Could I get some opinions?

Cedric

First Post
Heya guys...

Since this represents just about the best collection of gamers on the planet (praise well deserved). Thought I might ask for some advice on creating my Aasimar Paladin of Lathander. He is going to be 11th character level (taking the +1 ecl into account).

I am almost definitely going with Paladin 6, Purple Dragon Knight 5. So that means I have to take Mounted Combat and Leadership. Was also considering the idea of going Fighter 1, Paladin 5, Purple Dragon Knight 5 maybe.

Any advice you guys can provide on feats and such would be welcome. The character is going to be joining a pre-existing adventuring band. Because it's appropriate to the campaign and the history they already have in Cormyr, I'm going to be high up in the Purple Dragon Knights.

Cedric

EDIT: Just changed the topic in hopes of getting some opinions...
 
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Well,you've only got two feats left, after getting the required ones, right? Saddleback, Ride-by-Attack, and Spirited Charge would be helpful if you anticipate a lot of mount use (especially since you'll have your Paladin mount and Mounted combat). Until my Aasimar Paladin died recently, he got some good use out of Divine Might (from DotF; spend one turning attempt to add Cha mod to damage for a number of rounds equal to your Cha mod). Also remember that with Leadership, you have a probably have cohort one level lower than you. If your DM lets you create him/her, try to pick abilities that complement yours. If you'll be using a 2-handed weapon, try the 3.5 Power Attack. You could also go for TWF/Ambidexterity (or TWF/ITWF if you're using 3.5). A lot of the players in my group like the Dodge-Mobility-Spring Attack path. You'll probably be wearing heavy armor, which lowers the usefulness of Spring Attack, but you might consider Dodge. Weapon Focus is a good choice as well.

For skills, you'll need some in Ride. I'd feel odd playing a Paladin with no ranks in Knowledge(Religion), but it doesn't have to be maxed out. Diplomacy is a good choice for a Paladin. Any ranks you have left over put into Handle Animal, Craft, Profession, or Swim (to negate your probably massive penalty).

As for spells (you probably have two 1st-level spells), if you don't have a cleric in your party, make all of your spells Cure Light Wounds. If you do have a cleric, consider Bless, Bless Weapon, Divine Favor, or Magic Weapon. You might want to pick one of those and one Cure Light Wounds just in case.
 

Ok...so I have come up with two things I might do...

Fighter 1, Paladin 5, Purple Dragon Knight 5

Mounted Combat, Discipline (free), Power Attack, Celestial Bloodline (Races of Faerun), Leadership, Divine Might

OR

Paladin 6, Purple Dragon Knight 5

Discipline (free), Mounted Combat, Celestial Bloodline (Races of Faerun), Leadership, Eyes of Light (Races of Faerun)

Either way I go, I want to eventually have Eyes of Light, Divine Might and Improved Critical Strike.

With this in mind...any thoughts?

Cedric
 

Also...should I use my cohort ability to get a Paladin Mount...kind of combine the two? We are mostly playing by 3.5 rules, but not completely.

I was thinking that might be a nice way to have a good mount and a cohort, without having to have an extra humanoid npc go with us everywhere...

The rules are kind of sketchy on this though...thoughts?
 


While you are correct, that would "very" stylish...I was going to be painfully traditional and stick for something horselike. Maybe a Celestial Heavy War Horse?
 

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