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2021-05-15, 06:51 AM (ISO 8601)
- Join Date
- Feb 2011
Pls advise on Paladin-like character for a player
Hello Playground,
I want to help a friend of mine with her character for our upcoming game, bc she is having a hard time delving into rules and options and hasn't really played PF before. [Note, this is about PF1]
Her wishes are:
- Half-Elf
- Paladin or at least a Paladin-like feel
- Dex-based Melee w Cha synergy
- competent in a bunch of (Rogue) skills and Diplomacy
- easy to play (not more spells than regular Paladin)
Traits, Alternate Racial Traits and Racial FC bonuses are all available.
As for sources, ACG is the chronological cutoff point -- after much negotiation, Hybrid classes are in play; every source published after that (esp Occult, Psionics) is not.
Path of War is also allowed, but I guess that will be too much hassle for her, and I don't want to micromanage every maneuver for her.
3.5 content permitted on case by case basis
I've toyed around with Virtuous Bravo and alternatively Swashbuckler builds, but it bugs me somewhat that the Bravo gives up spellcasting entirely.
So, question to the playground:
What ways are there to make a viable Dex-based Paladin that doesn't give up Paladin spellcasting? Would it suffice to simply tack on a level or three of Unchained Rogue and be done with it?
The rest of the party will consist of, by current stage of planning,
- Warlord (TWF)
- Warder (2H)
- Evangelist Cleric
- Arcanist (w some nerfs)
And yes, currently there isn't really a dedicated Ranged character (we had one player who wanted to go for Ranger but he dropped out), so it'll be interesting to see how the group plans to overcome that deficit.
The prospective Paladin player is not particularly interested in being an Archer Pala, unfortunately. Though maybe I can weasle it in anyway. ^^Let me give you a brief rundown of an average Post-3E Era fight: You attack an enemy and start kicking his shins. He then starts kicking your shins, then you take it in turns kicking until one of you falls over. It basically comes down to who started the battle with the biggest boot, and the only strategy involved is realizing when things have gone tits up and legging it.
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2021-05-15, 03:18 PM (ISO 8601)
- Join Date
- Jun 2007
Re: Pls advise on Paladin-like character for a player
Well that's straightforward enough. Take the paladin class, the feat Weapon Finesse, and the feat Dervish Dance. Done.
The scimitar is a suitable weapon for a paladin of (e.g.) Sarenrae, and this gives you dex to hit and dex to damage.
You'll be fairly competent in all dex- and cha-skills, especially diplomacy. I recommend using traits to put those rogue skills on your class list.
If you want a wholly different approach, go for Bloodrager with Celestial Bloodline (that's very paladin-ish and gets a bonus against evil outsiders); use Urban Bloodrager archetype to increase your dex when raging, instead of str. And again, Weapon Finesse + Dervish Dance.
Either way I would not recommend a three-level dip in rogue.Guide to the Magus, the Pathfinder Gish class.
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2021-05-15, 06:56 PM (ISO 8601)
- Join Date
- Sep 2011
Re: Pls advise on Paladin-like character for a player
What about something like Ninja 2/Paladin X?
Dex based is probably simple enough with Weapon Finesse and an Agile weapon.
Ninja 2 is for the Ki Pool, a ninja trick, and skills (class skills and 8/level). Ki Pool is Cha based, and gets you standing jump as if you were running (which is fun to surprise people when you are kitted out in full plate). It also allows you to spend a Ki as a swift for another attack at full BAB or increase your movement speed by 20 for a round. The ninja trick can be a combat feat (combat trick), invisibility as a swift action (vanishing trick), or even bombs (rogue trick->bomber).
A bit more borderline for a Paladin is Sneak Attack +1d6, though I'd say if you disallow Paladins using sneak attack, you should also disallow flanking. Maybe consider bumping up to +2d6 with Accomplished Sneak Attacker, or more with Unsanctioned Knowledge->Sense Vitals. Code of Conduct disallows poison use, though there is a bit of a loophole in some of the specific deity Paladin's Codes because some of them replace the Code of Conduct entirely and some supplement. Specifically, Sarenrae replaces and doesn't disallow poison... if your enemy isn't fighting 'fair'. The best battle is a battle I win. If I die, I can no longer fight. I will fight fairly when the fight is fair, and I will strike quickly and without mercy when it is not. Though... taking a literal reading might be closer to the Cult of the Dawnflower than the standard Sarenrae faithful.
Another reason for picking up a Ki Pool on a Paladin is for Tea of Transference. Its relatively cheap at medium levels and it allows you to trade out Ki Pool for low level spells, Smite Evil, Lay on Hands and Channel Energy. Well, Channel Energy with the Hospitaler archetype anyway, since it gives you an actual separate Channel Energy pool. And once you have both of Ki and Channel... Ki Channel allows you to bring up another level of optimization for essentially unlimited Ki (once you have 2d6 Channel) and everything else that the Tea affects. You need to serve Irori instead of Sarenrae though.
