Question for all [Archive] - Wizards Community

Post/Author/DateTimePost
NyteBlade

01-19-08, 12:42 PM
Hey, i am tryin to build a special paladin. Is there a feat that will allow me to take 1 class other then paladin with out losing the benifits of the class?

Basically I am trying to do a Paladin/Psion(Nomad) build.

(For 6th level char i want Pali 5, Psion 1) with out loseing the paladin benifits.
Saiyamantis

01-19-08, 03:34 PM
Knight Training, from the Eberron Campaign Setting.
Bob Loblaw

01-20-08, 12:18 PM
I would ask the DM if he would simply wave the rule. I know many DMs (myself included) who have ignored it since August 2000 with no balance issues.
NyteBlade

01-20-08, 12:26 PM
I was trying to keep it within the rules but i did talk to my DM. he is allowing it. I also got it bumped up to a 7th level char. For anyone wanting to see my char sheet I will be uploading it here....

Cade The Wanderer
http://nyteblade.webpal.info/Alex/Cade.htm
Airos

01-20-08, 06:00 PM
Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.

As your DM, remember that I did point out that while I have no problem with you multiclassing, that you would be unable to advance past 6th level as a Paladin since you took the level as Psion.

Knight Training is a feat that is available in my games if you want to swap out one of your feats, or if you want to take it as your 9th level feat.
NyteBlade

01-21-08, 12:15 AM
I must have misunderstood you the other night. But any way i wasnt expecting to advance Paladin any farther. 6th level Pali is Plenty high enough. I intend on advancing my nomad class up farther to boost my Pali with Buffs and movement until i can use 8th level powers. Once that has been achieved

The only reason I took so many levels of Pali instead of fighter is so that I could gain the special mount as well as the lay on hands, Cha mod to saves, and the low level healing spells.

Once i get my 8th level manifesting abilities. I really only need a means of maximizing my damage. Probably through the means of enhancing my greatsword via Self crafted dorjes.

IE.
Dorjes ability of choice...

Level 7 till level 15

Crystal Shard
Manafester Level = 1
Power Level = 1
Power points to Pump in rasing manifester level by 1 = 4

cost = 5x1x750 = gold purchase price
Cost to make = 3750gp, and 300 exp

little costly for a mear 6d6 damage (6 to 36 points of damage) x 50 times

But at a higher level such as level 11 (manifester level 5) or so the ability Energy Burst would be most effective...

Manifester Level = 5
Power Level = 3
Points to pump = 6

11x3x750 = 24,750 (1 month craft time but well worth it...)
Craft cost = 12,375 and 990 exp

Quite expensive I know, however it is well worth it. That spell alone at that kind of pumpage would be...

Fort Save DC 10(base)+Int+3(manafester Level)+3(from pumping) (16+int)
Base Damage would be 11d6+11 from being cold

Or a Ref save DC 10+int+3+3+2 (18+int)
and 11d6 for being electrical depending on the style dorje you made.

(The character's Greatsword was designed to keep a dorje in the hilt for easy access.)

Either way Major OUCH and mixed with moderate healing...

For ingame play...

The fort save would be... (if all attrib points were added to int like i plan. and after a potion of fox's cunning)

Base Int Mod would be +2 with bonus from Fox's Cunning makes it a +4

So for Cold Damage Fort Save: DC 20
Ref Save for Electrical = DC 22.

I have to double check my char sheet in the truck to double check the base INT i just quickly typed up that sheet from memory.
roninwolf1981

01-27-08, 10:54 PM
Um...as one of the players in your game, might I be so bold as to put forth a question of my own?
Why not go with Paladin/Fighter or Paladin/Cleric or something similar if you are so set on Multiclassing? It seems far less complicated and also fills a much needed role in our group (Beatstick/Beatstick or Beatstick/Bandaid respectively). We have a 'Blaster' already and my character is (and would be as a strait Wilder) much more effective at using Psionics to blow the living bejesus out of things than your current idea seems to be (not knocking your idea, it is...interesting. Almost needlessly complicated but interesting).
However, due to my character's low Strength and relatively slow BAB progression a Paladin/Fighter would prove much more effective against creatures/surly locals/BBEGs with Psionics/Spell Resistance or (even worse) Immunities. I mean currently I do believe we would be seriously boned if we ran up against a Gollum (sp?) of some sort :eek: .
This is mainly due to our group's more or less absence of any melee focused character. Yes I am aware that the other player in our group is a fairly decent melee character...but d6 hit die of the Rogue/Fortune's Friend vs. the d10 hit die of a Paladin/Fighter and the full BAB progression? Doesn't hardly stack up...especially if you take in to account certain Class Features like Divine Grace or the Fighter's Bonus Feats.

