D&D 3E/3.5 3.5 Build Ideas

duo963

First Post
So an old GM friend of mine decided he wants to run a 3.5 game (He's not a fan of 4e). I know that there are roughly half a million source books, and I want to try something other than a caster for once. Ideally, I'd like to have something along the lines of a knight errant or wandering paladin (LG on the paladin is not a must, due to house rules). So far, I'm leaning towards Paladin/Kensai with the possibility of Anointed Knight. However, the GM posed a caveat with the combo of all 3 that he would roll for sentience on the weapon of choice and it would have its own personality/goals, which is kind of a turn off for that choice. I've scoured through a good deal of source books looking for an alternative, but haven't had much luck. Does anyone have any opinions/ideas for a build that is along the lines of the wandering knight?
 

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emoplato

First Post
Hmm, well a wandering knight could simply be an errant paladin or crusader. Well, what do you want to do? Do you want to lead, smash in heads, tank...etc? By the way I always loved the Kensai, just not in its usual clothes of single weapon master.;)
 

Mary_Crowell

First Post
However, the GM posed a caveat with the combo of all 3 that he would roll for sentience on the weapon of choice and it would have its own personality/goals, which is kind of a turn off for that choice. I've scoured through a good deal of source books looking for an alternative, but haven't had much luck. Does anyone have any opinions/ideas for a build that is along the lines of the wandering knight?

If you are going for trying something new for a change, having a sentient weapon for your paladin or knight sounds like it could offer intriguing possibilities. You've got a buddy to play dialog off, have clashes with, or even ally yourself with. If you hate the character you could always roll up something you are more comfortable.

Of course, I'm biased. I *love* sentient magic items as a DM. Not only do I have fun with dialog and new voices, but it offers the opportunity for a good back story and adventure hooks.
 

duo963

First Post
Hmm, well a wandering knight could simply be an errant paladin or crusader. Well, what do you want to do? Do you want to lead, smash in heads, tank...etc? By the way I always loved the Kensai, just not in its usual clothes of single weapon master.;)

In the more recent games, I have been playing a support role, so I would like to make him more striker-esque (probably toting a greatsword/bastard sword). My usual preference is a caster of some sort, and I haven't really done a melee character besides a tank.

What do you mean by the Kensai statement?

The only real issue my GM put the caveat out for is the possibility that the character could unbalance the game. Which is reasonable, and not my intent. I have seen paladins/fighters play as strikers and it has been fairly underwhelming. I apparently overcompensated in my attempt to try to keep stride.
 

Dandu

First Post
How would this character unbalance the game? None of the classes used are particularly powerful, and the Kensai does not get to add more enchantments to his weapon than anyone else - he simply pays XP instead of gold.

I'd suggest your Paladin/Kensai take the feat Law Devotion and Divine Might if he has good Charisma. Awesome Smite is good for smiting, as it offers you additional options when doing so.

Another class which might fit in the role of wandering holy warrior is, of course, the Cleric. Be careful, though; the Cleric is much more likely to break the game than a Paladin.

Really, though, anyone with a love of justice and a fondness for pointy objects can be a wandering knight. Even a barbarian.

Especially a barbarian.
 
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emoplato

First Post
Well, like I said you could make a back story in which you went AWAL from your order for whatever reason, lots of good story potential there. If a paladin looks desirable might I suggest replacing the mount with charging smite which deals triple smite damage off a charge and get a mount through wild cohort. Crusader though offers a bit more durability and versatility through use of its maneuvers.
Kensai's signature weapon has a special rule which enhances natural attacks at 100%+10%per additional attack cost. As such I have made some brutal multi-attack builds that use this mechanic.
 

Dandu

First Post
AWOL.

Charging Smite does not work that way. According to the Paladin Handbook:

Charging Smite (Su)(PHB II): If along a charge attack you also smite evil, you deal an extra 2 damage per paladin level (that's 3 points per paladin bonus with the normal damage boost from smite evil). The important part is that if you miss on your charge attack, your smite ability is not considered used. Replaces Special Mount.

Another ACF for those who do not want a mount is:
Divine Spirit (Dungeonscape): You can call a spirit that helps you and your companions. It cannot be attacked except by dispel magic, banishment and dismissal as a summoned creature using your paladin level as caster level. It stays around for rounds equal to your paladin level. Replaces Special Mount.

