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View Full Version : High Op Pathfinder Paladin (PEACH)



Angelalex242
2013-12-11, 02:44 PM
23,500 gp for WBL

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Basic Information

Character Name :Sigurd Height :6'4"
Player Name : Weight :210
Character Race :Aasimar (angel-kin) Eyes :Gold
Alignment :LG Hair :Silver
Deity :Iomadae Size :Medium
Total Level :7 Speed :30
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Character Class Information

Class and Level :Paladin 7
Class and Level :
Class and Level :

Favored Class(es) :Paladin
Favored Class Bonus : +1 hit point or +1 skill point
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Ability Scores

Strength : 18 (+4) 10 point buy + 2 racial + 0 level + 0 misc
Dexterity : 12 (+1) 02 point buy + 0 racial + 0 level + 0 misc
Constitution : 14 (+2) 03 point buy + 0 racial + 1 level + 0 misc
Intelligence : 10 (+0) 00 point buy + 0 racial + 0 level + 0 misc
Wisdom : 10 (+0) 00 point buy + 0 racial + 0 level + 0 misc
Charisma : 18 (+4) 10 point buy + 2 racial + 0 level + 0 misc

Maximum Load : 000 lbs.
Lift Overhead : 000 lbs. (equal to Maximum Load)
Lift : 000 lbs. (equal to Maximum Load x2)
Drag or Push : 000 lbs. (equal to Maximum Load x5)
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Combat Statistics

Hit Points : 00
Base Attack (BAB) : +7
Initiative : +1 1 Dex + 0 misc

Base Melee : +11 7 BAB + 4 Str + 0 misc
Base Ranged : +8 7 BAB + 1 Dex + 0 misc

Combat Maneuver : +11 7 BAB + 4 Str + 0 misc <- CMB
Maneuver Defense : +22 10 + 7 BAB + 4 Str + 1 Dex + 0 misc <- CMD

Armor Class : 10 10 base + 0 armor + 0 shield + 1 Dex + 0 misc
Touch AC : 10 10 base + 1 Dex + 0 misc
Flat-Footed AC : 10 10 base + 0 armor + 0 shield + 0 misc
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Saving Throws

Fortitude : +11 5 base + 2 Con + 4 misc
Reflex : +7 2 base + 1 Dex + 4 misc
Will : +9 5 base + 0 Wis + 4 misc

Conditional Bonuses and Penalties :
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Racial Abilities and Features

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Class Abilities and Features

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Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

[ ] Acrobatics : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Appraise : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Bluff : +00 0 ranks + 0 Cha + 0 class + 0 misc
[ ] Climb : +00 0 ranks + 0 Str + 0 class + 0 misc - 0 armor
[ ] Craft: : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Diplomacy : +00 0 ranks + 0 Cha + 0 class + 0 misc
[ ] Disable Device ^ : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Disguise : +00 0 ranks + 0 Cha + 0 class + 0 misc
[ ] Escape Artist : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Fly : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Handle Animal ^ : +00 0 ranks + 0 Cha + 0 class + 0 misc
[ ] Heal : +00 0 ranks + 0 Wis + 0 class + 0 misc
[ ] Intimidate : +00 0 ranks + 0 Cha + 0 class + 0 misc
[ ] Know: Arcana ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Dungeon ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Engineer ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Geography ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: History ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Local ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Nature ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Planes ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Religion ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Linguistics ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Perception : +00 0 ranks + 0 Wis + 0 class + 0 misc
[ ] Perform: : +00 0 ranks + 0 Cha + 0 class + 0 misc
[ ] Profession: ^ : +00 0 ranks + 0 Wis + 0 class + 0 misc
[ ] Ride : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Sense Motive : +00 0 ranks + 0 Wis + 0 class + 0 misc
[ ] Sleight of Hand ^ : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Spellcraft ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Stealth : +00 0 ranks + 0 Dex + 0 class + 0 misc - 0 armor
[ ] Survival : +00 0 ranks + 0 Wis + 0 class + 0 misc
[ ] Swim : +00 0 ranks + 0 Str + 0 class + 0 misc - 0 armor
[ ] Use Magic Device ^ : +00 0 ranks + 0 Cha + 0 class + 0 misc

Languages : Common
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Traits and Feats

Trait #1 :
Trait #2 :

Level 1 Feat :
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Money and Equipment

Armor :
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :
Ring #2 :
Shield :
Shoulders :
Wrists :

Weapon :
Weapon :

Other Equipment :

Money : 0 GP

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Magic

Level 0 0 spells per day 0 bonus DC 10 (10 + level + 0 ability)
Known/Prepared:

Level 1 0 spells per day 0 bonus DC 11 (10 + level + 0 ability)
Known/Prepared:

Level 2 0 spells per day 0 bonus DC 12 (10 + level + 0 ability)
Known/Prepared:
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Spellbook

Level 0 :
Level 1 :
Level 2 :
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Background (from RTJ)

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So, from this basic starting point (25 point buy is all I've got to play with), what's the highest op build I can make? I left skills and feats undefined as I'm open to suggestions, (My idea of at least one skill point in every class skill seems opped to me, but I again could be wrong) and I haven't bought anything with Wealth by level yet, so I can make full use of suggestions on what to buy.

