| Post/Author/DateTime | Post |
|---|---|
| JeremitriusTrask06-20-07, 02:15 PM | I am currently running an Aasimar Sor1/Cle1(of Mystra)/Paladin4(4th level being the first of the Mystic Fire Knight substitution levels for Mystra's Paladins) with a Weasal Familiar. My stat line is - Str:13 Dex:17 Con:16 Int:14 Wis:20 Cha:21 - We used die rolls to get our stats and i rolled rather well. I initially wanted to run a straight Mystic Theurge build with Cleric and Sorcerer but had a LG alignment and played the "Paladin" from the start so i decided to take some levels but then my plans for my character started to change... We already have all the "core" needs of the party met with the other players except for a heavy Arcane and the DM is not allowing me to re-build or re-train in any way and i don't want to ditch my character. If i continue to 6th lvl Paladin taking all the substitution levels then return to Sor for 3 more lvls and take Spellsword and Abjurant Champion alternately... Would that be a decent build for someone trying to both Tank and cast some buff/damage spells? I WAS going to return to both Cleric and Sor and go for Mystic Theurge but many people think that i'll be underpowered and therefore far less effective in all respects. My feat selection is going to be as follows (role-playing and flavor) 9th- Eyes of Light (FRCS) 12th- Fiery Burst (CM) 15th- Light to Daylight (FRCS) 18th- Outsider Wings (FRCS) I am holding off on wings because we already have an Aasimar monk in the party with wings... Seems kinda like i'm copying and i'm holding off and may choose a different feat. Anyway, enough rambling... Some opinions please, if you would. |
| Penknight06-20-07, 03:29 PM | I am currently running an Aasimar Sor1/Cle1(of Mystra)/Paladin4(4th level being the first of the Mystic Fire Knight substitution levels for Mystra's Paladins) with a Weasal Familiar. My stat line is - Str:13 Dex:17 Con:16 Int:14 Wis:20 Cha:21 - We used die rolls to get our stats and i rolled rather well. I initially wanted to run a straight Mystic Theurge build with Cleric and Sorcerer but had a LG alignment and played the "Paladin" from the start so i decided to take some levels but then my plans for my character started to change... We already have all the "core" needs of the party met with the other players except for a heavy Arcane and the DM is not allowing me to re-build or re-train in any way and i don't want to ditch my character. If i continue to 6th lvl Paladin taking all the substitution levels then return to Sor for 3 more lvls and take Spellsword and Abjurant Champion alternately... Would that be a decent build for someone trying to both Tank and cast some buff/damage spells? I WAS going to return to both Cleric and Sor and go for Mystic Theurge but many people think that i'll be underpowered and therefore far less effective in all respects. My feat selection is going to be as follows (role-playing and flavor) 9th- Eyes of Light (FRCS) 12th- Fiery Burst (CM) 15th- Light to Daylight (FRCS) 18th- Outsider Wings (FRCS) I am holding off on wings because we already have an Aasimar monk in the party with wings... Seems kinda like i'm copying and i'm holding off and may choose a different feat. Anyway, enough rambling... Some opinions please, if you would.First off, your character sounds really interesting! I wish you all of the best with him/her. What I thought you may find interesting is that in Races of Destiny and the Monster Manual, aasimar get daylight now in 3.5 instead of just light as they did in 3.0. I thought that might help you open up your feat slot at 15th level. :) Also, if you are going to be taking paladin very far, I found with my aasimar character the feat Hands of a Healer from the Book of Exalted Deeds to be really useful. |
| Diffan06-24-07, 02:34 PM | As Penknight said it's extreamly interesting, but I'd would somewhat disagree with your feat selection. The outsider wings and eyes of light aren't really useful. I'd hope the mage in your party could cast fly already. As for the light to Daylight, they changed the Aasimar light ability to Daylight in 3.5, so that feat is moot. I really like the Law Devotion feat from the Complete Champion, as well as the Battle Blessing from the same book. Battle Blessing allows you to cast ALL of your paladin spells 1 degree faster (except swift and multipule round spells). Also, Sacred Vitality is helpful because you can spend turn undead attempts to gain immunity to ability drain, ability damage, and energy drain for 1 min. That is found in Libris Mortis. Also, the feat Sword of the Arcane Order, Champions of Valor, allows you to switch out your less usefull paladin spells for good spells from the Wiz/Sor spell list. I understand the feat you selected is really from a role playing standpoint, I'm just trying to help optimize your character. Hope some of that helps. -Diffan P.S. Sword of the Arcane Order only affects wizard prepared spells, so that feat won't help you. Sorry. |
| jamesnero06-25-07, 11:24 AM | I had a very similar idea with my pally of mystra. Admitedly with less multiclassing. May I recomed you look at knight of the weave on page 111 of champions of valor. I think its exactly what your looking for :) Shameless plug: I've also cooked for my game a mystra specific pally code of conduct PM me if interested |
| Stormbrand06-30-07, 09:15 PM | Do you have Combat Casting? If so, avoid taking Sorcerer levels, you can probably take Abjurant Champion levels right now. Rather than spending 'dead levels' on Sorcerer, you can use Abjurant Champion to help qualify for Spellsword. Each level counts fully that way, and you can keep from falling behind as both warrior and caster. Two feats to take are Power Attack & Combat Expertise. Vary between them both depending on your foe. This way you can fight two-handed with Power Attack for potentially huge damage, or you can combine defensive spells with Combat Expertise and be all but weaponproof. When you gain Arcane Boost you can customise mid-combat even further. The perfect spells have V only components, True Strike, Blur, Displacement, Dimension Door, Shout. All very useful for combatants, and can be cast without ASF. If armed with a two-handed weapon, casting True Strike and using Power Attack can lead to huge damage, and is the excellent way to begin a charge. Round 1: Swift Shield spell, draw weapon and move into position, cast True Strike. Round 2: Charge with max Power Attack. Reserve feats are good, just remember the spell slots you need to leave committed. Consider your weapon of choice as well. The Shield spell is important to Abjurant Champions so you will probably use a two-handed weapon (since ordinary shields and the shield spell do not stack), think of what that is. A halberd allows more options in a fight. Remember, you can adjust your combat style to your foe. |
