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Looking for an 8-9th lvl smackdown
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<blockquote data-quote="Wish" data-source="post: 1603987" data-attributes="member: 13404"><p>Ok, try this one on for size. It may be completely incompatible with your campaign, of course. I don't know whether or not you or your DM consider the rogue class and sneak attacking to be fundamentally at odds with the paladin class. With the stats you've been given, you can cover up the rogue's big deficiency (low damage when he can't sneak attack) by using high strength and/or Power Attack. It doesn't quite hit the plan of being able to sneak attack all the time, but it makes up for it another way. Bluff can be used to set up a sneak attack, and Improved TWF can let you make up to 4 sneak attacks per round. Using a standard weapon (which can be used either one or two handed) and a spiked gauntlet lets you switch easily between one and two weapon fighting styles.</p><p></p><p>Aasimar paladin 3/rogue 6</p><p>Str 18(22), Dex 18*, Con 15, Int 10, Wis 15, Cha 16*.</p><p>*Cha and Dex got level bumps. Con should get the next one.</p><p>Feats: Power Attack, Two Weapon Fighting, Improved Two Weapon Fighting, Improved Toughness</p><p>Skills: Tumble +16, Diplomacy +19, Sense Motive +14, Bluff +15, Jump +10, Use Magic Device +15, Decipher Script +5, Spot +4, Listen +4, Speak Common, Speak Celestial, Speak Draconic, Speak Elven, Speak Dwarven, Speak Giant</p><p>hp (assuming average dice, starting with rogue): 67</p><p>AC: 20</p><p>Fort: +12, Ref: +15, Will: +10.</p><p>Base Attack: +7/+2, Grapple +13</p><p>Attacks: +14/+9 (1d8+10, 19-20/x2), +1 adamantine longsword</p><p>or +12/+7 and +12/+7 (1d8+7, 19-20/x2) and (1d4+4, x2) two weapon style.</p><p></p><p>Gear: +1 mithral breastplate, +1 adamantine longsword, +1 spiked gauntlet, +4 girdle of giant strength, +2 cloak of resistance. Plus around 3000 gp worth of other stuff. Alternately, you can tune down the girdle and pick up the difference in defensive and utility items, or better weaponry.</p><p></p><p>Abilities: trapfinding (in theory only - it's not that kind of rogue), sneak attack +3d6, evasion, trap sense +2, uncanny dodge (dex to ac), aura of good, detect evil, smite evil 1/day, divine grace, aura of courage, lay on hands (9hp/day), divine health, darkvision, daylight (1/day at 9th level), resist acid, cold and electricity 5 each.</p></blockquote><p></p>
[QUOTE="Wish, post: 1603987, member: 13404"] Ok, try this one on for size. It may be completely incompatible with your campaign, of course. I don't know whether or not you or your DM consider the rogue class and sneak attacking to be fundamentally at odds with the paladin class. With the stats you've been given, you can cover up the rogue's big deficiency (low damage when he can't sneak attack) by using high strength and/or Power Attack. It doesn't quite hit the plan of being able to sneak attack all the time, but it makes up for it another way. Bluff can be used to set up a sneak attack, and Improved TWF can let you make up to 4 sneak attacks per round. Using a standard weapon (which can be used either one or two handed) and a spiked gauntlet lets you switch easily between one and two weapon fighting styles. Aasimar paladin 3/rogue 6 Str 18(22), Dex 18*, Con 15, Int 10, Wis 15, Cha 16*. *Cha and Dex got level bumps. Con should get the next one. Feats: Power Attack, Two Weapon Fighting, Improved Two Weapon Fighting, Improved Toughness Skills: Tumble +16, Diplomacy +19, Sense Motive +14, Bluff +15, Jump +10, Use Magic Device +15, Decipher Script +5, Spot +4, Listen +4, Speak Common, Speak Celestial, Speak Draconic, Speak Elven, Speak Dwarven, Speak Giant hp (assuming average dice, starting with rogue): 67 AC: 20 Fort: +12, Ref: +15, Will: +10. Base Attack: +7/+2, Grapple +13 Attacks: +14/+9 (1d8+10, 19-20/x2), +1 adamantine longsword or +12/+7 and +12/+7 (1d8+7, 19-20/x2) and (1d4+4, x2) two weapon style. Gear: +1 mithral breastplate, +1 adamantine longsword, +1 spiked gauntlet, +4 girdle of giant strength, +2 cloak of resistance. Plus around 3000 gp worth of other stuff. Alternately, you can tune down the girdle and pick up the difference in defensive and utility items, or better weaponry. Abilities: trapfinding (in theory only - it's not that kind of rogue), sneak attack +3d6, evasion, trap sense +2, uncanny dodge (dex to ac), aura of good, detect evil, smite evil 1/day, divine grace, aura of courage, lay on hands (9hp/day), divine health, darkvision, daylight (1/day at 9th level), resist acid, cold and electricity 5 each. [/QUOTE]
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