As a rule, I prefer my Paladins to DPS evil as best they can, and I enjoy, obviously, high Str/high Cha builds.

I'm open to tossing Angelkin if somebody proves human Feat/Skill point is more op then the strength bonus. Then again, angel kin does allow 'outsider wings' someday, which takes care of my flight problem...

Pex
2013-12-11, 08:32 PM
A 14 costs 5 points, not 3.

Angelalex242
2013-12-11, 09:38 PM
He's level 7, so he raised the 13 he paid for to 14.

Update:

Basic Information

Character Name :Sigurd Height :6'4"
Player Name : Weight :210
Character Race :Aasimar (angel-kin) Eyes :Gold
Alignment :LG Hair :Silver
Deity :Iomadae Size :Medium
Total Level :7 Speed :30
----------------------------------------------------------------------------
Character Class Information

Class and Level :Paladin 7
Class and Level :
Class and Level :

Favored Class(es) :Paladin
Favored Class Bonus : +1 hit point or +1 skill point
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Ability Scores

Strength : 18 (+4) 10 point buy + 2 racial + 0 level + 0 misc
Dexterity : 12 (+1) 02 point buy + 0 racial + 0 level + 0 misc
Constitution : 14 (+2) 03 point buy + 0 racial + 1 level + 0 misc
Intelligence : 10 (+0) 00 point buy + 0 racial + 0 level + 0 misc
Wisdom : 10 (+0) 00 point buy + 0 racial + 0 level + 0 misc
Charisma : 18 (+4) 10 point buy + 2 racial + 0 level + 0 misc

Maximum Load : 000 lbs.
Lift Overhead : 000 lbs. (equal to Maximum Load)
Lift : 000 lbs. (equal to Maximum Load x2)
Drag or Push : 000 lbs. (equal to Maximum Load x5)
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Combat Statistics

Hit Points : 00
Base Attack (BAB) : +7
Initiative : +1 1 Dex + 0 misc

Base Melee : +11 7 BAB + 4 Str + 0 misc
Base Ranged : +8 7 BAB + 1 Dex + 0 misc

Combat Maneuver : +11 7 BAB + 4 Str + 0 misc <- CMB
Maneuver Defense : +22 10 + 7 BAB + 4 Str + 1 Dex + 0 misc <- CMD

Armor Class : 10 10 base + 0 armor + 0 shield + 1 Dex + 0 misc
Touch AC : 10 10 base + 1 Dex + 0 misc
Flat-Footed AC : 10 10 base + 0 armor + 0 shield + 0 misc
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Saving Throws

Fortitude : +11 5 base + 2 Con + 4 misc
Reflex : +7 2 base + 1 Dex + 4 misc
Will : +9 5 base + 0 Wis + 4 misc

Conditional Bonuses and Penalties :
Resistance 5 Fire, Ice, Cold, Acid (angelic flesh, Brazen)
+2 saves vs. Fire (angelic flesh, brazen)
+2 vs. Evil Descriptor (angelic blood)
+2 to Stabilization checks (angelic blood)
If Bleed or blood drain happens, all evil creatures take 1 point of damage
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Racial Abilities and Features
Angel Kin aasimar:
+2 Str, +2 Cha
Alter Self 1/day
Resist 5 Cold/Elec/Acid
Darkvision 60'
+2 Heal and Knowledge:Planes checks
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Class Abilities and Features
Aura of Good
Detect Evil at will
Smite Evil 3/day (+4 to hit, +4 deflection, +7/+14 damage)
Lay on Hands (7/day)
Divine Grace
Aura of Courage
Divine Health
Mercies:Sickened, Disease
Channel Positive Energy (2 LOH per use as Cleric 7)
Spellcasting (1/0), (2/1) with cha bonus
Divine Bond (Weapon Style, +1 mod)


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Skills and Languages 21 ranks

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

[ ] Acrobatics : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Appraise : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Bluff : +04 0 ranks + 4 Cha + 0 class + 0 misc
[ ] Climb : +04 0 ranks + 4 Str + 0 class + 0 misc - 0 armor
[c] Craft: : +00 0 ranks + 0 Int + 0 class + 0 misc
[c] Diplomacy : +14 7 ranks + 4 Cha + 3 class + 0 misc
[ ] Disable Device ^ : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Disguise : +04 0 ranks + 4 Cha + 0 class + 0 misc
[ ] Escape Artist : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Fly : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[c] Handle Animal ^ : +08 1 ranks + 4 Cha + 3 class + 0 misc
[c] Heal : +06 1 ranks + 0 Wis + 3 class + 2 misc
[ ] Intimidate : +00 0 ranks + 4 Cha + 0 class + 0 misc
[ ] Know: Arcana ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Dungeon ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Engineer ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Geography ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: History ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Local ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Nature ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Nobility ^ : +04 1 ranks + 0 Int + 3 class + 0 misc
[ ] Know: Planes ^ : +03 1 ranks + 0 Int + 0 class + 2 misc
[c] Know: Religion ^ : +04 1 ranks + 0 Int + 3 class + 0 misc
[ ] Linguistics ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Perception : +00 0 ranks + 0 Wis + 0 class + 0 misc
[ ] Perform: : +04 0 ranks + 4 Cha + 0 class + 0 misc
[c] Profession: ^ : +00 0 ranks + 0 Wis + 0 class + 0 misc
[c] Ride : +05 1 ranks + 1 Dex + 3 class + 0 misc - 0 armor
[c] Sense Motive : +10 7 ranks + 0 Wis + 3 class + 0 misc
[ ] Sleight of Hand ^ : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[c] Spellcraft ^ : +04 1 ranks + 0 Int + 3 class + 0 misc
[ ] Stealth : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Survival : +00 0 ranks + 0 Wis + 0 class + 0 misc
[ ] Swim : +04 0 ranks + 4 Str + 0 class + 0 misc - 0 armor
[ ] Use Magic Device ^ : +04 0 ranks + 4 Cha + 0 class + 0 misc

