BladeofObliviom
2015-01-08, 05:10 PM
Okay, I'm currently working on a character for a PF game I was invited to. The DM told me to try to keep it to Core, but also said that he'd accept any Archetypes as long as they can be found in the Pathfinder SRD online. The group seems to be mid-OP with some variation, so rather than going with caster-y shenanigans I figured I'd try running something a bit more grounded. We're starting at level 2, so most of this is me planning ahead, but I'd like to have some idea of what I'm doing.
My basic concept is a middle-aged fellow who walks with a cane and insists that he is neither a priest nor an arcanist of any kind. This is because he's actually a retired soldier with a scholarly bent and a bit of conviction to pull him through the tough times; the cane is a sword cane and the knowledge comes from both experience and study.
In any case, my current build plan looks like this:
Race: Human
1: Fighter (Lore Warden) 1
2: Paladin (Enlightened Paladin) 1
3: Fighter (Lore Warden) 2
4: Fighter (Lore Warden) 3
5: Paladin (Enlightened Paladin) 2
6: Fighter (Lore Warden) 4
7+x: Duelist 1+x
(I doubt the campaign will reach level 17 and thus require me to pick something other than Duelist, but I'll cross that bridge when I come to it if it does.)
The ability scores I rolled were 14, 17, 17, 9, 15, and 15. Not a bad set of rolls at all, and probably better than what I would have had with typical point buy. Knowing that I was going for middle age and that would affect things, I distributed them like this:
Str: 14 (-1 age)
Dex: 17 (-1 age, +2 human)
Con: 15 (-1 age)
Int: 17 (+1 age)
Wis: 9 (+1 age)
Cha: 15 (+1 age)
For a final array of 13, 18, 14, 18, 10, 16. I don't care much about Strength for this, though I kept it high enough for PA if I want it later and for a tiny bit of extra damage even though I'll be finessing. Dex is a priority, so I applied the human bonus to it to keep it as high as possible. Con isn't a priority, but I made sure to have a +2 modifier for enough wiggle room to take a hit or two in melee. Int is my other priority, since Lore Warden benefits heavily from skill points and I want to be able to handle an array of knowledge skills, plus Duelist will benefit from it down the line. Wisdom is unimportant aside from saves, but I don't want a penalty because of saves. Charisma is nice for the Paladin stuff like Divine Grace and Enlightened Paladin's Cha-to-AC in particular.
Saves should be tolerable-to-good. Fortitude will be strongest early, though a high dex score will help with the Reflex saves. The Paladin levels also grant a very-welcome boost to the Will save and of course Divine Grace, which is good for everything with a decent Charisma score and should help keep me a little ahead of the curve across the board.
He'll be pretty good at skills with high intelligence, human, and Lore Warden bumping in extra skill points. The Paladin levels will be a little shorter on skill points but not terrible and Duelist will only lose out on the favored class bonus. I shouldn't have a problem meeting Duelist's skill requirements or most reasonable checks.
I'll have some decent class abilities too; Lore Warden gets a very nice CMB and CMD bonus at level 3, and I'll still get those Fighter Bonus feats. Enlightened Paladin gets a kinda cool ability to declare a foe and get +1 to attack and damage vs them in addition to +1 saves and AC vs. their attacks, which will be nice when I encounter a boss; not as strong as Smite Evil, but works against anything, plus I can flavor it as challenging them to a duel. I'll get Lay on Hands still, which is pretty sexy at lower levels for the swift action healing and patching up the party; It's magic, but I can probably reflavor it.
There's also an ability that amounts to "Detect Monks", which is exactly as useless as it sounds unless the DM throws the Foot Clan at us.
Anyway, my real questions are thus:
1. Is this a viable build for mid-op? I'm expecting to meet some stiff resistance to be sure and death will likely be a meaningful risk, but probably not batman wizards or other optimized enemies, at least not outside of boss-fight-style-encounters.
2. With a not-terrible strength, full BaB, and Lore Warden's bonus, is a maneuver-heavy build viable or a waste of feats? If the former, which maneuvers are worth it? Tripping was okay in 3.5, but maybe there's something I haven't considered.
3. Are my defenses decent? How much effort should I put into shoring them up with magic items, or would those funds be better spent on mobility and other options?
4. I don't have any good sources of bonus damage until Duelist comes online at level 7, which is some ways away.
5. Party composition (that I'm aware of) consists of an archery Rogue, two casters, and two more players that haven't reported in yet. Should it be necessary, could this build perform acceptably as a tank?