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2021-05-16, 05:41 AM (ISO 8601)
- Join Date
- Feb 2011
Re: Pls advise on Paladin-like character for a player
Yes that sounds lovely, I'll suggest that. ^^ (Just a bit worried she'll find that too complicated)
BTW I don't have any issue with Paladins using Sneak Attack, especially not while Flanking. In my book Pals aren't Lawful Stupid guys who expect the multiverse to play by their rules.Let me give you a brief rundown of an average Post-3E Era fight: You attack an enemy and start kicking his shins. He then starts kicking your shins, then you take it in turns kicking until one of you falls over. It basically comes down to who started the battle with the biggest boot, and the only strategy involved is realizing when things have gone tits up and legging it.
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2021-05-16, 03:31 PM (ISO 8601)
- Join Date
- Jul 2013
- Location
- Stockholm, Sweden
- Gender
Re: Pls advise on Paladin-like character for a player
Hullo!
- Paladin or at least a Paladin-like feel
- competent in a bunch of (Rogue) skills and Diplomacy
As for sources, ACG is the chronological cutoff point -- after much negotiation, Hybrid classes are in play; every source published after that (esp Occult, Psionics) is not.
Path of War is also allowed, but I guess that will be too much hassle for her, and I don't want to micromanage every maneuver for her.
That honestly seems a bit weird, and not exactly great for class balance. Have you suggested staying clear of the Occult and DSP options other than PoW (Psionic, Akashic, Bloodforge, etc), but allowing the many other later Paizo options?
If your GM isn't already aware, I suggest you try to inform them (as humbly as you can) that especially Paizo martial classes may gain tremendously from these later options, and that they've all been made easily accessible for free on aonprd.com. (For example, these options include a very large majority of the class features, feats and items which saved the fighter from mediocrity as one of the weakest Paizo classes in the game, transforming it into the Paizo class with typically the greatest potential in the game for combat focused characters.)
Which leads me to:The rest of the party will consist of, by current stage of planning,
- Warlord (TWF)
- Warder (2H)
- Evangelist Cleric
- Arcanist (w some nerfs)
This means that while it may of course still be perfectly possible to build a pally(-based) PC with an overall mechanical capability to overcome adventuring challenges that, at least on paper, matches reasonably well with that of the other party members, the number of viable options and in turn character concepts would be very limited for such a pally. And more importantly IME, if the player of the pally is very inexperienced in comparison to the players of the full casters and initiators, in order for her pally to be reasonably balanced in practice, the pally's "on paper"-power should preferably not only be easier to benefit from in most in-game challenges/situations, but also be actually greater and more reliable.
So, how do we solve this in a build which also accurately reflects the character concept the player wants? Well, IME the simplest solution is often the best: we cheat!
More seriously, I strongly recommend you to talk to your GM about granting the pally 4 skill points/level and a bonus combat feat at say 1st, 4th, and every four levels thereafter (or possibly some other type of boost of roughly equal power). Combined with a build optimized for ease of play and reliability, I believe this should be enough for the pally to stay true to the character concept and to keep up with the rest of the party in terms of the PC's mechanical impact on the game, while remaining easy enough for a beginner player to handle and enjoy. But if staying strictly within the rules, I unfortunately believe it's highly likely the build will fail to meet one or more of these three objectives.
(If you'd like a clearer picture of what I'm getting at, you could try building the ninja 2/pally X suggested by Firebug according to the rules up to say 10th level (or less if the game is expected to end earlier), and stat her out fully equipped with the gear you'd expect her to have at that level. Then do the same with the party's warder or warlord, imagine that build played by an experienced player and compare it to the pally played by a beginner, and see whether you'd find it likely that one of these PCs would have a significantly greater overall impact on the actual game's story than the other.)
I've toyed around with Virtuous Bravo and alternatively Swashbuckler builds, but it bugs me somewhat that the Bravo gives up spellcasting entirely.
So, question to the playground:
What ways are there to make a viable Dex-based Paladin that doesn't give up Paladin spellcasting?
And yes, currently there isn't really a dedicated Ranged character (we had one player who wanted to go for Ranger but he dropped out), so it'll be interesting to see how the group plans to overcome that deficit.
The prospective Paladin player is not particularly interested in being an Archer Pala, unfortunately. Though maybe I can weasle it in anyway. ^^
Let me know you'd like to see a build outline of a swashbuckler 1/pally X "tank" build. I believe it can be made to have a bit fewer moving parts to keep track of than a damage focused sneak attack build, and to be a bit less dependent on meeting certain conditions (such as flanking) to be effective in combat. And it can also be tweaked to consistently pull off pretty hilariously powerful teamwork melee shenanigans with especially the warder and warlord in later levels. However, it would be a relatively late bloomer as a damage focused build, and most likely not as effective as for example a ninja sneak attacker (at least not before higher levels). So if you believe the party is in greater need of increasing its hp damage output than its area control/debuff power, a ninja build might be preferable.
