You're contradicting yourself. Nothing can be done about that - no spare feats left. Same can be said about persuasion foci. Two things: I'm a fan of hospitaler. +4 Wing = 76 melee AC. Pretty roleplay-friendly. Grease and Web will help you solve early-game. +5. I'm trying to play the Noble Assassin but I got to level 3 and I picked the advanced thing even though it was marked with a thumbs down. Good Attack Bonus (AB) boost between Reckless Stance and Barbarian Rage. Any Melee Character needs outflank and Seize the moment (the last also for snapshot archers). You also have Pounce with a Smilodon form, and more than enough AC to take a charge, so you wont waste time running around. Pick halfling as race 5 19 14 14 8 19. Sneak attacks works on ray spells no problem. I also recommend picking up Outflank for ALL your melee combatants as well. Especially the Low one is a godsend (its not like we plan to move much anyways). Heighten all your CC spells. Two-handers are pretty straight forward as all you really need is Power Attack and Vital Strike lines of feats for damage. Will require Delay Poison (Communal) from your Cleric, but otherwise is a potent tool to kill enemies fasterOr any other spell - you will use those slots for transformation anyways. Rod Of fFlaming Vengeance Equipped, Grandmaster rod Activated: 240 (base) +42 (average sneak damage) +32 (bloodline 20+12) = 314 Area of Effect (AoE) Fire Damage. Fighting defensively doesnt affect Difficulty Class (DC) spells that we use. Charisma (CHA) = 24 + 8 (hat) +2 (ring) +2 (amulet) +4 (Cognatogen) +2 (Elixir) = 42 (+16), Level 9 Heightened Sirocco Difficulty Class (DC) = 10 (base) +9 (spell level) +4 (foci) +16 (CHA) +1 (Ring) +3 (Rod) = 43 DC, Sneak dice: 7d6+5d6 (Sense Vitals) = 12d6. Pick dragon type according to enemy resistances. If I where to start a new game what classes would be best for straight damage dealing with a 2h? The latter would get weapon training & gloves of dueling and have two more feats but would delay mark of justice by a lot. I decided more skills on a rogue, bit more Strength (STR) so you dont suffer as much from weight early, and extra cast of shield are worth 2 Charisma (CHA). Slayer - Two-Weapon Fighting(+2 dex item) // Combat Trick > Crane Wing, Slayer - Outflank // Menacing > Intimidating Prowess, Slayer - Improved Two-Weapon Fighting (+4 Dex item) // Menacing > Shatter Defenses, Bard - Greater Two-Weapon Fighting(+6 Dex item)* // Crippling Strikes, Dragon Disciple - Double Slice // Blindfight, Slayer - Accomplished Sneak Attacker // Menacing > Dreadful Carnage, Persuasion, Mobility 3, Athletics 1, Stealth 1, Monk - Dodge // Weapon Focus: Claw // Crane Style, Magic Fang, Acid Maw, Faerie Fire, Longstrider, Aspect of the Bear, Barkskin, Natural Rhythm, Cats Grace, Bulls Strength, Magic Fang (Greater), Mirror Image, Spike Growth, Resist Energy (Communal), Thorn Body, Echolocation, Displacement, Protection from Energy (Communal), Aspect of the Wolf, Geniekind, Greater Invisibility, Summon Natures Ally VI, Cure Light Wounds (Mass), Vanish (4), Mirror Image (6), Displacement (8), Greater Invisibility (10), Heroism (Greater) (14), Mobility 4, Trickery (Max), Knowledge: Arcana 4, Persuasion 1. Inquisitor - Improved Critical > Fauchard, Inquisitor - Combat Reflexes // Seize the Moment, Inquisitor - Tandem Trip // Favored Enemy: Fey, Shield, Cure Wounds, True Strike, Enlarge Person, Restoration, +Stat Spells, Divine Favor, Remove Fear, Cure Wounds, Restoration, Remove Paralysis, Delay Poison (Communal), Resist Energy (Communal), AC from Charisma (CHA) through monk, Monk feats. Any good advice for building a 2h Paladin? can be Sai Focus/Crit and Fencing Grace. Weapon Specializations are skipped due to feat shortage. Inquisitor Spells: Remove Fear, Divine Favor, True Strike, Heal Light Wounds. Still, not what most dungeon masters would allow. Also some free True Strikes are not wasted on us. Monk weapons being rare doesn't help. Deals tons of damage and controls everything from Level 3 pretty much. Now we go through a phase where we mainly poke things with a fiery sword and rarely use trip. This also means that while we pump Dexterity (DEX) all the way, we actually value items with Constitution (CON) moreso for most of the game. Grab agile pick under Old Sycamore and then Agile Rapier from Stag Lord henchmen. That a bummer.. +Cha helmet // +Str+Dex+Con gear. Press question mark to learn the rest of the keyboard shortcuts. Let me introduce you to Deadly Earth. Melee AC calculation assuming +6 mid-to-late gear:10 (base) + 7 (Charisma) + 5 (Dexterity) + 2 (Monk levels) + 4 (Barkskin/ammy) + 4 (ring) + 3 (wings) + 4 (Fighting