Okay so im posting up a run down of my current 3rd edition dnd character for your scrutiny and hopefully for some useful advice for the future of my character.
So far he has 1 Level in Ranger/5 level in Paladin/3 Levels in Sword of Righteosness/6 level in Knight of the Chalice
(Had to take the level in Ranger to get the Favored enemy daemons for the KOTC requirement and took the three level in SOR for the three free exhalted feats.)
BASE ABILITIES
Str - 20
Dex - 14
Con - 13
Int - 12
Wis - 14
Cha - 16
FEATS
Nymphs Kiss for level 1
Knight of the Stars for Human
Power attack for level 3
Improved Shield Bash for level 6
Divine Shield for level 9
3 exhalted feats for the three levels of sword of righteosness
Level 7 Nemesis
Level 8 Celestial Mount (made my copper dragon celestial =)
Level 9 Exhalted Spell Resistance
Level 12 Cleave
level 15 Exotic Weapons Proficiency (Mercurial Greatsword)
SKILL RANKS
18 in ride (12 cross class points in it)
4 in spot
4 in concentration
5 in heal
5 in handle animal
4 in wilderness lore
1 in listen
10 in knowledge religion
18 in diplomacy
17 (10 cross class points) in knowledge the planes
4 in sense motive
EQUIPMENT
+5 Holy , Frost, Frost Burst, Mercurial Greatsword
+5 Lawful, Shocking Burst, Giant Bane[FONT="][/FONT] Mighty (+4) Composite Longbow
[FONT="]+1 Mithral Commanding Spell Resisting (13) Full Plate (The Commanding is the one from Defenders of the Faith not the on from Arms and Equipment guide)[/FONT]
[FONT="]Exotic military saddle[/FONT]
[FONT="]Headband of ferocity[/FONT]
[FONT="]Hewards handy haversack [/FONT]
[FONT="]Holy Symbol Bronze[/FONT]
[FONT="]Holy Text book[/FONT]
[FONT="]Staff of life (47 charges)[/FONT]
and some more misc equipment
SPELLS
Protection from evil
Divine Savrifice (This spell rocks big time)
Aid
Magic Circle of Protection
[FONT="]FOR MY NEXT PURCHASES IM LOOKNG TO MAKE WITH A BIG FAT CHUNK OF GOLD i HAVE SAVED UP
[/FONT]
[FONT="] +1 Mithral Speed Command Half Plate[/FONT][FONT="][/FONT] for my Copper Dragon 41,950 gp (Both enhancements are from defenders of the faith)
[FONT="][/FONT] [FONT="]+1 Speed Animated Large Steel Shield 35000 gp[/FONT]
[FONT="]Scabbard of Keen Edges 15000 gp[/FONT]
[FONT="]Quiver of Ehlona 1800 gp [/FONT]
[FONT="]Pearl of power level 1 1000 gp[/FONT]
[FONT="]Ring of growth 18000 [/FONT]
[FONT="]Shrink color 10000[/FONT]
[FONT="]Ioun Stone (con) 8000 [/FONT]
[FONT="]Cloak of charisma +6 36,000 [/FONT]
[FONT="]Ring of force shield 8500 [/FONT]
[FONT="]2x Arm of nyr 25600 [/FONT]
[FONT="]Retributive amulet 56000 [/FONT]
[FONT="]Going to sell the full plate for a mithriil chain shirt with the same enchantments as the full plate to acocmodate the new dexterity bonus 37250[/FONT]
[FONT="]Dastana 25 gp[/FONT]
[FONT="]Chahar-Aina 75gp[/FONT]
[FONT="]HAMMERSPhere 2500[/FONT]
Special Abilites From levels in all his Classes
[FONT="]Detect Evil:[/FONT][FONT="] [/FONT][FONT="]At will, the paladin can [/FONT][FONT="]detect evil [/FONT][FONT="]as a spell-like[/FONT]
[FONT="]ability. This ability duplicates the effects of the spell [/FONT][FONT="]detect evil[/FONT][FONT="].[/FONT]
[FONT="] [/FONT]
[FONT="]Divine Grace:[/FONT][FONT="] [/FONT][FONT="]A paladin applies her Charisma modifier (if[/FONT]
[FONT="]positive) as a bonus to all saving throws.[/FONT]
[FONT="] [/FONT]
[FONT="]Lay on Hands:[/FONT][FONT="] [/FONT][FONT="]A paladin can heal wounds by touch. Each day[/FONT]
[FONT="]she can cure a total number of hit points equal to her Charisma[/FONT]
[FONT="]bonus (if any) times her level. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) may cure up to 21 points of damage. The paladin can cure herself. She may choose to divide her curing among multiple recipients, and she doesn’t have to use it all at once. [/FONT][FONT="]Lay on hands [/FONT][FONT="]is a spell-like ability whose use is a standard action. Alternatively, the paladin can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The paladin decides how many cure points to use as damage after successfully touching the undead creature.[/FONT]
[FONT="] [/FONT]
[FONT="]Divine Health:[/FONT][FONT="] [/FONT][FONT="]A paladin is immune to all diseases, including[/FONT]
[FONT="]magical diseases such as mummy rot and lycanthropy.[/FONT]
[FONT="] [/FONT]
[FONT="]Aura of Courage:[/FONT][FONT="] [/FONT][FONT="]Beginning at 2nd level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.[/FONT]
[FONT="] [/FONT]
[FONT="]Smite Evil:[/FONT][FONT="] [/FONT][FONT="]Once per day, a paladin of 2nd level or higher may[/FONT]