But then again, in the immortal words of Dennis Miller: That's just my opinion, I could be wrong.
NyteBlade

01-27-08, 11:14 PM
Well the whole nomad thing was not for the progression in damage but the progression in quick transport. :D I did plan on taking the knight feat to be able to improve the speed of movement in combat.

The monk I am running needs to get to a higher level to be more effective. (Need Magic Fang, and a 3rd level teleport spell) Once he is able to do both I had planned on breaking away from the temple rules a little and focusing more on pure monk. (So from level 10 on he will be only gaining in monk. working towarad Monk 15, wiz 5). Should the monk die (Seeing as how I intended him to be a meat bag monk) I planned on bringing in the paladin. Catch me via PM. I could use a little advice in building it stronger. I am quite lacking in the books department, but have PLENTY of power in concept design.

The Paladin is designed to be a battle field manipulation master eventually.

(Dimension swap to move Allies out of the fray or into as needed.) (moving self in to take the punishment instead of allies, or moving allies into flanking positions.)


A wise master once said, "A great swordsman possesses three things. Creativity to control the battlefield, Ingenuity to keep your opponent on his toes, and the resolve to keep going even though he knows he is fighting a warrior more powerful then himself."
NyteBlade

01-28-08, 12:08 AM
Also I have decided that if allowed at next level I want to take the Flaw giving a -6 to Initiative (Vow to not enter combat unless forced to do so.) Essentially always taking the last available initiative slot.

In exchange I would pick up the feat...
Sacred Vow(+2 to diplomacy checks)

I will also be picking up the following 2 spells...
Dimension Hop (5ft +5/2 cast levels teleport spell vs touch)
Enlarge Person

I would then at level 10 when i get a bonus feat... Pick up the feat Nonleathal Substitution.

and picking up the following spells...
Dimension Step
Inevitable Defeat

And Scrolls for Explosive Runes, Protection from Energy
draco1119

01-28-08, 07:15 AM
The Paladin is designed to be a battle field manipulation master eventually.

(Dimension swap to move Allies out of the fray or into as needed.) (moving self in to take the punishment instead of allies, or moving allies into flanking positions.)


A wise master once said, "A great swordsman possesses three things. Creativity to control the battlefield, Ingenuity to keep your opponent on his toes, and the resolve to keep going even though he knows he is fighting a warrior more powerful then himself."
I believe a Psychic Warrior also gets some degree of DDoor and DSwap abilities. Still has fairly powerful psionics, but with 4-6 levels of Paladin and/or Fighter, it gets ugly quick. :)
NyteBlade

01-28-08, 07:45 PM
Will keep that in mind. And try building it.
Airos

01-29-08, 12:05 AM
Also I have decided that if allowed at next level I want to take the Flaw giving a -6 to Initiative (Vow to not enter combat unless forced to do so.) Essentially always taking the last available initiative slot.

In exchange I would pick up the feat...
Sacred Vow(+2 to diplomacy checks)

I will also be picking up the following 2 spells...
Dimension Hop (5ft +5/2 cast levels teleport spell vs touch)
Enlarge Person

I would then at level 10 when i get a bonus feat... Pick up the feat Nonleathal Substitution.

and picking up the following spells...
Dimension Step
Inevitable Defeat

And Scrolls for Explosive Runes, Protection from Energy

I've decided that it's not in the best interests of the group to allow you to take flaws. Since the rest of the group did not take that option, it would give you more feats than them.

I would also advise you against any [Exalted] feats, since there's been some questions about your monk actually being lawful good. I try to be a little lax on alignment for normal characters, since people do make mistakes. I will, however, hold you to the highest standards of the alignment when it comes to any material in the Book of Exalted Deeds. Based on your monk's past performance, I don't think he's a paragon of all that is holy and righteous.

My advice? Listen to RoninWolf, let him help you build a character that will better suit the party's needs and won't be a rules headache.

Just my :twocents:
NyteBlade

01-29-08, 10:14 PM
Not a problem on the flaw thing. Also I am trying to match the alignment however its a little tricky to match an alignment that your not. :( Im an obvious choice for Chaotic Good, but it is QUITE hard to play a Lawful Good char for me. lol. I am actually about to reply back to RoninWolf about gettin a little help with a char build to fit the group better, and to fit my style of play.

I know we need a healer, And I am a kick in the door player with a little side of need to be able to handle any situation kind of player.

That is why i was thinking Paladin/Nomad. Nomad gives the ability to buff and teleport w/o spell chance failure as well as would give the ability to use dorje's. The paladin at 6th level gives the ability to heal rather effectively.