defensively) + 4 (Shield Spell) + 5 (monk robes) + 5 (Bracers+5) = 54 Armour Class (AC) - decent for a 2-hander. Pretty low-maintenance build. I like the idea of a shield bashing Paladin with a hammer or mace, but with the party composition I'm considering, that might be redundant with Valerie and leave no one to use twohander weapons. However I can not use the weapon and apparently I don't have sneak? Pit/grease/vinetrap for reflex, Stinking Cloud for Fortitude, Chains of Light for Will. Electricity is nice for shocking grasp but there are too many resistant enemies later on. Keep a dagger on you in case you will need to burst something with Shocking Grasp. Keep at least one at all times. Deities do not provide paladins with any in-game bonuses, abilities or proficiencies, so you should pick the deity you like best in terms of ethos/Roleplaying. For the Mad Doge build, anyone know what feats you pick for the pet? We get most of our damage from Strength (STR) stacking. Glaive, Fauchard (exotic), etc). Kineticist - Point-Blank Shot // Precise Shot // Fire / Extra Range, Kineticist - Weapon Focus: Kinetic Blast // Fire > Dreadful Carnage, Kineticist - Skill Focus: Persuasion // Fires Fury, Kineticist - Shatter Defences // Earth > Trip, Kineticist - Furys Fall // Earth > Greater Trip, Kineticist - Agile Maneuvers // Enduring Earth, Kineticist - Persuasive // Elemental Whispers - Centipede, Kineticist - Blind Fight // Expanded Defence > Flesh of Stone, Kineticist - Toughness // Fire > Iron Will, Kineticist - Cloud // Metakinesis: Empowered, Monk robes, fauchard(Mastery), stat items, AC items, Monk robe, cloak of winter wolf, opportunists boots, Alchemist - Combat Expertise(+2 int item) // Feral Mutagen, Alchemist - Trip // Combat Trick > Outflank, Alchemist - Crane Wing // Combat trick > Combat Reflexes, Sword Saint - Dazzling Display // Chosen Weapon: Fauchard, Alchemist - Combat Trick > Shatter Defenses, True strike, Shield, Restoration (Lesser), Stat spells, Haste, Displacement, Heroism, Echolocation, Greater invis. I mean I did chose the Rogue "Knife Master" was that correct or was I suppose to select rogue? That Dreadful might not pop soon enough, but its there and will keep everything reasonably terrified of your existence. Also AC balance in PKM is a broken mess. This build is current to October 8, 2019. Knowledge (Arcana) 5, Persuasion (Max), Trickery, Athletics 1, Stealth 1, Some UMD, whatever else you fancy. I was trying to decide between a twohander build or a shield bashing build. To the tanky part. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Likes having Alchemist in the team for Shield Infusion, but wands/bracers will do as well. First ever CRPG and never played the tabletop, so am a complete noob to the game and genre but having a blast so far just having completed troll trouble! Proper druid centered on shape-shifting and tripping enemies. Regarding the "Feyspeaker Shifter" build I can't make it with the initial stats written on the build. But it still stacks on top of Deadly Earth for double the damage. Your standard nuker sorcerer with a good late-game plan. Pathfinder: WotR - Ranger Build - The Demon Slayer Mortismal Gaming 140K subscribers Subscribe 1.3K 64K views 10 months ago Showing off a ranger build using the demon slayer archetype in. +Cha helmet, Fire Robes, +Str+Dex+Con items. Its a tanky paladin you always wanted with good sustain and utility. Weapons: I like using reach (6') weapons (e.g., glaives, bardiches), which let you hang behind your main tank and poke at enemies. Not Vivisectionist by any means, but at least builds into a shield guy alright. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting. Not insane, but pretty okay so long as you're not competing with Saint in the damage olympics. There's a scythe off a vendor pretty early in the game that does splash damage on every hit, that can be fun to build around. Dazzling is taken so he doesn't just stand there after initial control spells are fired. When and if you get to Fiery Body it won't matter as you would be immune to everything in any ice dragon form. Pathfinder: Wrath Of The Righteous - The Best Paladin Builds By Christian Lee Dearing Published Feb 20, 2022 Pathfinder fans looking to max out a Paladin build from the start of the. Improved Crit is skipped in favor of Shatter. AB from CHA through Arcane Accuracy, Damage with Arcane Weapon additional properties. For more information, please see our Swap Double Slice and Improved then take Double Slice at 19. Aasimar is still numerically superior and doesn't need to turn on Fighting Defensively to get his bonuses. Scimitars have nice synergy with