6. What kinds of feats should I take? Obviously I'll be wanting Dodge, Mobility, and Weapon Finesse for Duelist, but what else?
7. Does anyone have miscellaneous advice that doesn't fit any of the above questions?
My basic concept is a middle-aged fellow who walks with a cane and insists that he is neither a priest nor an arcanist of any kind. This is because he's actually a retired soldier with a scholarly bent and a bit of conviction to pull him through the tough times; the cane is a sword cane and the knowledge comes from both experience and study.
In any case, my current build plan looks like this:
Race: Human
1: Fighter (Lore Warden) 1
2: Paladin (Enlightened Paladin) 1
3: Fighter (Lore Warden) 2
4: Fighter (Lore Warden) 3
5: Paladin (Enlightened Paladin) 2
6: Fighter (Lore Warden) 4
7+x: Duelist 1+x
(I doubt the campaign will reach level 17 and thus require me to pick something other than Duelist, but I'll cross that bridge when I come to it if it does.)
The ability scores I rolled were 14, 17, 17, 9, 15, and 15. Not a bad set of rolls at all, and probably better than what I would have had with typical point buy. Knowing that I was going for middle age and that would affect things, I distributed them like this:
Str: 14 (-1 age)
Dex: 17 (-1 age, +2 human)
Con: 15 (-1 age)
Int: 17 (+1 age)
Wis: 9 (+1 age)
Cha: 15 (+1 age)
For a final array of 13, 18, 14, 18, 10, 16. I don't care much about Strength for this, though I kept it high enough for PA if I want it later and for a tiny bit of extra damage even though I'll be finessing. Dex is a priority, so I applied the human bonus to it to keep it as high as possible. Con isn't a priority, but I made sure to have a +2 modifier for enough wiggle room to take a hit or two in melee. Int is my other priority, since Lore Warden benefits heavily from skill points and I want to be able to handle an array of knowledge skills, plus Duelist will benefit from it down the line. Wisdom is unimportant aside from saves, but I don't want a penalty because of saves. Charisma is nice for the Paladin stuff like Divine Grace and Enlightened Paladin's Cha-to-AC in particular.
Saves should be tolerable-to-good. Fortitude will be strongest early, though a high dex score will help with the Reflex saves. The Paladin levels also grant a very-welcome boost to the Will save and of course Divine Grace, which is good for everything with a decent Charisma score and should help keep me a little ahead of the curve across the board.
He'll be pretty good at skills with high intelligence, human, and Lore Warden bumping in extra skill points. The Paladin levels will be a little shorter on skill points but not terrible and Duelist will only lose out on the favored class bonus. I shouldn't have a problem meeting Duelist's skill requirements or most reasonable checks.
I'll have some decent class abilities too; Lore Warden gets a very nice CMB and CMD bonus at level 3, and I'll still get those Fighter Bonus feats. Enlightened Paladin gets a kinda cool ability to declare a foe and get +1 to attack and damage vs them in addition to +1 saves and AC vs. their attacks, which will be nice when I encounter a boss; not as strong as Smite Evil, but works against anything, plus I can flavor it as challenging them to a duel. I'll get Lay on Hands still, which is pretty sexy at lower levels for the swift action healing and patching up the party; It's magic, but I can probably reflavor it.
There's also an ability that amounts to "Detect Monks", which is exactly as useless as it sounds unless the DM throws the Foot Clan at us.
Anyway, my real questions are thus:
1. Is this a viable build for mid-op? I'm expecting to meet some stiff resistance to be sure and death will likely be a meaningful risk, but probably not batman wizards or other optimized enemies, at least not outside of boss-fight-style-encounters.
2. With a not-terrible strength, full BaB, and Lore Warden's bonus, is a maneuver-heavy build viable or a waste of feats? If the former, which maneuvers are worth it? Tripping was okay in 3.5, but maybe there's something I haven't considered.
3. Are my defenses decent? How much effort should I put into shoring them up with magic items, or would those funds be better spent on mobility and other options?
4. I don't have any good sources of bonus damage until Duelist comes online at level 7, which is some ways away.
5. Party composition (that I'm aware of) consists of an archery Rogue, two casters, and two more players that haven't reported in yet. Should it be necessary, could this build perform acceptably as a tank?
6. What kinds of feats should I take? Obviously I'll be wanting Dodge, Mobility, and Weapon Finesse for Duelist, but what else?
7. Does anyone have miscellaneous advice that doesn't fit any of the above questions?