A 3rd level nomad gives the ability to swap places with a player or swap the positions of 2 allies. This would give me the ability to warp my self up to an opponent to take the hits that would have normally been targeted to RoninWolf or any of the other party members.

Perhaps a Cleric/Nomad would be a better choice, though I did want Paladin for the Special Mount feature and the Lay on Hands ability. (Ultimate Goal Paladin X, Nomad 5) Though it could work if i did Nomad 5, Cleric 2 and just keep pumping cleric to become a massive healer and tank...


How is this build. It is a low level healer, and gives me the ability to cast w/o spell chance failure.

Psonic Warrior 5, Paladin 2.

Will make a good tank for the party, and gives minor healing.

Paladin; Half-orc PsyWar5/Pal3: CR 8; ECL 8; Size M; HD 5d8+15 + 3d10+9; hp 78; Init +0; Spd 20 ft (base 30 ft); AC 19, touch 10, FF 19; BAB +6/+1; Grapple +11; Atk: +11/+6 melee (1d3 + 5, Unarmed), +12/+7 melee (2d6 + 6/crit 19-20, Greatsword +1 (Power storing)); SQ Darkvision 60 ft, Orc Blood; AL LG; SV Fort +12, Ref +4, Will +7; Str 20, Dex 10, Con 16, Int 12, Wis 16, Cha 14.
Languages spoken: Common (Croc Cove) and Orc, Draconic
Skills and Feats: Concentration +11, Diplomacy +5, Listen +7, Search +7, Spot +7; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Dodge, Martial Weapon Proficiency, Psionic Body, Psionic Dodge, Psionic Talent, Psionic Talent, Shield Proficiency, Simple Weapon Proficiency.
Special Abilities: Augment Power, Aura of Courage, Aura of Good, Darkvision, Detect Evil, Divine Grace, Divine Health, Knight Training, Lay on Hands, Psionic Focus, Smite Evil.
Power Points: 19.
PsyWar Psionic Powers Known: 1--Disippating touch, Force screen, Skate, 2--Dimension swap, Empathic transfer.
Possessions: 115 pp, 572 gp, 9 sp, , Heavy horse, Tent, Military saddle, 4 Ink (1 oz. vial), Inkpen, Book (notes), Greatsword +1 (power storing), Full plate +1.

The Sword will recieve the ability Disippating Touch to it augmented to a total of 3pp. Total DMG = 3d6 points of damage added w/ no saving throw.

Powerstoring weapons can hold up to 5pp worth of ability.

Will that work? It gives a low level healer, A good ability of damage drain healing, and me the ability to teleport and increase my levels of Paladin.
roninwolf1981

01-29-08, 11:21 PM
If playing a Lawful Good character is really that hard, perhaps you might concider not playing a Paladin. I mean, the entire class is BUILT around being Lawful Good...and all those castings of Attonement can get pretty pricy.
Perhaps playing a Cleric would be a better choice, as it gives some flexablity where Alignment is concerned. Also it would still make branching into the prestige class I mentioned in my PM easy, as the requirements skillwise are still class skills for a Cleric.
If you're still set on playing a Paladin to help RP wise I would suggest watching Star Wars (Jedi for the most part IMOHO make a good start for how a Paladin should act) or the tv show Angel (while maybe a bit too emo, the main character Angel could easily have levels in Paladin).
...and suddenly I get the feeling I may have just kicked the bloody hornet's nest now. :( :hides:
narack

01-30-08, 07:45 AM
You can multiclass in any other class a paladin. the only thing is how you see your multiclassing. You would loose your paladin power usually if the class doesn't specified. My player keep their plaadin level's as long as they follow the paladin code. Although a Paladin that want sorcerer level to cast destruction school would loose his power for the difference in the code of conduct of paladin. But a Paladin that want to go for fighter to improved his fighting skills so he can rip of the earth all evil would keep all his powers.

All is in the way you present why you want the class. Your god won't stop you if you do it for the good reasons.
NyteBlade

01-30-08, 01:19 PM
Keeping to a strict code is hard with some DM's. I was thinking Psionic Warrior Paladin as stated above. I like the features of the paladin. Especially the mount thing, and the immunities, as well as the low level spells.

I might not make the best choice for paladin, however the build i was looking at would be a quite paladin-esqe build. Taking the wounds of the innocent in upon himself as a daily attonment for his part in the taking of life. Using his Dimension swap ability to essentially take the brunt of several attacks instead of your allies. Just need to pump up my hp a lot more. Thanks to a house rule i can almost double my hp (I forgot if the house rule on toughness was retro-active. If so then hells yeah I will be picking up that feat at least 3 more times.) I am debating about useing a paladin or a cleric. Both are good choices. I will make up a quick Cleric Build and see how it looks...