| Diffan07-01-07, 01:17 AM | Does he have access to Wraithstrike? Also, does Wraithstrike have only a 'V' component. If so on both accounts, then scrap Truestrike, and use that one. True, it's a 2nd level spell vs. a 1st level, but it's a swift action and acts like a touch attack. |
| Stormbrand07-01-07, 05:06 PM | Does he have access to Wraithstrike? Also, does Wraithstrike have only a 'V' component. If so on both accounts, then scrap Truestrike, and use that one. True, it's a 2nd level spell vs. a 1st level, but it's a swift action and acts like a touch attack. I was thinking mostly of maxing Power Attack, opening up combat with a certain hit with +14 bonus damage is always fun. Wraithstrike is probably really cool the same way but gives less of a benefit as few foes have an armour bonus near 20 until later levels. |
| Diffan07-02-07, 08:49 AM | Yea, that's true with what your doing on your rounds. I didn't notice the Swift Shield spell at 1st level. |
| JeremitriusTrask08-12-07, 12:50 AM | Ok... Sorry about the long time between replies, my access to the internet was interupted. Anyway, I decided to finish off my Mystic Fire Knight substitution levels then right into Abjurant Champion for 5 straight levels then Spellsword for three levels after. Then, i will take two levels of cleric and Mystic Theurge to 20 so that i can cast 5th level arcane at caster level 17, 1st level pld spells at caster level 21 and 3rd lvl Cleric spells at caster lvl 5. I'm going to try to get my hands on Gloves of the Balanced hand i believe from Magic Item Compendium so i decided to drop my "race" feats and go for combat oriented feats gearing towards two-weapon fighting. I still as of yet might go for a two-handed weapon but i haven't really decided as of yet. The thought of getting Riding Boots eventually and Battle Bridle for my mount and using lances has definately danced around in my head as well. SO much to choose from! I'ma be able to boost my AC like none before and throw out some decent melee dmg as well. Not to mention throwing some arcane spells around. I'ma be the main tank and secondary arcane AND secondary healer (3rd lvl cleric and some nice Lay on Hands with the addition of the Hands of a Healer feat and a Unicorn Pendant magic item. It's a problem i have that i WANT to be able to do everything so this middle ground i think will suit my character nicely. Not to mention that my DM actually likes this new build far better than my last idea and he's contemplating making me a Chosen of Mystra at higher levels because he loves how i role-play as an "arcane paladin" I think that may be a bit much to just go handing out but it was his idea and who am i to argue? Tanking and casting spells in melee with a +10 boost to my Constitution? Yes, please.:) |
| Stormbrand08-20-07, 04:06 AM | Combat feats are probably best. Two-weapon fighting can be devastating when combined with Arcane Boost because the bonus applies to every attack, although True Strike and Power Attack is only horrific with a two-handed weapon. Overall, a two-handed weapon is more reliable on the grounds that it does not reduce your attack and the extra damage is normally more than the second weapon could do anyway. Then there is the fact that you only need to spend money enchanting one big weapon. :) The biggest argument in favour of using a two-handed weapon is ease in combining melee and spellcasting. Any spell with S or M components requires a hand free. If using a two-handed weapon you can just hold it with one hand while not using it, if fighting with two weapons you must free a hand to cast the spell - typically sheathing the weapon (move-action) first and then drawing it again (move-action) to attack afterwards. Being so flexible is always a fun role for the character. One thing to consider with Chosen spell-like abilities is covering any blind spots in your spellcasting. This way you can do X/Y/Z which appeals to you, without moving your general magical progression away from what you have in mind. |
| Diffan08-20-07, 08:20 AM | The biggest argument in favour of using a two-handed weapon is ease in combining melee and spellcasting. Any spell with S or M components requires a hand free. If using a two-handed weapon you can just hold it with one hand while not using it, if fighting with two weapons you must free a hand to cast the spell - typically sheathing the weapon (move-action) first and then drawing it again (move-action) to attack afterwards. There is always the feat Somatic Weaponary. It's found in the Complete Mage and it allows you to cast spells when both of your hands are full. This doesn't however extend with any spell that involves a material component for you have to have that component in hand to cast the spell, ie.. a glass or metal rod to cast Lightning Bolt, or a pinch of sulfur rolled in bat guano for Fireball. |
| Lunar19009-02-07, 06:05 AM | Wow. In past I made one lawful good paladin/wizard of Azuth. :) Well, I just can tell that it's hard to do, but not impossible. First I found in Book of Exalted Deeds new fantastic feat Purify Spell which "Adds good descriptor to spell; neutral creatures take half damage, good creatures take no damage and evil creatures take FULL damage" :) My paladin walked across villages and striked Holy Fireballs everywhere :D Only evil creatures died in holy flames of purification! :eek: |