Languages : Common, Celestial
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Traits and Feats

Trait #1 :
Clergy Member (Aasimar)
You belong to a particular faith, and your religious leaders see you as a
mortal aspect of their deity. You are treated with respect and graciousness
whenever you visit a temple of your faith.

Benefit: You receive a +1 trait bonus on Diplomacy checks when interacting
with ordained members of your religion, and once per week you can request
aid from a temple of your faith. The GM has final say in what sort of aid
you can reasonably request, but in general you may ask for the casting of
a 1st-level spell or for a non-magical item worth 50 gp or less.


Trait #2 :
Good Influence (Aasimar)

You possess an innate ability to motivate and inspire others to do the
right thing.

Benefit: You gain a +1 trait bonus on Diplomacy checks when attempting
to persuade a nongood creature to make a decision that benefits the
cause of good, and when persuading a nonlawful creature to make a decision
in line with the laws of the region.

These bonuses stack if you attempt to persuade a nongood, nonlawful
creature to take a lawful good action.



Level 1 Feat :Angelic Blood
Level 3 Feat :Angelic Flesh (Brazen)
Level 5 Feat :Power Attack
Level 7 Feat :Cleave
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Money and Equipment

Armor :
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :
Ring #2 :
Shield :
Shoulders :
Wrists :

Weapon :
Weapon :

Other Equipment :

Money : 0 GP

----------------------------------------------------------------------------
Magic

Level 0 0 spells per day 0 bonus DC 10 (10 + level + 0 ability)
Known/Prepared:

Level 1 1 spells per day 1 bonus DC 15 (10 + level + 4 ability)
Known/Prepared:

Level 2 0 spells per day 1 bonus DC 16 (10 + level + 4 ability)
Known/Prepared:
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Spellbook

Level 0 :
Level 1 :
Level 2 :
----------------------------------------------------------------------------
Background (from RTJ)

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Spoiler added. Sorry, not used to this.

grarrrg
2013-12-11, 10:07 PM
GAH!
Please use spoiler tags if you insist on posting _EVERYTHING EVER_ about your character.

Pex
2013-12-11, 11:48 PM
Greater Mercy is a good feat for an extra 1d6 Lay On Hands. Combine it with the spell Hero's Defiance, and you'll be difficult to put down.

You can't go wrong with Power Attack using a great sword, but using a weapon & shield works too.

If you're allowed traits Magical Knack is an interesting choice. It makes your caster level paladin level - 1 which helps in duration. You also get to qualify for some feats two levels earlier, such as Dragonbane Aura or Fearless Aura. You can take one at level 9 instead of 11.

While Fortification armor is standard, a fun alternative is Champion giving you +2 sacred bonus to AC against your smited foe. Defiant armor gives you +2 bonus to AC against a specific creature type, the armor's version of Bane weapons.

Angelalex242
2013-12-12, 02:09 AM
In terms of gear, is it better to get the special materials now? A wise paladin might want Adamant Armor +1 over Normal Armor +3.

And of course, it's always wise to have a silver weapon and a cold iron weapon for those annoying evil outsiders. Maybe an adamant weapon too for those durned golems (and as a primary weapon, cause of the hardness and the hardness ignoring)

TiaC
2013-12-12, 04:20 AM
He's level 7, so he raised the 13 he paid for to 14.

You could free up a point by starting con at 14 and either str or cha at 15 and putting the increase into the 15.

Spore
2013-12-12, 05:02 AM
What's the purpose of your build anyway? You can't call your goal: "Da best PF Paladin ever." (because that would always be a Sacred Servant with Oath of Vengenance in my books).

I will show you three builds that are worthwhile imho.

a) a simple "ME SMASH EVIL" guy.
Strong suits: good damage overall, great damage vs. demons
Weak points: vulnerable, less LoH, poor spells choices

b) Sacred Servant with lots of spells for a full BAB class
Strong suits: many spells, flexible in fights, many LoHs, "Make shift companion"
Weak points: Spells mainly useless out of combat, less damage

c) Trip Monkey Oradin
Strong suits: Superior healing capability, defensive as all hell
Weak points: Non evil DR is your worst enemy, playing the healer is not fun for everyone

a) Oath of Vengeance Paladin
Str 20 (17 + Lv 4 + Race) Dex 10 Con 14 Int 10 Wis 10 Cha 17 (15+Race+Lv8)
Feats: (1) Power Attack (3) Extra Lay on Hands (5) Furious Focus (7) Greater Mercy
Max Diplomacy, Sense Motive and for anything elseand get extra skill points for the favored class

b) Oath of Vengeance Sacred Servant Paladin
Str 16 (14+Race) Dex 10 Con 14 Int 12 Wis 10 Cha 20 (17+Race+Lv4)
Feats: (1) Antagonize (3) Extra Lay on Hands (5) Greater Mercy (7) Ultimate Mercy
Max Diplomacy, Intimidate and Sense Motive, get extra Skill Points if you want

c) Paladin/Oracle combo
Read this! (http://www.giantitp.com/forums/showthread.php?t=257365)

