Particle_Man
2019-01-17, 07:57 PM
I am thinking of a character that would be assigned to a Cleric of Wee Jas in a PC party, as servant and bodyguard. So I will avoid stepping on the cleric's toes with a Windicator build that ends up with 9th level spell slots in their own right. :smallsmile:
I will assume that there are long-standing legal agreements in place that exempt paladins of Wee Jas from obeying any orders from the clergy that would violate the paladin's oaths, and that a cleric of Wee Jas would know this. With that presumably well-known caveat in place, the character would be there to serve the cleric, protect her and her companions, follow her orders, and, of course, be cool. :smallcool:
I am taking some "kewl powers" (Cute little fire elemental for flanking! Immunity to Fire! Budget teleportation! Awesomesauce saving throws!). I am also trying for a "lockdown on a budget" build.
So I guess part of what I am looking for is whether I have built the character legally, and understood how it works appropriately. And of course, I post this partly to bore you all by telling you about my character. :smallbiggrin:
Ok, here goes:
Human Paladin 1 - 4. Max out Know (religion), Intimidate, and (painfully) Hide (cross-class). Try for Diplomacy too if possible (I would love to be a polite servant, almost butler-level polite).
Feats: 1, H: Combat Reflexes, Stand Still. Try to get armour spikes and then a martial reach weapon of some sort. Brother, can you spare a potion of Enlarge Person? 3: Martial Study: Distracting Ember (I will name her Sparky) (Initiator level 1). Since I pick this up before getting a level in Crusader, it would only be usable once per encounter. On the plus side, it would not take up a slot of the Crusader's readied maneuvers. I would start buying a little Tumble if I can do so and still meet the prerequisites of the prestige class. It would only be useable when I am out of armour (town encounters, night encounters, etc.) but I have my reasons; see below.
Crusader 1 (at 5th). Initiator level 3. I would probably use only 2nd level Maneuvers here, avoiding the Shield one because I am going for that reach weapon which is likely two-handed. So, Foe Hammer, Mountain Hammer, Stone Vise, Battle Leader's Charge, and Tactical Strike, for Maneuvers, and Iron Guard's Glare for the stance (so a little lock-downish with the stance and Stone Vise). Again Tumble would be nice.
Ruby Knight Vindicator 1 - 10 (Character level 6th - 15; Initiator level 4 - 13). First Stance: Child of Shadow (nice default one when not in combat). Second Stance: Thicket of Blades (better late than never). Maneuvers: Defensive Rebuke, Divine Surge, Shadow Stride, Crushing Vise, Ancient Mountain Hammer (I thought about Death in the Dark but that didn't seem really paladinesque, somehow). Keep up that Tumble!
Feats: 6: Extra Granted Maneuver (Crusader love!). 9: Extra Turning (RKV love!). 12: Robilar's Gambit (Lock-down love!). 15: Martial Stance: Flame's Blessing (see, those ranks in Tumble finally pay off!).
Crusader 2 - 6 (Character level 16 - 20; Initiator level 14 - 18). Stance: Aura of Perfect Order (also a good default stance out of combat, if I don't mind being flashy). Maneuvers: 17: White Raven Tactics, 18: White Raven Hammer (replace Foe Hammer), 19: Strike of Righteous Vitality, 20: Mountain Tombstone Strike (replace Stone Vise). Getting some armour that is enchanted to give bonuses to hide and move silently couldn't hurt.
Feat 18: Martial Study: Diamond Defense (+16 (and more later!) to a saving throw? Please and thank you!).
Paladin Spells: Bless Weapon, ???. I dunno. I am tempted to fill the spell slots with nothing but Bless Weapon, frankly. Wands would be nice too.
So I think I end up with Distracting Ember (1x/encounter) and then Moutain Tombstone Strike, Strike of Righteous Vitality, White Raven Hammer, White Raven Tactics (or Defensive Rebuke - not sure yet), Diamond Defense, Crushing Vise and Shadow Stride as my 7 readied manuevers qua Crusader, although the other maneuvers see use during the character's career.
