feats Believer's Boon, Believer's Hands and Extra Lay On Hands.
4) Uses a Lasso, Torch and Swordbreaker Dagger in combat.
5) Sets up camp, sees to the animals.
This character is to be a squire till about level 6.
Is the character going to be something else after level 6, or is the squire build supposed to come online at level 6?
The idea is to be a squire to someone who has the recruit feat.
What does this mean, exactly? Is this character supposed to be a cohort of the Recruit Feat, an npc?

![]() |

After looking at this build i don't think Magus can work.
Currently i am looking at Battle Herald. Likely going 4 Cavalier Strategist,standard bearer/1 bard Battle herald.
Magus is my favor class and I think he would make a great arcane paladin i just can't find a way to make it work.
But weapons would be lasso, torch, Swordbreaker dagger is not really needed just looks cool.
At level 6 the goal is to do a quest or something to earn my knighthood. No real idea after level 6 what to do with him. Which is why i am looking at the Battle Herald, but there is not a way for a Magus to get it.
This character is not an NPC, but is based off being a NPC. from the squire or recruit feat. meaning at level 7 or so i would take leadership and gain my own squire etc.
For combat i am mostly looking for no (-) on the roll but that is it. I don't mind not having any bonuses. I was looking to play Support warrior/Support combat healer. just cant get the pieces to work

Wonderstell |

Your weapons, Lasso and Torch, are exotic and improvised weaponry, respectively. That's two feats just to use the weapons you want. If you add in Believer's Boon, Believer's Hands and Extra Lay On Hands, that's five feats.
As for combat, any decently build character with a wand of Cure Lesser Wounds would be more useful.
So you're gonna have to compromise.
Instead of specifically a torch, you could use a Lantern Staff. It's a two-handed simple weapon with a (you guessed it) lantern hanging from the top. Deals 1d8 bludgeoning dmg and one fire dmg. It also sheds normal light in a 30 ft range.
And instead of trying to emulate a paladin, I feel it would be far easier to just be a paladin.
Paladin (Holy Tactician) 5 /Brawler 1
1. Power Attack
2.
3. Quickdraw, Disarm Partner(B)
Brawler
4. Improved Unarmed Strikes(B)
Paladin
5. Point-Blank Shot
6.
******************
Weal’s Champion (2/day)
Detect Evil
Divine Grace
Lay on Hands (2d6)
Tactical Acumen (Bonus Teamwork Feat)
Battlefield Presence
Brawler’s Cunning
Martial Flexibility
Martial Training
Unarmed Strike (1d6)
******************
Grants you proficiency with the Lasso.
Wayfinder (500 gp)
for keeping the Ioun Stone safe
Lantern Staff
Any other martial two-handed weapon to use when dmg is important.
(Earthbreaker, Lucerne Hammer, Falchion are all good alternatives)
Around 10 lassos.
Around 15-20 whips.
******************
1st Round:
Standard action to attack/ready an attack (with your two-handed weapon). Move action to use Martial Flexibility. Swift action to grant Target of Opportunity to your allies.
2nd Round:
Attack any enemy as a full-attack. Shift your grip on the weapon (from two-handed hold to one hand free), and Quickdraw a lasso in your free hand.
Now, thanks to Target of Opportunity you're gonna get an Immediate action ranged attack as long as you've got an ally who hits an enemy with a ranged attack. Throw the lasso, then shift your grip back into a two-handed one. If you didn't get any ranged attack, drop the lasso.
3rd Round (and every round after that)
Same as the 2nd round.
Completely dependent on having a nearby ally who makes ranged attacks
You and your allies pelt your enemies with a deadly barrage of missiles.
Prerequisite: Point-Blank Shot, base attack bonus +6
Benefit: When an ally who also has this feat makes a ranged attack and hits an opponent within 30 feet of you, you can spend an immediate action to make a single ranged attack against that opponent. Your ranged weapon must be in hand, loaded, and ready to be fired or thrown for you to make the ranged attack.
******************
1st Round:
Standard action to attack/ready an attack (With your Unarmed Strikes). Move action to use Martial Flexibility. Swift action to grant Improved Disarm Partner to your allies.
2nd Round:
Two-Weapon Fight (without the feat) with two whips and without proficiency. This should give you a -10/-14/-15 attack routine (add BAB and STR), making sure you'll fail all three Disarm attempts you'll make at 15 ft range (avoiding the AoO from not having Improved Disarm).
Quickdraw a new Whip for every one you drop, as you're probably failing the Disarm Maneuver by more than 10.
3rd Round (and every round after that)
Same as the 2nd round.
You must be able to attempt a Disarm Maneuver on the enemies. So they either needs to be armed, or carry something in their hand.
You are ever the opportunist.
Prerequisite(s): Disarm Partner, base attack bonus +5.
Benefit(s): When an ally with this feat fails a disarm combat maneuver check made on his turn against a foe that’s within your melee reach, you can make an attack of opportunity against that foe. If that attack of opportunity hits the foe, you can also attempt a disarm combat maneuver check against that opponent as part of that attack of opportunity.
******************
So here you have a supportive Paladin who either uses a lantern and lasso in combat, and grants a free attack to your ranged allies. Or uses several whips to grant Attack of Opportunities to your melee allies.
You can be any race, but the build doesn't fully come online until lv 6. Before that, you're gonna have to pull your weight with two-handed weapon damage.