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2021-05-16, 04:57 PM (ISO 8601)
- Join Date
- Feb 2011
Re: Pls advise on Paladin-like character for a player
Originally Posted by upho
Let me know you'd like to see a build outline of a swashbuckler 1/pally X "tank" build.
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2021-05-16, 06:48 PM (ISO 8601)
- Join Date
- Feb 2011
Re: Pls advise on Paladin-like character for a player
Okay we had some more deliberation together before the game is supposed to launch on thursday.
- what I failed to mention is that the Cleric is very unoptimized. An Elf, actually. The player is fine with using a suboptimal race/class combo.
- the Arcanist is off the table again; the player is switching to a Magus.
When I suggested the Pala-Ninja to the player, she was actually enthusiastic about it. So that's good. ^^ However I also got the feeling that it's not really important that she's actually a Paladin by class, but I can't quite figure out a suitable alternative (see below).
So, how do we solve this in a build which also accurately reflects the character concept the player wants? Well, IME the simplest solution is often the best: we cheat!
More seriously, I strongly recommend you to talk to your GM about granting the pally 4 skill points/level and a bonus combat feat at say 1st, 4th, and every four levels thereafter (or possibly some other type of boost of roughly equal power).
With 4+Int skills we'd certainly have more breathing space for the players desires to be the party Face/Rogue Skillmonkey.
I keep moving in circles a bit bc I think about getting rid of Paladin altogether, but then remember that it would be desirable to have an inherent access to Flight by roughly level 10; in this case attainable w the Angelic Aspect spell (which with Ninja 2 will be delayed anyway). I mean, it's okay when nobody can fly; it's also fine when only one can fly, but it truly sucks to be the only party member who _can't_ fly, so I would like to avoid that situation.Let me give you a brief rundown of an average Post-3E Era fight: You attack an enemy and start kicking his shins. He then starts kicking your shins, then you take it in turns kicking until one of you falls over. It basically comes down to who started the battle with the biggest boot, and the only strategy involved is realizing when things have gone tits up and legging it.
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2021-05-18, 09:01 AM (ISO 8601)
- Join Date
- Apr 2012
Re: Pls advise on Paladin-like character for a player
A few options:
- A dexterity-based Paladin works really well if you just pick up Dervish Dance or Slashing/Fencing/Starry Grace. I do recommend ignoring the errata to the 'Grace feats. Starting off with one level of Swashbuckler and playing a human will let you start off with dex-to-damage immediately before going into Paladin.
- I've personally seen a Bard/Paladin build work really well, just alternating every level. It's not high levels of optimization, but provides a fair bit of party utility while letting a player be in the front-lines of combat.
- Your player should consider playing a Cavalier with the Daring Champion archetype. You gain some of the useful features from the Swashbuckler for being a dex-based fighter while trading away your mount and charge class features. You still have your Cavalier's Order however, which gives you the challenge mechanic in place of smite. You also get 4+Int skills per level, so you're a bit better off than the Paladin would be.
WIP - Nightbringer's Guide to the Pathfinder Fighter
Please send me any feedback you have! This is a huge undertaking as I'm evaluating all Combat Feats, a bunch of other feats and Combat Stamina too!.
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2021-05-19, 06:04 AM (ISO 8601)
- Join Date
- Jun 2009
- Location
- Atlanta, Georgia
- Gender
Re: Pls advise on Paladin-like character for a player
Honestly, I think making a vigilante archetype stalker, taking the trait to swap any discipline for Silver Crane, then loading up heavily in SC maneuvers sounds easier to explain and run than vancian casting and making a Paladin who can stand up to PoW classes
Last edited by Gnaeus; 2021-05-19 at 10:20 AM.
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2021-05-19, 10:16 AM (ISO 8601)
- Join Date
- Feb 2011
Re: Pls advise on Paladin-like character for a player
Sure, Stalker would technically be an option; the difference however is that none of us has ever played one and therefore cannot advise on proven strats. OTOH I know Paladins and can give her a shortlist of spells she can always prep.
I finalized the Pal/Nin last night and the player is happy, but if it turns out too wonky we can always respec.Let me give you a brief rundown of an average Post-3E Era fight: You attack an enemy and start kicking his shins. He then starts kicking your shins, then you take it in turns kicking until one of you falls over. It basically comes down to who started the battle with the biggest boot, and the only strategy involved is realizing when things have gone tits up and legging it.