Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You could also focus primarily on Dex and finesse weapons. Maybe take the Duellist fighting style from Paladin and fight with a rapier or something. Your support based spells will also help keep your animal companion alive and in the fight.
Split of Oath of Ancients 7 / Beastmaster 5. Aura at 7 paladin as I mentioned. You also get Companion Bond for Beastmaster at level 5.
Thinking an ability score spread like this:
Str: 8
Dex: 17 (+2)
Con: 10
Int: 8
Wis: 15 (+1)
Cha: 15
Use your first Ability Score increase to get dex to 18 and wis to 16. Get the bonus point from Auntie Ethel to get Charisma to 16 as well.
To the best of our knowledge, Beastmaster pets scale with Beastmaster not character level, so you probably won't want to multi that if pet is the draw.
I would suggest going paladin 5 first for the extra attack. Final build is paladin 8, ranger 4.
Ah, I didn't know that. That's unfortunate. Still though, you would get 2 extra helpers on the field between the familiar and the animal companion, both of who get buffed by your aura. Might be worth it just from a quantity perspective. You also get your additional 3 companions.
Maybe make Gale a Necromancer, so now you have 4 extras + 4 party members.
The main reason i like it is flavor. Oath of vengeance paladin with the ability to track you down. Add on a wolf companion and you have a guy that can follow you for your crimes. You think you got away, you crossed a stream to mask your secent, youve traveled miles upon miles. You are weary, and set up a meagre camouflaged camp. Just as you are about to fall asleep ypu hear it, the tell tale sound of mail as it approaches. You have been found again. How much further can you run.
Basically, the jason voorhees of paladins.
Plausible? Sure
Probable? Meh
It's whatever you want to do. Is it super optimal? No. Can it be fun? Yes.
This game isn't hard enough even on tactician that it requires any form of min-maxing so on that POV it doesn't really matter what you waste your levels on.
Vengeance Paladin already gets Hunter's Mark as a bonus spell and you may as well just go full Paladin for Improved Divine Smite instead of Colossus Hunter - both +1d8, IDS isn't conditional, and Radiant is a better damage type. If you want the extra fighting style you can take Fighter 1, but the only style that works with Dual Wield aside from the DW style you'll already take from Paladin is Defense. Really up to preference if you want +1 AC or an ASI/Feat at that point.
As opposed to some worthless lvl3 spells you could get and less hp? Lol, you could just be an EK with 1 feat to get champ abilities and get much more out of it.
Sorry but I've tried reading your reply about 20 times and, for the life of me, I can't even figure out what you think you're disagreeing with, let alone your actual disagreement.
To reiterate my point - if you're leveling past 6, in a martial class, you're better off leveling fighter instead; the upgrades you get from levels 2-4 in fighter are better than what you get between 7-12 in other martial classes.