I would suggest a) for your build.

stack
2013-12-12, 07:49 AM
Note that sufficient enchantment overcomes DR. +3 beats cold iron and silver, +4 beats admantine, +5 beats alignment. The last won't matter much since you'll be smiting anyway. Oath of vengeance gets my vote for melee paladin, you can never have too many smites. Divine bond on your weapon gets you the boost you need when you need it (probably grab bonuses other than straight enhancement otherwise).

The extra 1d6 from extra mercy doesn't seem worth a feat slot given other possibilities.

Angelalex242
2013-12-14, 03:06 PM
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Basic Information

Character Name :Sigurd Height :6'4"
Player Name : Weight :210
Character Race :Aasimar (angel-kin) Eyes :Gold
Alignment :LG Hair :Silver
Deity :Iomadae Size :Medium
Total Level :7 Speed :30
----------------------------------------------------------------------------
Character Class Information

Class and Level :Paladin 7
Class and Level :
Class and Level :

Favored Class(es) :Paladin
Favored Class Bonus : +1 hit point or +1 skill point
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Ability Scores

Strength : 18 (+4) 07 point buy + 2 racial + 1 level + 0 misc
Dexterity : 12 (+1) 02 point buy + 0 racial + 0 level + 0 misc
Constitution : 14 (+2) 05 point buy + 0 racial + 0 level + 0 misc
Intelligence : 11 (+0) 01 point buy + 0 racial + 0 level + 0 misc
Wisdom : 10 (+0) 00 point buy + 0 racial + 0 level + 0 misc
Charisma : 18 (+4) 10 point buy + 2 racial + 0 level + 0 misc

Maximum Load : 300 lbs.
Lift Overhead : 300 lbs. (equal to Maximum Load)
Lift : 600 lbs. (equal to Maximum Load x2)
Drag or Push :1500 lbs. (equal to Maximum Load x5)
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Combat Statistics

Hit Points : 60
Base Attack (BAB) : +7
Initiative : +1 1 Dex + 0 misc
Damage Reduction : 3/- (From Adamant Armor)
Base Melee : +11 7 BAB + 4 Str + 0 misc
Base Ranged : +8 7 BAB + 1 Dex + 0 misc

Combat Maneuver : +11 7 BAB + 4 Str + 0 misc <- CMB
Maneuver Defense : +22 10 + 7 BAB + 4 Str + 1 Dex + 0 misc <- CMD

Armor Class : 22 10 base + 9 armor + 0 shield + 1 Dex + 2 misc
Touch AC : 12 10 base + 1 Dex + 1 misc
Flat-Footed AC : 21 10 base + 9 armor + 0 shield + 2 misc
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Saving Throws

Fortitude : +11 5 base + 2 Con + 4 misc
Reflex : +7 2 base + 1 Dex + 4 misc
Will : +9 5 base + 0 Wis + 4 misc

Conditional Bonuses and Penalties :
Resistance 5 Fire, Ice, Cold, Acid (angelic flesh, Brazen)
+2 saves vs. Fire (angelic flesh, brazen)
+2 vs. Evil Descriptor (angelic blood)
+2 to Stabilization checks (angelic blood)
If Bleed or blood drain happens, all evil creatures take 1 point of damage
Immune to Fear, Disease
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Racial Abilities and Features
Angel Kin aasimar:
+2 Str, +2 Cha
Alter Self 1/day
Resist 5 Cold/Elec/Acid
Darkvision 60'
+2 Heal and Knowledge:Planes checks
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Class Abilities and Features
Aura of Good
Detect Evil at will
Smite Evil 3/day (+4 to hit, +4 deflection, +7/+14 damage)
Lay on Hands (7/day)
Divine Grace
Aura of Courage
Divine Health
Mercies:Sickened, Disease
Channel Positive Energy (2 LOH per use as Cleric 7)
Spellcasting (1/0), (2/1) with cha bonus
Divine Bond (Weapon Style, +1 mod)


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Skills and Languages 21 ranks

