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Magic Of Incarnum?
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<blockquote data-quote="JiffyPopTart" data-source="post: 3640016" data-attributes="member: 4881"><p>Lawful Good</p><p>Aasimar (LA bought off)</p><p>Paladin 5, Fighter 4</p><p>Str 16, Dex 15, Con 16, Int 15, Wis 16, Cha 18</p><p>AC 17 (+5 armor, +2 dex) Touch 13, Flatfooted 18</p><p>Fort +12, Ref +6, Will +6</p><p>BAB +9/+4</p><p>Grapple +12</p><p>Weapons: Rapier with the Flaming property, longsword, and a light crossbow</p><p>Armor: Breastplate (-2ACP)</p><p>Skills: Climb +7, Concentration +9, Diplomacy +7, Heal +10, Knowledge (Arcana) +7, </p><p>Knowledge (The Planes) +8, Listen +4, Ride +9, Spellcraft +6, Swim +5</p><p>HP: 9d10+10</p><p>Initiative: +8</p><p>Skill Tricks: Healing Hands (On a successful Heal check to stabalize a dying character, </p><p>that char regains 1d6 HP)</p><p>Possesions: 100ft Hempen rope, Flint and Steel, 5 days worth of trail rations</p><p>Languages: Common, Celestial, Elven, Dwarvish</p><p>Money: 8290 GP</p><p>Feats: Extra Smiting*, Quick Draw, Power Attack, Weapon Focus (Rapier), Weapon </p><p>Specialization (Rapier), Extra Smiting*, Improved Init</p><p>Class Features: Aura of Good, Detect Evil, Smite Evil 6/day (2 from class levels+4 from </p><p>feats), Divine Grace, Lay on Hands (20HP/day), Aura of Courage (Immune to fear), Divine </p><p>Health(Immune to Disease), Turn Undead, Special Mount</p><p>Affiliations: Fist of Valor (the church of Heironeous), Aff score of 5</p><p>Racial Traits: Darkvision 60ft, Daylight 1/day, Resistance acid/5, cold/5, </p><p>electricity/5, +2 listen and spot checks</p><p>Magic items on person: Ring of Evasion</p><p></p><p>The only thing this guy can't do that your guy can is get the Uncanny Dodge. Also I had to dip into ONE non-core feat to get the same build, Extra Smiting from Complete Warrior.</p><p></p><p>Note that I also get a mount, as well as spells and turning undead ability. Also my to-hit should be one tick highter with Weapon Focus.</p><p></p><p>Also, I think you have one too many feats. You should have a feat at 1-3-6-9=4 feats. If your game gives you an extra feat above what you should have, then I can tack one more onto my build.</p><p></p><p>DS</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 3640016, member: 4881"] Lawful Good Aasimar (LA bought off) Paladin 5, Fighter 4 Str 16, Dex 15, Con 16, Int 15, Wis 16, Cha 18 AC 17 (+5 armor, +2 dex) Touch 13, Flatfooted 18 Fort +12, Ref +6, Will +6 BAB +9/+4 Grapple +12 Weapons: Rapier with the Flaming property, longsword, and a light crossbow Armor: Breastplate (-2ACP) Skills: Climb +7, Concentration +9, Diplomacy +7, Heal +10, Knowledge (Arcana) +7, Knowledge (The Planes) +8, Listen +4, Ride +9, Spellcraft +6, Swim +5 HP: 9d10+10 Initiative: +8 Skill Tricks: Healing Hands (On a successful Heal check to stabalize a dying character, that char regains 1d6 HP) Possesions: 100ft Hempen rope, Flint and Steel, 5 days worth of trail rations Languages: Common, Celestial, Elven, Dwarvish Money: 8290 GP Feats: Extra Smiting*, Quick Draw, Power Attack, Weapon Focus (Rapier), Weapon Specialization (Rapier), Extra Smiting*, Improved Init Class Features: Aura of Good, Detect Evil, Smite Evil 6/day (2 from class levels+4 from feats), Divine Grace, Lay on Hands (20HP/day), Aura of Courage (Immune to fear), Divine Health(Immune to Disease), Turn Undead, Special Mount Affiliations: Fist of Valor (the church of Heironeous), Aff score of 5 Racial Traits: Darkvision 60ft, Daylight 1/day, Resistance acid/5, cold/5, electricity/5, +2 listen and spot checks Magic items on person: Ring of Evasion The only thing this guy can't do that your guy can is get the Uncanny Dodge. Also I had to dip into ONE non-core feat to get the same build, Extra Smiting from Complete Warrior. Note that I also get a mount, as well as spells and turning undead ability. Also my to-hit should be one tick highter with Weapon Focus. Also, I think you have one too many feats. You should have a feat at 1-3-6-9=4 feats. If your game gives you an extra feat above what you should have, then I can tack one more onto my build. DS [/QUOTE]
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