Spirit of Healing: This spirit can heal an amount of hit points equal to twice the amount you heal with your lay on hands ability. Moreover, it doesn't require an action on your part, as for someone to heal, he must end or begin his round on the spirit's square and use a standard action to activate it.
Spirit of Combat: +1 sacred bonus on attacks and damage per four paladin levels to all allies that are adjacent or occupy the same square as this spirit. Also weapons are threated good-aligned for overcoming damage reduction.
Spirit of Heroism: Great tanking spirit. You gain DR 10/-, the benefit of the diehard feat and you can use your lay on hands as a free action 1/round.
Spirit of the Fallen: Fast healing 10 to all adjacent allies and 1/round revive a character between 0 and -9 hit points who is inside a 30ft range. Damage healed equal twice your paladin level.

Crusader is a great class, but if the DM thinks a Paladin/Kensai might be broken, there's no telling what he'd do to a Crusader. (Clerics would probably not be subjugated to this because they are in the PHB, and therefore balanced, unlike splatbook classes.)
 
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Wyvernhand

First Post
Consider Sorcadin (traditionally Pal2/Sorc4/Spellsword1/AbjChamp5/SacEx8, in that order). Venerate Bahamut, a legal Pally deity due to his LG nature. Play it that Bahamut's order is more loosely organized than say...Heironeous', simply due to the draconic nature of Bahamut, and the traditionally more solitary nature of dragons. Then just wander the globe amassing treasure, helping people, and laying the holiest of smackdowns upon all that is ugly and evil (in that order). Your spells are your weapons and your armor. Carry a big slashing 2hander and PA some fools with it, possibly from a distance with Whirling Blade. Buff yourself with Shield (augmented by AbjChamp) and maybe something like Greater Mirror Image or Greater Blinking to ward off the attacks of evil by the will of your draconic blood. Later, you pick up Turn Undead from Sacred Exorcist to power Divine or Devotion feats, bringing your superior Cha score into play in nearly every aspect of your life.
 

RUMBLETiGER

Adventurer
Wandering Knight.

When I think Wandering Knight, I think defending the helpless, rescuing those in need, joining noble causes. That's awesome.

This says to be a personality type, not a class. I could give you a Wizard build that could fit this nicely, even a Druid, or obviously a Cleric. But I know you're shying away from casters.

Are you thinking of metal armor and a large sword in hand? What's the visual image you want to carry? I'm assuming a full a BAB as you can afford?

What level are you starting from and how many levels do you expect to go?

Some Noble-seeming melee builds that are solid:

-Swift Hunter Ranger/Scout

-The Holy Liberator PrC from Complete Divine. Possibly with a Barbarian base.

-The often overlooked Solder of Light from Deities and Demigods. Refluff the deity to suit your needs.

-Psychic Warrior from Expanded Psionics Handbook.

-Would your DM be afraid of Tome of Battle Classes? If not, Warblade is good, Crusader is perfect for what I think you're describing.

-Glaivelock Warlock.

-Ask [MENTION=85158]Dandu[/MENTION] how to make an awesome melee Bard.

-Paladin/Kensai/Anointed Knight sounds really solid. Can you go that route and simply ask your DM not to roll for sentience?
 

duo963

First Post
Wandering Knight.

When I think Wandering Knight, I think defending the helpless, rescuing those in need, joining noble causes. That's awesome.

This says to be a personality type, not a class. I could give you a Wizard build that could fit this nicely, even a Druid, or obviously a Cleric. But I know you're shying away from casters.

Are you thinking of metal armor and a large sword in hand? What's the visual image you want to carry? I'm assuming a full a BAB as you can afford?

What level are you starting from and how many levels do you expect to go?

-Paladin/Kensai/Anointed Knight sounds really solid. Can you go that route and simply ask your DM not to roll for sentience?

The personality type is what I'm going for. I wanted to do something more martial/striker-esque, since it's something I haven't really done before.

Eventually, I want him to become sort of a folk hero. Someone who strikes fear into the hearts of baddies, and inspires the common folk to do great things. While he hasn't said it outright, the way the GM is talking about the campaign setting makes me feel like there will be some sort of corruption of power, and a rebellion that takes center stage in the story. When it gets to that point, I want my character to be the one people turn to.

The GM is also lifting the alignment and cross-class restrictions for the pally, so I was also debating the St. Cuthbert route and playing a Judge Dredd type, turning detect evil into detect chaos.

I know that I want to tote a 2hander, and the sorcadin actually sounds awesome. I'm assuming the basis for that combo is to take mostly buff/debuff spells to amp your melee/defense, while nerfing the baddies. I could justify going that route if it's not used primarily to nuke the battlefield.

Based on history, the campaign will probably fall apart by level 5-6 (Don't ask why, it's just what happens most of the time). But I like to prepare for the possibility that cycle can be broken and have a guideline to follow for development.

The problem with the pally/kensai/annointed knight is that the GM feels that combo could unbalance the game. However, looking at it more, I'm not entirely sure that the weapon buffs from both classes would even stack right with each other.
 

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