For a paladin in Abomination Vaults, which anti-undead archetype is best?


Advice


Can't decide between these three:

1. Ghost Hunter: Literally made for the module, so probably ok. Contains spellcasting features that don't necessarily suit a martial.
2. Ghost Eater: Maximum incorporeal hate.
3. Undead Slayer: More broad, and Slayer's Strike seems to synergize very well with Retributive Strike.

Without spoilers, which do you think would be most useful for the AP?


Pathfinder Rulebook Subscriber

Depends on your build. A Paladins with a weapon ally already gets access to ghost touch and disrupting, so that plus shining oath is really all you need. If you have those, Undead Slayer probably adds the most, especially if you rock a maul for Slayers Strike.

An important consideration: AV is a sandbox where you can and should retreat if you're not ready for many of the fights. I'd use a disrupting rune as your base, and if you run into a ghost consider shutting the door and coming back later with ghost touch. Ghosts are sitebound so they can't chase very far.

Also, don't forget to carry slashing weapons for fleshies and bashing weapons for bonies.


Captain Morgan wrote:

Depends on your build. A Paladins with a weapon ally already gets access to ghost touch and disrupting, so that plus shining oath is really all you need. If you have those, Undead Slayer probably adds the most, especially if you rock a maul for Slayers Strike.

An important consideration: AV is a sandbox where you can and should retreat if you're not ready for many of the fights. I'd use a disrupting rune as your base, and if you run into a ghost consider shutting the door and coming back later with ghost touch. Ghosts are sitebound so they can't chase very far.

Also, don't forget to carry slashing weapons for fleshies and bashing weapons for bonies.

But then they could take those *and* shifting! Thanks for that advice too; I'm used to modules having more of a time pressure, so that'll be good to keep in mind.


Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

You didn't list Knight Reclaimant, but if you like that flavor/can qualify for it, some of its abilities are great (treating successes as critical success against undead abilities, etc)


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
ThatGuyDM wrote:
Captain Morgan wrote:

Depends on your build. A Paladins with a weapon ally already gets access to ghost touch and disrupting, so that plus shining oath is really all you need. If you have those, Undead Slayer probably adds the most, especially if you rock a maul for Slayers Strike.

An important consideration: AV is a sandbox where you can and should retreat if you're not ready for many of the fights. I'd use a disrupting rune as your base, and if you run into a ghost consider shutting the door and coming back later with ghost touch. Ghosts are sitebound so they can't chase very far.

Also, don't forget to carry slashing weapons for fleshies and bashing weapons for bonies.

But then they could take those *and* shifting! Thanks for that advice too; I'm used to modules having more of a time pressure, so that'll be good to keep in mind.

Shifting is fun and all, but is better for intrigue games. It is kinda nice if you only have one striking weapon but by then skeletons and zombies aren't really big problems anymore.

Also... Maybe skip the Oath feats. There's a lot of interesting roleplay potential in AV, and an Oath go destroy certain enemies could limit that. Unless you want to slay all evil instead of hearing them out, of course.


What about Lastwall sentry?

It synergizes with either shield and blade ally.

Among the three you mentioned, I'd go with undead slayer all day long!

Community / Forums / Pathfinder / Pathfinder Second Edition / Advice / For a paladin in Abomination Vaults, which anti-undead archetype is best? All Messageboards

Want to post a reply? Sign in.