My hat of elf know no limit
dontpunkme said:
No, I already have a pretty good personality worked out for the character. I was wondering whats a good method was to use from a game mechanics stand point. As per setting its in my friend's campaign - heavily influenced by Gemstone 3. At least this time around he's gotten rid of those accursed AVD tables.
Well, give him armor made of mithral (glasssteel is probably not available), chain mail or full plate (depending on how much you want to put into dexterity).
Of course, he'll use a longsword (made of mithral or adamantine) and you can give him a shield, too (again, made of mithral). A rapier, or maybe elven thinblade, can be useful if you want to go the way of weapon finesse
High wisdom goes without saying. Dex can be good, but doesn't need to be too high. Str and Con are useful if you want him combat-oriented, Int is good for a tactician (you don't need too much in that, but I'd say no less than 12, or 13 if you want to take the combat expertise path), and Cha if you want him to be a good commander and blaster of undead (if you use Divine Might, you can favour Charisma instead of strength - though you still need 13 for power attack - and boost your dexterity some more and go with weapon finesse).
Concentration is a must-have, Spellcraft and Knowledge (Religion) are important as well. Beyond that ther are Knowledge (Arcana), some Performs and Crafts, maybe something along the lines of Battle or Knowledge (Tactics), if the DM uses/allows one of those
You'll want Power Attack and Divine Might, maybe Extra Turning to get more uses out of it. Other Divine Feats aren't to be spit on, either. Quicken Spell will be useful later (to get some of the buffs for free). Beyond that you might consider going the expertise, dodge, or power attack chains, or even archery.
You might use a mix of buffing and blasting as spells. Divine Favour, Divine Power and Righteous Might will do you a world of good.