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

[ ] Acrobatics : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Appraise : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Bluff : +04 0 ranks + 4 Cha + 0 class + 0 misc
[ ] Climb : +04 0 ranks + 4 Str + 0 class + 0 misc - 0 armor
[c] Craft: : +00 0 ranks + 0 Int + 0 class + 0 misc
[c] Diplomacy : +14 7 ranks + 4 Cha + 3 class + 0 misc
[ ] Disable Device ^ : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Disguise : +04 0 ranks + 4 Cha + 0 class + 0 misc
[ ] Escape Artist : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Fly : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[c] Handle Animal ^ : +08 1 ranks + 4 Cha + 3 class + 0 misc
[c] Heal : +06 1 ranks + 0 Wis + 3 class + 2 misc
[ ] Intimidate : +00 0 ranks + 4 Cha + 0 class + 0 misc
[ ] Know: Arcana ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Dungeon ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Engineer ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Geography ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: History ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Local ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Nature ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Nobility ^ : +04 1 ranks + 0 Int + 3 class + 0 misc
[ ] Know: Planes ^ : +03 1 ranks + 0 Int + 0 class + 2 misc
[c] Know: Religion ^ : +04 1 ranks + 0 Int + 3 class + 0 misc
[ ] Linguistics ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Perception : +00 0 ranks + 0 Wis + 0 class + 0 misc
[ ] Perform: : +04 0 ranks + 4 Cha + 0 class + 0 misc
[c] Profession: ^ : +00 0 ranks + 0 Wis + 0 class + 0 misc
[c] Ride : +05 1 ranks + 1 Dex + 3 class + 0 misc - 0 armor
[c] Sense Motive : +10 7 ranks + 0 Wis + 3 class + 0 misc
[ ] Sleight of Hand ^ : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[c] Spellcraft ^ : +04 1 ranks + 0 Int + 3 class + 0 misc
[ ] Stealth : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Survival : +00 0 ranks + 0 Wis + 0 class + 0 misc
[ ] Swim : +04 0 ranks + 4 Str + 0 class + 0 misc - 0 armor
[ ] Use Magic Device ^ : +04 0 ranks + 4 Cha + 0 class + 0 misc

Languages : Common, Celestial
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Traits and Feats

Trait #1 :
Clergy Member (Aasimar)
You belong to a particular faith, and your religious leaders see you as a
mortal aspect of their deity. You are treated with respect and graciousness
whenever you visit a temple of your faith.

Benefit: You receive a +1 trait bonus on Diplomacy checks when interacting
with ordained members of your religion, and once per week you can request
aid from a temple of your faith. The GM has final say in what sort of aid
you can reasonably request, but in general you may ask for the casting of
a 1st-level spell or for a non-magical item worth 50 gp or less.


Trait #2 :
Good Influence (Aasimar)

You possess an innate ability to motivate and inspire others to do the
right thing.

Benefit: You gain a +1 trait bonus on Diplomacy checks when attempting
to persuade a nongood creature to make a decision that benefits the
cause of good, and when persuading a nonlawful creature to make a decision
in line with the laws of the region.

These bonuses stack if you attempt to persuade a nongood, nonlawful
creature to take a lawful good action.



Level 1 Feat :Angelic Blood
Level 3 Feat :Angelic Flesh (Brazen)
Level 5 Feat :Power Attack
Level 7 Feat :Cleave
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Money and Equipment

Armor :Adamant Full Plate +1 (16,500 GP)
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :Ring of Protection +1 (2,000 GP)
Ring #2 :
Shield :
Shoulders :
Wrists :

Weapon :Adamant Greatsword +1 (5,000 GP)
Weapon :

Other Equipment :

Money : 100 GP

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Magic

Level 0 0 spells per day 0 bonus DC 10 (10 + level + 0 ability)
Known/Prepared:

Level 1 1 spells per day 1 bonus DC 15 (10 + level + 4 ability)
Known/Prepared:Bless Weapon, Hero's Defiance

Level 2 0 spells per day 1 bonus DC 16 (10 + level + 4 ability)
Known/Prepared:Eagle's Splendor
----------------------------------------------------------------------------
Spellbook

Level 0 :
Level 1 :
Level 2 :
----------------------------------------------------------------------------
Background (from RTJ)

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Current version of the build, now with items. Mostly Adamant Stuff, as you can always enchant stuff more later (gold gets quite easy to come by) but you can't switch materials later, as far as I know.

Also, the Aasimar Feats are mostly there for outsider wings, which leads to EX Flight. Flying is one of those things non casters have trouble with. Outsider Wings, on the other hand, would even work in antimagic.

Angelalex242
2013-12-15, 02:50 PM
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Basic Information

Character Name :Sigurd Height :6'4"
Player Name : Weight :210
Character Race :Aasimar (angel-kin) Eyes :Gold
Alignment :LG Hair :Silver
Deity :Iomadae Size :Medium
Total Level :7 Speed :30
----------------------------------------------------------------------------
Character Class Information

Class and Level :Paladin 7
Class and Level :
Class and Level :

Favored Class(es) :Paladin
Favored Class Bonus : +1 hit point or +1 skill point
----------------------------------------------------------------------------
Ability Scores

Strength : 18 (+4) 07 point buy + 2 racial + 1 level + 0 misc
Dexterity : 12 (+1) 02 point buy + 0 racial + 0 level + 0 misc
Constitution : 14 (+2) 05 point buy + 0 racial + 0 level + 0 misc
Intelligence : 11 (+0) 01 point buy + 0 racial + 0 level + 0 misc
Wisdom : 10 (+0) 00 point buy + 0 racial + 0 level + 0 misc
Charisma : 18 (+4) 10 point buy + 2 racial + 0 level + 0 misc

