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Fighter with spells
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<blockquote data-quote="wuyanei" data-source="post: 2679095" data-attributes="member: 28913"><p>Might I suggest a warlock? Choose '<em>hideous blow</em>' and call it '<em>smite evil</em>', '<em>dark one's own luck</em>' in lieu of '<em>divine grace</em>', fake the rest with '<em>decieve item</em>', and lie your way through any suspicion with '<em>beguiling influence</em>'.</p><p></p><p>Ask your DM if he would be amenable to introduce some new invocations. For example, 'Phantom Steed' as a lesser invocation might be acceptable to your DM. This takes care of the paladin's mount -- or you could simply use a wand or scrolls to fake it (or just get yourself a real, living warhorse). You will not have the Ride ranks, but an enchanted saddle (+5 competence bonus ~ 2500 gp, subject to DM approval, of course) would help out on that.</p><p></p><p>This leaves '<em>aura of courage</em>', '<em>lay on hands</em>', '<em>divine health</em>', '<em>turn undead</em>' and '<em>remove disease</em>'... except for '<em>aura of courage</em>', the rest are all eminently fakeable with items or just by 'not doing it'. I don't know if there is an item that makes you immune to fear -- maybe your 'paladin' just has this secret weakness that he refuses to admit even to himself.</p><p></p><p>A <strong>Periapt of Health</strong> costs 7500 gp, expensive but probably acceptable at 7th level. '<em>Remove disease</em>' and '<em>turn undead</em>' are used rarely enough by paladins that their lack would not likely raise too many questions -- at least not right away. Or you could just take one level of cleric to actually gain the abilities honestly...</p><p></p><p>As for '<em>lay on hands</em>', fake it with wands or maybe introduce something like (house rule territory): <strong>Rejuvenating Touch</strong>[sblock]<strong>Rejuvenating Touch</strong><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Least; 1st; Conjuration (Healing)</span></p><p><span style="font-size: 9px">With a soothing touch you can take the pains and suffering of others onto yourself. By touching a living creature (a touch attack), you can transfer up to 1d6 hp damage per two caster levels from the touched creature to yourself. You cannot transfer more hit points in damage than the amount that would reduce you to 0 hit points. Nor will you take more damage than the amount needed to fully heal the touched creature. The touched creature is cured of up to 1d6 damage per two caster levels, and you suffer an equal amount of damage. This damage to you cannot be negated in any way. If you can remain in contact with the target creature for one full round, that use of <em>Rejuvenating Touch</em> is automatically <strong>maximized</strong>. (note: I made this up without any testing, so I am not certain of any balance issues.)</span>[/sblock]</p><p></p><p>Just my two cents. This looks to be a very interesting character, I hope you will keep us all informed on how he works out in your games!</p><p></p><p>Happy gaming!</p></blockquote><p></p>
[QUOTE="wuyanei, post: 2679095, member: 28913"] Might I suggest a warlock? Choose '[i]hideous blow[/i]' and call it '[i]smite evil[/i]', '[i]dark one's own luck[/i]' in lieu of '[i]divine grace[/i]', fake the rest with '[i]decieve item[/i]', and lie your way through any suspicion with '[i]beguiling influence[/i]'. Ask your DM if he would be amenable to introduce some new invocations. For example, 'Phantom Steed' as a lesser invocation might be acceptable to your DM. This takes care of the paladin's mount -- or you could simply use a wand or scrolls to fake it (or just get yourself a real, living warhorse). You will not have the Ride ranks, but an enchanted saddle (+5 competence bonus ~ 2500 gp, subject to DM approval, of course) would help out on that. This leaves '[i]aura of courage[/i]', '[i]lay on hands[/i]', '[i]divine health[/i]', '[i]turn undead[/i]' and '[i]remove disease[/i]'... except for '[i]aura of courage[/i]', the rest are all eminently fakeable with items or just by 'not doing it'. I don't know if there is an item that makes you immune to fear -- maybe your 'paladin' just has this secret weakness that he refuses to admit even to himself. A [b]Periapt of Health[/b] costs 7500 gp, expensive but probably acceptable at 7th level. '[i]Remove disease[/i]' and '[i]turn undead[/i]' are used rarely enough by paladins that their lack would not likely raise too many questions -- at least not right away. Or you could just take one level of cleric to actually gain the abilities honestly... As for '[i]lay on hands[/i]', fake it with wands or maybe introduce something like (house rule territory): [b]Rejuvenating Touch[/b][sblock][b]Rejuvenating Touch[/b][size=1] Least; 1st; Conjuration (Healing) With a soothing touch you can take the pains and suffering of others onto yourself. By touching a living creature (a touch attack), you can transfer up to 1d6 hp damage per two caster levels from the touched creature to yourself. You cannot transfer more hit points in damage than the amount that would reduce you to 0 hit points. Nor will you take more damage than the amount needed to fully heal the touched creature. The touched creature is cured of up to 1d6 damage per two caster levels, and you suffer an equal amount of damage. This damage to you cannot be negated in any way. If you can remain in contact with the target creature for one full round, that use of [i]Rejuvenating Touch[/i] is automatically [b]maximized[/b]. (note: I made this up without any testing, so I am not certain of any balance issues.)[/size][/sblock] Just my two cents. This looks to be a very interesting character, I hope you will keep us all informed on how he works out in your games! Happy gaming! [/QUOTE]
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