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Need help w/makin a 15th level Elven Paladin
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<blockquote data-quote="FalcWP" data-source="post: 2837350" data-attributes="member: 16858"><p>I went with a multiclass build to increase your fighting potential (and also lets you get two-weapon fighting without a 15 Dexterity). It does limit your spellcasting and some of your Paladin abilities; feel free to drop to 2 levels of fighter and 1 of Ranger to get 11 levels of Paladin.</p><p></p><p>Also - Note that you would either have to play a half-elf, or have a DM who is willing to ignore the XP penalties (since Paladin isn't an Elf's favored class). Everything below is based on an Elf; a half-elf would have a 16 Dexterity (20 with his Amulet of Health), and a 12 Dexterity (16 with his Gloves of Dexterity). If you go half-elf, you gain 15 hit points and +1 on Fortitude saves for -1 on Reflex saves and -1 to AC.</p><p></p><p>If you were single-classed as a Paladin, you would lose Track and Endurance, as well as Weapon Specialization and three other feats (I'd probably pick a combination of Mounted Combat, Two-Weapon Defense, Iron Will and Cleave), then pick up Two-Weapon Fighting as a normal feat. You would probably want to drop your Constitution by 2 to increase your Dexterity and Wisdom by 2 each (To qualify for TWF and to gain access to your higher level spells, respectively)</p><p></p><p>One other thing to consider: Pick up 5 ranks of Hide, and two of Knowledge (Religion), as well as the Improved Sunder feat (Possibly in place of Mounted Combat) before you start. Consider it insurance in case you violate your Paladin code and your DM is stingy about letting you atone - you'll qualify for the Blackguard Prestige Class, and can "cash in" your Paladin levels for new abilities... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Fighter 4/Ranger 3/Paladin 8</p><p></p><p>Str: 18 [22] (+1 at Level 4, 8, 12, +4 from Belt of Giant Strength) (15 at level 1; 8 points)</p><p>Dex: 14 [18] (+4 from Gloves of Dexterity) (12 at level 1; +2 from Racial; 4 points)</p><p>Con: 14 [18] (+4 from Amulet of Health) (16 at level 1; -2 from Racial; 10 points)</p><p>Int: 10 (2 points)</p><p>Wis: 12 (4 points)</p><p>Cha: 16 [22] (+6 from Cloak of Charisma) (10 points)</p><p></p><p>HP: 8 + 2d8 + 12d10 + 60; Average of 143</p><p>Saves: Fort +23; Ref +16; Will +13</p><p>AC: 27 (+8 (Celestial Armor), +1 (Two Weapon Defense), +3 (Ring of Protection +3), +4 (Dexterity), +1 (Dusty Rose Ioun Stone))</p><p>ACP: -2</p><p></p><p>Feats:</p><p></p><p>Level 1: Exotic Weapon Proficiency (Two-Bladed Sword)</p><p>Ranger 1: Track</p><p>Ranger 2: Two Weapon Fighting</p><p>Ranger 3: Endurance</p><p>Level 3: Power Attack </p><p>Fighter 1: Weapon Focus (Two-Bladed Sword)</p><p>Fighter 2: Cleave</p><p>Level 6: Iron Will</p><p>Fighter 4: Weapon Specialization (Two-Bladed Sword)</p><p>Level 9: Improved Critical (Two-Bladed Sword)</p><p>Level 12: Mounted Combat</p><p>Level 15: Two-Weapon Defense</p><p></p><p>Mounted Combat can be dropped for Lightning Reflexes, Leadership, or another feat if you want.</p><p></p><p>If you want to get a few more Paladin levels, drop Weapon Specialization.</p><p></p><p></p><p>Skills:</p><p></p><p>I'd probably get skills such as Ride, Jump, and Climb to decent levels with the Fighter and Ranger levels. Use the Paladin levels to boost Diplomacy and Sense Motive. Ranks in Search, Listen, and Spot could all help you as well.</p><p></p><p>Equipment:</p><p></p><p>Celestial Armor (22,400) - It counts as light armor, which means your two-weapon fighting still works. It also lets you fly once per day, helping you against airborne foes.</p><p></p><p>+1 Holy/+1 Axiomatic Two-Bladed Sword (36,700) - Though you could go with Holy on each end, this will let you take care of Chaotic Neutral opponents as well; when you smite and toss in the Holy end, evil guys are not going to have a good day.</p><p></p><p>Cloak of Charisma +6 (36,000) - Charisma boosters as important for you.</p><p></p><p>Gloves of Dexterity +4 (16,000) - Extra AC and Reflex saves</p><p></p><p>Belt of Giant Strength +4 (16,000) - More melee damage</p><p></p><p>Amulet of Health +4 (16,000) - More hit points (and a boost to your already great Fort saves)</p><p></p><p>Boots of Striding and Springing (5,500) - extra speed to help your allies on the battlefield</p><p></p><p>Ring of Protection +3 (18,000) - more AC is good</p><p></p><p>Ring of Evasion (25,000) - You have a good Reflex save... might as well take advantage of it</p><p></p><p>Dusty Rose Ioun Stone (5,000) - Again, AC is your friend</p><p></p><p>3,400 for misc. equipment. Drop the Ring of Protection +3 to +2 for an extra 10,000, or Cloak of Charisma +6 to +4 for 20,000 (or both) if there's an item you really want. Alternatively, pick up a Heward's Handy Haversack for 2,000. Obviously, any of the secondary stat boosters can be dropped entirely for 16,000 gold, or reduced to +2 items for 12,000 gold if there are other items you want.</p></blockquote><p></p>