Maximum Load : 300 lbs.
Lift Overhead : 300 lbs. (equal to Maximum Load)
Lift : 600 lbs. (equal to Maximum Load x2)
Drag or Push :1500 lbs. (equal to Maximum Load x5)
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Combat Statistics

Hit Points : 60
Base Attack (BAB) : +7
Initiative : +1 1 Dex + 0 misc
Damage Reduction : 3/- (From Adamant Armor)
Base Melee : +11 7 BAB + 4 Str + 0 misc
Base Ranged : +8 7 BAB + 1 Dex + 0 misc

Combat Maneuver : +11 7 BAB + 4 Str + 0 misc <- CMB
Maneuver Defense : +22 10 + 7 BAB + 4 Str + 1 Dex + 0 misc <- CMD

Armor Class : 22 10 base + 9 armor + 0 shield + 1 Dex + 2 misc
Touch AC : 12 10 base + 1 Dex + 1 misc
Flat-Footed AC : 21 10 base + 9 armor + 0 shield + 2 misc
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Saving Throws

Fortitude : +11 5 base + 2 Con + 4 misc
Reflex : +7 2 base + 1 Dex + 4 misc
Will : +9 5 base + 0 Wis + 4 misc

Conditional Bonuses and Penalties :
Resistance 5 Fire, Ice, Cold, Acid (angelic flesh, Brazen)
+2 saves vs. Fire (angelic flesh, brazen)
+2 vs. Evil Descriptor (angelic blood)
+2 to Stabilization checks (angelic blood)
If Bleed or blood drain happens, all evil creatures take 1 point of damage
Immune to Fear, Disease
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Racial Abilities and Features
Angel Kin aasimar:
+2 Str, +2 Cha
Alter Self 1/day
Resist 5 Cold/Elec/Acid
Darkvision 60'
+2 Heal and Knowledge:Planes checks
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Class Abilities and Features
Aura of Good
Detect Evil at will
Smite Evil 3/day (+4 to hit, +4 deflection, +7/+14 damage)
Lay on Hands (9/day) (+2 from feat)
Divine Grace
Aura of Courage
Divine Health
Mercies:Sickened, Disease
Channel Positive Energy (2 LOH per use as Cleric 7)
Spellcasting (1/0), (2/1) with cha bonus
Divine Bond (Weapon Style, +1 mod)


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Skills and Languages 21 ranks

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.

[ ] Acrobatics : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Appraise : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Bluff : +04 0 ranks + 4 Cha + 0 class + 0 misc
[ ] Climb : +04 0 ranks + 4 Str + 0 class + 0 misc - 0 armor
[c] Craft: : +00 0 ranks + 0 Int + 0 class + 0 misc
[c] Diplomacy : +14 7 ranks + 4 Cha + 3 class + 0 misc
[ ] Disable Device ^ : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Disguise : +04 0 ranks + 4 Cha + 0 class + 0 misc
[ ] Escape Artist : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Fly : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[c] Handle Animal ^ : +08 1 ranks + 4 Cha + 3 class + 0 misc
[c] Heal : +06 1 ranks + 0 Wis + 3 class + 2 misc
[ ] Intimidate : +00 0 ranks + 4 Cha + 0 class + 0 misc
[ ] Know: Arcana ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Dungeon ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Engineer ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Geography ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: History ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Local ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Nature ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Nobility ^ : +04 1 ranks + 0 Int + 3 class + 0 misc
[ ] Know: Planes ^ : +03 1 ranks + 0 Int + 0 class + 2 misc
[c] Know: Religion ^ : +04 1 ranks + 0 Int + 3 class + 0 misc
[ ] Linguistics ^ : +00 0 ranks + 0 Int + 0 class + 0 misc
[ ] Perception : +00 0 ranks + 0 Wis + 0 class + 0 misc
[ ] Perform: : +04 0 ranks + 4 Cha + 0 class + 0 misc
[c] Profession: ^ : +00 0 ranks + 0 Wis + 0 class + 0 misc
[c] Ride : +05 1 ranks + 1 Dex + 3 class + 0 misc - 0 armor
[c] Sense Motive : +10 7 ranks + 0 Wis + 3 class + 0 misc
[ ] Sleight of Hand ^ : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[c] Spellcraft ^ : +04 1 ranks + 0 Int + 3 class + 0 misc
[ ] Stealth : +01 0 ranks + 1 Dex + 0 class + 0 misc - 0 armor
[ ] Survival : +00 0 ranks + 0 Wis + 0 class + 0 misc
[ ] Swim : +04 0 ranks + 4 Str + 0 class + 0 misc - 0 armor
[ ] Use Magic Device ^ : +04 0 ranks + 4 Cha + 0 class + 0 misc

Languages : Common, Celestial
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Traits and Feats

Trait #1 :
Clergy Member (Aasimar)
You belong to a particular faith, and your religious leaders see you as a
mortal aspect of their deity. You are treated with respect and graciousness
whenever you visit a temple of your faith.

Benefit: You receive a +1 trait bonus on Diplomacy checks when interacting
with ordained members of your religion, and once per week you can request
aid from a temple of your faith. The GM has final say in what sort of aid
you can reasonably request, but in general you may ask for the casting of
a 1st-level spell or for a non-magical item worth 50 gp or less.