Magic Items: No real firmed up ideas aside from my scattered thoughts above. I mean, I would not say no to a Holy Avenger.
I will assume that there are long-standing legal agreements in place that exempt paladins of Wee Jas from obeying any orders from the clergy that would violate the paladin's oaths, and that a cleric of Wee Jas would know this. With that presumably well-known caveat in place, the character would be there to serve the cleric, protect her and her companions, follow her orders, and, of course, be cool. :smallcool:
I am taking some "kewl powers" (Cute little fire elemental for flanking! Immunity to Fire! Budget teleportation! Awesomesauce saving throws!). I am also trying for a "lockdown on a budget" build.
So I guess part of what I am looking for is whether I have built the character legally, and understood how it works appropriately. And of course, I post this partly to bore you all by telling you about my character. :smallbiggrin:
Ok, here goes:
Human Paladin 1 - 4. Max out Know (religion), Intimidate, and (painfully) Hide (cross-class). Try for Diplomacy too if possible (I would love to be a polite servant, almost butler-level polite).
Feats: 1, H: Combat Reflexes, Stand Still. Try to get armour spikes and then a martial reach weapon of some sort. Brother, can you spare a potion of Enlarge Person? 3: Martial Study: Distracting Ember (I will name her Sparky) (Initiator level 1). Since I pick this up before getting a level in Crusader, it would only be usable once per encounter. On the plus side, it would not take up a slot of the Crusader's readied maneuvers. I would start buying a little Tumble if I can do so and still meet the prerequisites of the prestige class. It would only be useable when I am out of armour (town encounters, night encounters, etc.) but I have my reasons; see below.
Crusader 1 (at 5th). Initiator level 3. I would probably use only 2nd level Maneuvers here, avoiding the Shield one because I am going for that reach weapon which is likely two-handed. So, Foe Hammer, Mountain Hammer, Stone Vise, Battle Leader's Charge, and Tactical Strike, for Maneuvers, and Iron Guard's Glare for the stance (so a little lock-downish with the stance and Stone Vise). Again Tumble would be nice.
Ruby Knight Vindicator 1 - 10 (Character level 6th - 15; Initiator level 4 - 13). First Stance: Child of Shadow (nice default one when not in combat). Second Stance: Thicket of Blades (better late than never). Maneuvers: Defensive Rebuke, Divine Surge, Shadow Stride, Crushing Vise, Ancient Mountain Hammer (I thought about Death in the Dark but that didn't seem really paladinesque, somehow). Keep up that Tumble!
Feats: 6: Extra Granted Maneuver (Crusader love!). 9: Extra Turning (RKV love!). 12: Robilar's Gambit (Lock-down love!). 15: Martial Stance: Flame's Blessing (see, those ranks in Tumble finally pay off!).
Crusader 2 - 6 (Character level 16 - 20; Initiator level 14 - 18). Stance: Aura of Perfect Order (also a good default stance out of combat, if I don't mind being flashy). Maneuvers: 17: White Raven Tactics, 18: White Raven Hammer (replace Foe Hammer), 19: Strike of Righteous Vitality, 20: Mountain Tombstone Strike (replace Stone Vise). Getting some armour that is enchanted to give bonuses to hide and move silently couldn't hurt.
Feat 18: Martial Study: Diamond Defense (+16 (and more later!) to a saving throw? Please and thank you!).
Paladin Spells: Bless Weapon, ???. I dunno. I am tempted to fill the spell slots with nothing but Bless Weapon, frankly. Wands would be nice too.
So I think I end up with Distracting Ember (1x/encounter) and then Moutain Tombstone Strike, Strike of Righteous Vitality, White Raven Hammer, White Raven Tactics (or Defensive Rebuke - not sure yet), Diamond Defense, Crushing Vise and Shadow Stride as my 7 readied manuevers qua Crusader, although the other maneuvers see use during the character's career.
Magic Items: No real firmed up ideas aside from my scattered thoughts above. I mean, I would not say no to a Holy Avenger.