Captain Trek
First Post
Hey there. As the title of the thread suggests, a friend of mine is currently playing a 3rd level paladin in an online 3.5 game (we're using Skype), and he's thinking about multi-classing after 5th level (when he gets his mount). Because as we all know, paladins are a little on the underpowered side... Note well, however, that in no way are we playing an optimised game (to put in perspective how un-optimised our party is, our cleric may as well be playing healer and our wizard may as well be playing warmage), so we don't require an "optimised" build... We just need something that will make the pally a little more powerful in later levels than she would otherwise be...
Now, here are the pally's stats. Note that we're using a homebrew race with +2 Str, -2 Dex and the ability to use any of the detect alignment spells when they're in natural (non-urban) locations and have their feet on the ground:
So yeah, based on that, what would be a good route for this character to take after 5th level? Note specifically that our DM has a hard-line approach with regards to what material we can use. Barring exceptions that may be granted on a case-by-case basis, we're only allowed to use the Player's Handbook I and Dungeon Master's Guide, except when we're using a class or prestige class from a different book, in which case we're allowed to use material from the book the class comes in, but ONLY for the benefit of that class...
Now, my friend was thinking of just multi-classing to fighter, but that's terribly boring. I myself was thinking grabbing some levels of Crusader might be appropriate, given that this character's fluff includes a lot of stuff about being "too stubborn to die"...
Now, here are the pally's stats. Note that we're using a homebrew race with +2 Str, -2 Dex and the ability to use any of the detect alignment spells when they're in natural (non-urban) locations and have their feet on the ground:
STR: 15 (+2)
DEX: 8 (-1)
CON: 14 (+2)
INT: 10 (0)
WIS: 12 (+1)
CHA: 14 (+2)
HP: 27
AC: 10+7+2-1 = 18
Touch AC: 10-1 = 9
Flat-Footed AC: 10+6+2-1 = 18
Initiative: 0
Speed: 20ft
Fortitue(Constitution): +7 (3 base + 2 con +2 DG)
Reflex(Dexterity): +2 (1 base - 1 dex + 2DG)
Will(Wisdom): +4 (1 base + 1 wis + 2DG)
Spell Resistance: 0
Attack: Mastercraft Bastard Sword / Javelin / Kukri
Attack Bonus: +6 / +2 / +5
Damage: 1d10 +2 / 1d6 +2 / 1d4 +2
Critical: 19-20 x2 / x2 / 18-20 x2
Range: Melee / 30ft / Melee
Type: Slashing / Piercing / Slashing
Notes:
Skills;
Diplomacy [cha] (Rank 4)
Sense Motive [wis] (Rank 4)
Use Rope [Dex] (Rank 2) (Note: Has this skill for fluff reasons)
Money: 561 GP, 3 SP
Armour: Half-Plate Armour (-7 armour check)
Head: Best-quality Stetson [+2 survival, desert/heavy rain] (An invention of our DM. Costs 20 GP. And don't worry, I assure you that this paladin wearing a cowboy hat makes sense in-context. It would just take too long to explain is all...)
Primary Weapon: Mastercraft Bastard Sword
Backup weapon: Kukri
Shield: Heavy Steel
Other crap: Backpack, Javelin (x2), Bedroll, Field Rations (6 days), Waterskin, Lantern (hooded), Lantern oil (3 pints), Tindertwigs (x5), Holy Symbol (silver), Rope (silk - 50ft), Whetsone, Potion of Cure Light Wounds (x4), Cold Weather Outfit, Blanket (winter), Grappling Hook, Healer's Kit, Holy Water (flask)(x2)
Feats;
Exotic Weapon Proficiency[Bastard Sword]
Negotiator [+2 to diplomacy and sense motive]
Special Abilities;
Aura of Good (ex)
Detect Evil (sp)
Detect Good (sp)
Detect Law (sp)
Detect Chaos (sp)
Smite Evil (1/day) (su) [charisma to attack, level to dmg]
Divine Grace (+charima to save throws) (su)
Lay on Hands (can heal lvl x charisma per a day = 6hp/day) (su)
Aura of Courage (immune to fear, +4 morale to allies within 10ft) (su)
Divine Health (immune to disease) (ex)
So yeah, based on that, what would be a good route for this character to take after 5th level? Note specifically that our DM has a hard-line approach with regards to what material we can use. Barring exceptions that may be granted on a case-by-case basis, we're only allowed to use the Player's Handbook I and Dungeon Master's Guide, except when we're using a class or prestige class from a different book, in which case we're allowed to use material from the book the class comes in, but ONLY for the benefit of that class...
Now, my friend was thinking of just multi-classing to fighter, but that's terribly boring. I myself was thinking grabbing some levels of Crusader might be appropriate, given that this character's fluff includes a lot of stuff about being "too stubborn to die"...
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