Trait #2 :
Magical Knack

Caster level=HD-2

Level 1 Feat :Angelic Blood
Level 3 Feat :Angelic Flesh (Brazen)
Level 5 Feat :Greater Mercy +1d6 LoH if target has no conditions
Level 7 Feat :Extra Lay on Hands (+2 uses)
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Money and Equipment

Armor :Adamant Full Plate +1 (16,500 GP)
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :Ring of Protection +1 (2,000 GP)
Ring #2 :
Shield :
Shoulders :
Wrists :

Weapon :Adamant Greatsword +1 (5,000 GP)
Weapon :

Other Equipment :

Money : 100 GP

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Magic

Level 0 0 spells per day 0 bonus DC 10 (10 + level + 0 ability)
Known/Prepared:

Level 1 1 spells per day 1 bonus DC 15 (10 + level + 4 ability)
Known/Prepared:Bless Weapon, Hero's Defiance

Level 2 0 spells per day 1 bonus DC 16 (10 + level + 4 ability)
Known/Prepared:Eagle's Splendor
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Spellbook

Level 0 :
Level 1 :
Level 2 :
----------------------------------------------------------------------------
Background (from RTJ)

----------------------------------------------------------------------------

Next iteration of the build, including more of the suggestions I got, ditching Power Attack and Cleave for Extra Mercy and Greater Mercy. I left the two Aasimar feats there for Outsider Wings, as mentioned earlier. Good Influence has been replaced by Magical Knack as suggested. He could easily pick up Ultimate Mercy at level 9, and then the Wings I want at level 11.

Spore
2013-12-15, 08:24 PM
You really shouldn't ditch Power Attack imho. Ditch Extra Mercy for it. Other than that Magical Knack gives you CL = HD -1.

Faily
2013-12-15, 09:03 PM
Power Attack is still *the* feat to pick for a DPS. I'd totally drop Extra Mercy for it (seriously, it's not worth it). Having played PF-Paladin for nearly 2 years now, in my own experience, Mercies rarely enter into play. Sure, I've used them a few times, but I can count on one hand all the times I've used them after weekly gaming for such a long time. Take that anectodal evidence as you wish. (FYI, my Mercies are Sickened, Cursed, Diseased and Paralyzed)

Don't worry about the Cold Iron/Silver weapons as you'll be smiting their sorry behinds and ignore whatever Damage Reduction they might have.

Other magic items to consider are Bracers of the Avenging Knight, which adds +4 to your Paladin level when determining Smite-damage.

A good 2nd level spell (and which I find thematically very appropriate for a Paladin) is the Paladin's Sacrifice spell. As a pally, you usually have immunities and much more HP than some other party members (like squishy Sorcs or Wizzies, or even Rogues), so taking the damage for them, or transferring their Bad Effect onto yourself is a real party-saver.


Once you get more Spell slots per day, you could look at Unsanctioned Knowledge to pick up some spells that could really help you in tricky situations (like picking up See Invisibility to spot those pesky Greater Invisibility casters, or Dimensional Anchor to cut off their escape route). If you have the Intelligence for it that is.

Angelalex242
2013-12-15, 10:33 PM
Oops. The feat I was supposed to take is extra lay on hands (The +2 per day one, not the heal one more status effect one)

Bovine Colonel
2013-12-16, 12:07 AM
It's still probably not worth dropping Power Attack :smalltongue:

Angelalex242
2013-12-16, 01:58 AM
I see.

Are Outsider Wings worth it over all? It is flight the GM can't take away from you by any means sort of maiming your character.

Extra Lay on Hands...the point of that is ultimate mercy, and adding death to the list of things your paladin can heal (by burning 10 LoHs all at once)

TiaC
2013-12-16, 03:13 AM
You're a charisma based class, you can just take UMD and get scrolls of Breath of Life and Raise Dead.

Angelalex242
2013-12-16, 06:36 AM
Then again...does this combo work?

Hero's Defiance, the spell...combined with Ultimate Mercy.

Does that mean I can raise myself from the dead on the fly if I get -10ed in battle, assuming sufficient LoHs left remaining?

Faily
2013-12-16, 09:40 AM
No, you cannot.

Ultimate Mercy states that it works as the spell, which means it is a minute's casting time, only that you use your LoH's to power the casting (and your life-energy when you take the Neg level), rather than spell-slot and components.

Drop Extra Lay on Hands, and pick up Power Attack. It will help more in the long run. Now, there's nothing wrong with picking up Ultimate Mercy (it saves alot of party funds!), but I'd personally do it when you have enough LoHs per day to warrant it on your own. As of 7th level, you're helping the party more with Power Attack than cheap Raise Dead.

grarrrg
2013-12-16, 10:57 AM
Ultimate Mercy states that it works as the spell, which means it is a minute's casting time, only that you use your LoH's to power the casting (and your life-energy when you take the Neg level), rather than spell-slot and components.

Drop Extra Lay on Hands, and pick up Power Attack. It will help more in the long run. Now, there's nothing wrong with picking up Ultimate Mercy (it saves alot of party funds!), but I'd personally do it when you have enough LoHs per day to warrant it on your own. As of 7th level, you're helping the party more with Power Attack than cheap Raise Dead.

