Thanks for the feedback. I'm not an optimizer, and I am often just thinking of a story for the character. In this case, it was trying to do something with HW 6 (for the dimension door) that would be playable and fun.
I appreciate the point about MAD -- I thought I could overcome some of that with weapon finesse, but maybe I've missed something. As I said, I had originally thought of this as a ranged character.
I don't think the special feats will be that useful given the few levels I have -- smite is only +3 in any case, 1/day.
You're right about tripping -- I thought maybe that finesse would apply, thinking of a whip in the off hand. But probably not viable. Two rapiers, then?
WIth the knowledge consolidation that you describe and no need for Combat expertise and tripping, Intelligence could drop (with skill point adjustments), and cha could go higher (for the bonus to saves), or con (hit points).
[sblock="Here's what I've got so far:"]
Name: Courage Bloodstone
Class: Ranger/Paladin/Horizon Walker
Race: Human
Size: Medium
Gender: Female
Alignment: Lawful Good
Level: 3/3/6 XP: 66,000
BAB: +12/+7/+2
Initial(Cost) Race Level Misc Total Bonus
Str: 10 (2p.) 10 0
Dex: 16 (10p.) +3 19 +4
Con: 14 (6p.) +0 14 +2
Int: 14 (6p.) 14 +2
Wis: 10 (2p.) 10 0
Cha: 14 (6p.) 14 +2
Languages: Common, Draconic, Goblin, Giant, Gnoll, Undercommon (3pts in langs).
Abilities:
Paladin: Aura of Good (moderate), detect evil at will, smite evil 1/day (+3 damage vs. evil), divine grace (see saving throws), lay on hands (3 x cha bonus/day), Aura of Courage (immune to fear; allies get +4 on saves vs. fear), Divine health.
Ranger: Wild Empathy (+2 synergy), Favored enemy: Gnoll or whatever
Horizon Walker: +1 insight on attack and damage vs. creatures in Desert, Forest, Hills, Plains, Underground, and shifting plane; darkvision 60’; immune to fatigue; dimension door 1 per 1-4 rounds
Feats: Track (ranger), Endurance (ranger), Two weapon fighting (ranger), Weapon finesse (human), and....
Skills
this'll change now with the knowledge changes; attribute bonuses still to be added
Kn (Geography) 8 +2
Kn (Dungeoneering) 5 +2
Kn (Nature) 5 +2 (+2 syn)
Spot 11 +4competence
Listen 15 +4competence
Survival 15 (+2syn often) +2 when following tracks
Hide 15 +4competence
Handle Animal 5
Tumble (cc) 5
Search 5
Sense motive: 8
Kn (Religion) 1
Kn (Nobility) 1
Balance 5 +2syn
Ride 0 +2syn
Jump 0 +2syn[/sblock]
If this just isn't going to fit, I could start on something else.
Thanks.
I appreciate the point about MAD -- I thought I could overcome some of that with weapon finesse, but maybe I've missed something. As I said, I had originally thought of this as a ranged character.
I don't think the special feats will be that useful given the few levels I have -- smite is only +3 in any case, 1/day.
You're right about tripping -- I thought maybe that finesse would apply, thinking of a whip in the off hand. But probably not viable. Two rapiers, then?
WIth the knowledge consolidation that you describe and no need for Combat expertise and tripping, Intelligence could drop (with skill point adjustments), and cha could go higher (for the bonus to saves), or con (hit points).
[sblock="Here's what I've got so far:"]
Name: Courage Bloodstone
Class: Ranger/Paladin/Horizon Walker
Race: Human
Size: Medium
Gender: Female
Alignment: Lawful Good
Level: 3/3/6 XP: 66,000
BAB: +12/+7/+2
Initial(Cost) Race Level Misc Total Bonus
Str: 10 (2p.) 10 0
Dex: 16 (10p.) +3 19 +4
Con: 14 (6p.) +0 14 +2
Int: 14 (6p.) 14 +2
Wis: 10 (2p.) 10 0
Cha: 14 (6p.) 14 +2
Languages: Common, Draconic, Goblin, Giant, Gnoll, Undercommon (3pts in langs).
Abilities:
Paladin: Aura of Good (moderate), detect evil at will, smite evil 1/day (+3 damage vs. evil), divine grace (see saving throws), lay on hands (3 x cha bonus/day), Aura of Courage (immune to fear; allies get +4 on saves vs. fear), Divine health.
Ranger: Wild Empathy (+2 synergy), Favored enemy: Gnoll or whatever
Horizon Walker: +1 insight on attack and damage vs. creatures in Desert, Forest, Hills, Plains, Underground, and shifting plane; darkvision 60’; immune to fatigue; dimension door 1 per 1-4 rounds
Feats: Track (ranger), Endurance (ranger), Two weapon fighting (ranger), Weapon finesse (human), and....
Skills
this'll change now with the knowledge changes; attribute bonuses still to be added
Kn (Geography) 8 +2
Kn (Dungeoneering) 5 +2
Kn (Nature) 5 +2 (+2 syn)
Spot 11 +4competence
Listen 15 +4competence
Survival 15 (+2syn often) +2 when following tracks
Hide 15 +4competence
Handle Animal 5
Tumble (cc) 5
Search 5
Sense motive: 8
Kn (Religion) 1
Kn (Nobility) 1
Balance 5 +2syn
Ride 0 +2syn
Jump 0 +2syn[/sblock]
If this just isn't going to fit, I could start on something else.
Thanks.
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