Magus, so here we go. It also allows you to use those RTA ki powers for fun. It wont have enough AB to use it. Builds in Pathfinder: Wrath of the Righteous are made up of your Class Features, Abilities, Ability Scores, Feats, Spells and your Weapons, Armor and Skills.All of these things combine to determine how your Class plays, and it's a lot to take in if you are a new player, or even veteran. Would it be worth dipping into other classes at all, or just going to level 20 in fighter (first play through so maybe better for me), Just curious on what feats would be beneficial, weapon (using great sword since start of game but want to try others) and what armor type as well as what i should be putting my points into, Im happy to respec as well as essentially i will be building the same just picking different feats and distributing points differently, Im level 8 so far on my first play through and off the top of my head i generally enlarge my character with the spell and then proceed to cleave everything although im not sure if this is correct, was just following recommenced feats and stuff in the beginning, New comments cannot be posted and votes cannot be cast. Arcane weapon youll likely use is Axiomatic+Bane. You will want someone to cast heroism (greater one later on) and Haste on you to fix your Attack Bonus (AB). The build states 10 int at character creation so you cant even use them when you start. Click it from level 1 and never turn it off pretty much, except for Beast Form. An average male halfling is roughly 35 pounds. will cost you skill points. Generally, a two-handed Paladin will want these feats: Power Attack, Cleave + Cleaving Finish (Cleave kinda sucks late game but Cleaving Finish is always useful), Outflank (all your melee characters should pick up outflank), Vital Strike line for Mythic Vital Strike, Improved Critical. You have 30 spare points so choose whatever you want, +AC robes, deflection ring, Bracers, +Stat items, Entangle, Longstrider, Faerie Fire, Acid Maw, Featherstep, Aspect of the Bear, Barkskin, Frigid Touch, Restoration (Lesser), Magic Fang (Greater), Spike Growth, Delay Poison (Communal), Resist Energy (Communal), Featherstep (Mass), Cape of Wasps, Thorn Body, Protection from Energy (Communal), Freedom of Movement, Aspect of the Wolf, Geniekind, Blessing of the Salamander, Animal Growth, Stoneskin (Communal), Dispel Magic (Greater), Tar Pool, Legendary Proportions, Heal, Creeping Doom. This is a power attack build. Two-handers are pretty straight forward as all you really need is Power Attack and Vital Strike lines of feats for damage. Can be done better on Musetouched Aasimar. Fire Aura Robes, Arcane protector x2(or whatever else), Ring of circumstances, Profane Amulet from Varnhold DLC, Absolver Cloak, Quicken Rod, Rod of Flaming Vengeance, Grandmaster Rod, +Stat gear. Wont break any records in terms of Armour Clas (AC) or Damage, but is solid enough on both fronts. Press question mark to learn the rest of the keyboard shortcuts. Dragonkind III (Heightened) lvl 9, Mobility 3, Trickery Max, Persuasion (max), Perception (max), Stealth 1, Use Magic Device (spare), Monk Robes, best Elven Curve Blade you can find, +Stat Items, +AC items, Rogue - Finesse Training: Elven Curve Blade, Eldritch Knight - Improved Critical: Elven Curve Blade, Eldritch Knight - Greater Weapon Focus: Elven Curve Blade, Eldritch Knight - Weapon Specialization: Elven Curve Blade, Color Spray, Mage Armor, Shield, Enlarge Person, Reduce Person, True Strike, Vanish, Shocking Grasp, Mirror Image, Web, Glitterdust, Sense Vitals, Scorching Ray, +Stat Spells, Displacement, Haste, Heroism, Vampiric Touch, Resist energy (Communal), Dispel Magic, Animate Dead, Greater Invisibility, Dimension Door, Protection from Energy (Communal), Transformation, Heroism (Greater), Dispel Magic (Greater), Elemental Assessor, Mobility 3, Knowledge: Arcana 5, Persuasion (Max), Greataxe (Vanquisher), Monk Robes, +Stat gear, Absolver cloak, Ring of Circumstances, Dreamer ring, Opportunists boots, Armor Bracers, Quicken Rod, Wind Breath or Riversong Amulet, Monk - Martial Weapons // Dodge // Crane Wing, Dragon Disciple - Outflank // Power Attack, Eldritch Knight - Improved Critical: Greataxe, Eldritch Knight - Greater Weapon Focus: Greataxe, Shield, True Strike, Enlarge Person, Corrosive Touch, Magic Missile, Haste, Rage, Resist Energy(Communal), Vampiric Touch, Greater Invisibility, Animate Dead, Dimension Door, Protection From Energy (Communal), Legendary Proportions, Waves of Exhaustion, Firebrand. & gloves of dueling and have two more feats but would delay mark justice. 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