[QUOTE="FalcWP, post: 2837350, member: 16858"] I went with a multiclass build to increase your fighting potential (and also lets you get two-weapon fighting without a 15 Dexterity). It does limit your spellcasting and some of your Paladin abilities; feel free to drop to 2 levels of fighter and 1 of Ranger to get 11 levels of Paladin. Also - Note that you would either have to play a half-elf, or have a DM who is willing to ignore the XP penalties (since Paladin isn't an Elf's favored class). Everything below is based on an Elf; a half-elf would have a 16 Dexterity (20 with his Amulet of Health), and a 12 Dexterity (16 with his Gloves of Dexterity). If you go half-elf, you gain 15 hit points and +1 on Fortitude saves for -1 on Reflex saves and -1 to AC. If you were single-classed as a Paladin, you would lose Track and Endurance, as well as Weapon Specialization and three other feats (I'd probably pick a combination of Mounted Combat, Two-Weapon Defense, Iron Will and Cleave), then pick up Two-Weapon Fighting as a normal feat. You would probably want to drop your Constitution by 2 to increase your Dexterity and Wisdom by 2 each (To qualify for TWF and to gain access to your higher level spells, respectively) One other thing to consider: Pick up 5 ranks of Hide, and two of Knowledge (Religion), as well as the Improved Sunder feat (Possibly in place of Mounted Combat) before you start. Consider it insurance in case you violate your Paladin code and your DM is stingy about letting you atone - you'll qualify for the Blackguard Prestige Class, and can "cash in" your Paladin levels for new abilities... ;) Fighter 4/Ranger 3/Paladin 8 Str: 18 [22] (+1 at Level 4, 8, 12, +4 from Belt of Giant Strength) (15 at level 1; 8 points) Dex: 14 [18] (+4 from Gloves of Dexterity) (12 at level 1; +2 from Racial; 4 points) Con: 14 [18] (+4 from Amulet of Health) (16 at level 1; -2 from Racial; 10 points) Int: 10 (2 points) Wis: 12 (4 points) Cha: 16 [22] (+6 from Cloak of Charisma) (10 points) HP: 8 + 2d8 + 12d10 + 60; Average of 143 Saves: Fort +23; Ref +16; Will +13 AC: 27 (+8 (Celestial Armor), +1 (Two Weapon Defense), +3 (Ring of Protection +3), +4 (Dexterity), +1 (Dusty Rose Ioun Stone)) ACP: -2 Feats: Level 1: Exotic Weapon Proficiency (Two-Bladed Sword) Ranger 1: Track Ranger 2: Two Weapon Fighting Ranger 3: Endurance Level 3: Power Attack Fighter 1: Weapon Focus (Two-Bladed Sword) Fighter 2: Cleave Level 6: Iron Will Fighter 4: Weapon Specialization (Two-Bladed Sword) Level 9: Improved Critical (Two-Bladed Sword) Level 12: Mounted Combat Level 15: Two-Weapon Defense Mounted Combat can be dropped for Lightning Reflexes, Leadership, or another feat if you want. If you want to get a few more Paladin levels, drop Weapon Specialization. Skills: I'd probably get skills such as Ride, Jump, and Climb to decent levels with the Fighter and Ranger levels. Use the Paladin levels to boost Diplomacy and Sense Motive. Ranks in Search, Listen, and Spot could all help you as well. Equipment: Celestial Armor (22,400) - It counts as light armor, which means your two-weapon fighting still works. It also lets you fly once per day, helping you against airborne foes. +1 Holy/+1 Axiomatic Two-Bladed Sword (36,700) - Though you could go with Holy on each end, this will let you take care of Chaotic Neutral opponents as well; when you smite and toss in the Holy end, evil guys are not going to have a good day. Cloak of Charisma +6 (36,000) - Charisma boosters as important for you. Gloves of Dexterity +4 (16,000) - Extra AC and Reflex saves Belt of Giant Strength +4 (16,000) - More melee damage Amulet of Health +4 (16,000) - More hit points (and a boost to your already great Fort saves) Boots of Striding and Springing (5,500) - extra speed to help your allies on the battlefield Ring of Protection +3 (18,000) - more AC is good Ring of Evasion (25,000) - You have a good Reflex save... might as well take advantage of it Dusty Rose Ioun Stone (5,000) - Again, AC is your friend 3,400 for misc. equipment. Drop the Ring of Protection +3 to +2 for an extra 10,000, or Cloak of Charisma +6 to +4 for 20,000 (or both) if there's an item you really want. Alternatively, pick up a Heward's Handy Haversack for 2,000. Obviously, any of the secondary stat boosters can be dropped entirely for 16,000 gold, or reduced to +2 items for 12,000 gold if there are other items you want. [/QUOTE]
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