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Help me with a kick butt char
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<blockquote data-quote="KarinsDad" data-source="post: 2167695" data-attributes="member: 2011"><p>In Rappan Athuk, good saves are critical.</p><p></p><p>And, Combat Reflexes is also nice.</p><p></p><p>But, I would drop Flurry of Blows for Improved Grapple. Both offensively (hold down BBEG) and defensively (do not get taken out of a fight), being a good grappler is important. The Flurry of Blows will not work when armored anyway and grappling the guy takes him out nearly as effectively and for longer.</p><p></p><p></p><p>I would also consider upping the Int 10 to 13 (by dropping Wis to 13 and Cha to 12) in order to get Combat Expertise and Improved Trip. This character is not going to be casting a lot of spells (which most first level Paladin spells do not have DC anyway and he only gets one at fourth level anyway) or be that good at turning anyway.</p><p></p><p>This drops the Will save to 15, but allows the character to go mucho DC if necessary plus get a trip weapon (drop Exotic Weapon feat WarAxe for a normal Flail) and trip anything that gets near him or he gets an Attack of Opportunity against. Plus, the extra Int gives him more skill points.</p><p></p><p>Granted, the Flail does an average of one point less damage per successful hit, but this is not a damage monster character anyway.</p><p></p><p>Plus, a flail allows him to disarm at +2 if he wants to go that route.</p><p></p><p>In a defensive fight game (high DC and high saves), set up your combat monster allies by tripping opponents or grappling the really bad ones.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 2167695, member: 2011"] In Rappan Athuk, good saves are critical. And, Combat Reflexes is also nice. But, I would drop Flurry of Blows for Improved Grapple. Both offensively (hold down BBEG) and defensively (do not get taken out of a fight), being a good grappler is important. The Flurry of Blows will not work when armored anyway and grappling the guy takes him out nearly as effectively and for longer. I would also consider upping the Int 10 to 13 (by dropping Wis to 13 and Cha to 12) in order to get Combat Expertise and Improved Trip. This character is not going to be casting a lot of spells (which most first level Paladin spells do not have DC anyway and he only gets one at fourth level anyway) or be that good at turning anyway. This drops the Will save to 15, but allows the character to go mucho DC if necessary plus get a trip weapon (drop Exotic Weapon feat WarAxe for a normal Flail) and trip anything that gets near him or he gets an Attack of Opportunity against. Plus, the extra Int gives him more skill points. Granted, the Flail does an average of one point less damage per successful hit, but this is not a damage monster character anyway. Plus, a flail allows him to disarm at +2 if he wants to go that route. In a defensive fight game (high DC and high saves), set up your combat monster allies by tripping opponents or grappling the really bad ones. [/QUOTE]
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