Let's put it this way:
If your group finds itself needing Ultimate Mercy/ressurection-stuff because of lots of deaths, then your group is doing something wrong, because people shouldn't be dying that often.

Not saying Ultimate Mercy is bad, just that it shouldn't be required.
Maybe pick it up further down the line.

BWR
2013-12-16, 11:03 AM
Let's put it this way:
If your group finds itself needing Ultimate Mercy/ressurection-stuff because of lots of deaths, then your group is doing something wrong, because people shouldn't be dying that often.

That depends on what sort of game you're playing. Some people like deadly combat where you never know who's going to make it.

Spore
2013-12-16, 11:52 AM
No, you cannot.

Ultimate Mercy states that it works as the spell, which means it is a minute's casting time, only that you use your LoH's to power the casting (and your life-energy when you take the Neg level), rather than spell-slot and components.

Drop Extra Lay on Hands, and pick up Power Attack. It will help more in the long run. Now, there's nothing wrong with picking up Ultimate Mercy (it saves alot of party funds!), but I'd personally do it when you have enough LoHs per day to warrant it on your own. As of 7th level, you're helping the party more with Power Attack than cheap Raise Dead.

^ this

Greater Mercy -> Ultimate Mercy is fine if you have all your basic feats. Until then you are ineffective in battle and only the go to guy to ress those who died because you failed to bash down that nasty demon.

Ultimate Mercy is not great from an optimization point, but it is GREAT for the conveyance of a campaign and the DM. He will love that he can bring down fierce battles upon you because he knows ressurection is just a day away for the heroes. You are a respawn point. :D

Angelalex242
2013-12-16, 08:49 PM
What about Great Mercy vs. Cleave? Always fun to get extra attacks in.

I usually like Improved critical (Weapon) for my 9th feat, as it stacks ever so neatly with bless weapon.

Spore
2013-12-16, 08:58 PM
What about Great Mercy vs. Cleave? Always fun to get extra attacks in.

I usually like Improved critical (Weapon) for my 9th feat, as it stacks ever so neatly with bless weapon.

You need Weapon Focus for that. So WF, PA and IC. Perfect imho.

Angelalex242
2013-12-16, 09:02 PM
Attacks made with your chosen weapon are quite deadly.

Prerequisite: Proficient with weapon, base attack bonus +8.

Benefit: When using the weapon you selected, your threat range is doubled.

Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn't stack with any other effect that expands the threat range of a weapon.


Looks like you don't need weapon focus. Just BAB of +8.

So now it's cleave vs. Weapon Focus.

Faily
2013-12-16, 09:46 PM
Cleave is by miles better than Weapon Focus, imho. You gain so much more benefit by making two attacks as a standard action (move, attack) at a -2AC than you do from getting a +1 bonus to hit on a chosen weapon.

Taking Cleave also opens up to Cleaving Finish, which works like 3.5 Cleave, allowing you to get one more attack when you do bring down enemies.

In my sig below is my Pathfinder Paladin (we did dice-rolls on our stats, and I rolled so amazing I could've been anything I wanted to be). Feel free to look at her sheet and be inspired. I went for Elf Paladin (sub-optimal, I know, but I liked the fluff of it), with Elven Curveblade. She's not as big of a DPS as the Magus in the group, but by golly does she do much more consistent damage than him with her 15-20 critical range, Power Attack, Smite Evil, and superior staying power in the battle.

Angelalex242
2013-12-17, 03:51 PM
And now for a more difficult question:

What is the most optimized list of mercies available? I personally tend to think things with very long durations...disease, poison, curse...and then blind and paralyze are the most serious of the highest level conditions...

Is that correct, or am I missing something?

Spore
2013-12-17, 04:10 PM
Pick mercies that come up more often.

I like:
- Fatigue (if you need to adventure hard or have a barb in the group)
- Diseased (while Remove Disease is a cheap scroll, in the right Dark Fantasy settings, disease comes up more often than not)
- Poisoned (if you need to remove poison, you need it now and quickly, even curses are just more expensive to come by but aren't as nasty)
- Blinded (because it so terribly inconvenient for a melee to have 50% miss chance)

Angelalex242
2013-12-17, 05:45 PM
Hmmm.

Blind vs. Paralyzed, then, is the biggest debate here.

50% miss chance sucks, but being set 'helpless' and in CDGable land arguably sucks more.

Then again, there are more blind abilities then paralyze abilities out there...

There's also healer, heal thyself to consider. A blind paladin can certainly heal himself. A paralyzed paladin probably cannot, unless there's a feat that allows LoH as a free action that's purely thought based.

Faily
2013-12-17, 06:07 PM
I'm off the opinion that everyone in the party should carry Remove Paralysis potions. :D

But yeah, I could see the difficulty with choosing between Blindness and Paralysis. I personally chose Paralysis because I felt that I would usually make my own saving throws against Paralysis and/or Blindess (and Blindness has only been encountered once over 2 years of playing), though my fellow party members would have much higher chance of being paralyzed, so I opted for Mercy: Paralysis to make sure that no one is rendered Helpless (and no one brought pots or spells to fix it).

As you won't be able to choose it until a bit later, I'd suggest taking a look at what you encounter the most and what you feel is a biggest issue for you. :) Sometimes you just have to play it through to see what will work best for you and your group.