[FONT="]attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability.[/FONT]
[FONT="]Smite evil is a supernatural ability.[/FONT]
[FONT="] [/FONT]
[FONT="]Remove Disease:[/FONT][FONT="] Beginning at 3rd level, a paladin can remove[/FONT]
[FONT="]disease[/FONT][FONT="], as per the spell remove disease, once per week. She can use this ability more often as she advances in levels (twice per week at 6th level, three times per week at 9th level, and so forth). Remove disease is a spell-like ability for paladins.[/FONT]
[FONT="] [/FONT]
[FONT="]Turn Undead:[/FONT][FONT="] When a paladin reaches 3rd level, she gains the[/FONT]
[FONT="]supernatural ability to turn undead. She may use this ability a[/FONT]
[FONT="]number of times per day equal to three plus her Charisma modifier. She turns undead as a cleric of two levels lower would. (See Turn and Rebuke Undead, page 139.)[/FONT]
[FONT="] [/FONT]
[FONT="]Paladin bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier.[/FONT]
[FONT="] [/FONT]
[FONT="]Track:[/FONT][FONT="] [/FONT][FONT="]A ranger gains Track (see page 85) as a bonus feat.[/FONT]
[FONT="] [/FONT]
[FONT="]Favored Enemy[/FONT][FONT="]: [/FONT][FONT="]At 1st level, a ranger may select a type of[/FONT]
[FONT="]creature (dragons, giants, goblinoids, undead, etc.) as a favored[/FONT]
[FONT="]enemy. (A ranger can only select his own race as a favored enemy if he is evil.) Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with[/FONT]
[FONT="]deadly accuracy beyond that range). The bonus doesn’t apply to damage against creatures that are immune to critical hits.[/FONT]
[FONT="] [/FONT]
[FONT="]REMEMBER FAVORED ENEMY GIVE YOU +1 ON KNOWLEDGE PLANES TO INDENTIFY INSTEAD OF +1 WILDERNESS LORE[/FONT]
[FONT="] [/FONT]
[FONT="]Demonslaying: [/FONT][FONT="]Knights of the Chalice gain a number of special benefits in combat with demons. A 1st-level knight of the Chalice gets a +1 competence bonus on attack rolls against demons. On a successful attack, he deals an additional ld6 points of damage due to his expertise in combating these creatures. These bonuses increase as the knight advances in level, as shown on Table 3-9. A 1st-level knight of the Chalice's +1 competence bonus also applies to Intimidate, Listen, Sense Motive, and Spot checks when he uses these skills against demons. He gets the same bonus on Will saving throws against attacks from demons, and to opposed ability checks he makes against demons. These bonuses all stack with the knight's favored enemy bonus.[/FONT]
[FONT="] [/FONT]
[FONT="]Censure Demons (Su): [/FONT][FONT="]Knights of the Chalice can censure demons, much as clerics turn undead. Rather than channeling positive energy, the knight of the Chalice channels energy from the celestial planes of lawful good. Like a cleric, the knight makes a Charisma check and consults Table 8-16, page 140 of the Player's Handbook. Instead of using his class level, however, he uses his character level to determine the most powerful demon he can censure. He then rolls 2d6 + his knight of the Chalice level + his Charisma modifier for censuring damage. Using both his character level and his knight of the Chalice class level in this manner means that he is more likely to affect a single powerful demon, but unlikely to turn more[/FONT]
[FONT="]than one of them. A censured demon is stunned by the knight's holy power. Stunned creatures lose their Dexterity bonus to AC (if any) and can take no actions. Foes gain a +2 circumstance bonus to hit stunned creatures. If a knight of the Chalice attacks a censured demon, the demon can act normally on its next turn. If the knight of the Chalice's character level is at least twice the demons' Hit Dice, he banishes the demons back to their home plane. Like a cleric, a knight of the Chalice can make a number of censuring attempts per day equal to 3 + his Charisma modifier. These attempts are separate from any attempts to turn undead.[/FONT]
[FONT="] [/FONT]
[FONT="]Spell Focus and Spell Penetration Feats: [/FONT][FONT="]Knights of the Chalice automatically gain the benefits of the Spell Focus and Spell Penetration feats when casting a targeted spell against a demon. The saving throw DC for such spells is increased by +2, and the knight gets a +2 bonus on caster level checks to beat the demon's spell resistance.[/FONT]
[FONT="] [/FONT]
[FONT="]Courage of Heaven (Su): [/FONT][FONT="]A knight of the Chalice of 2nd level or higher is immune to fear effects cast or created by demons. Allies within 10 feet of the knight of the Chalice gain a +4 morale bonus on saving throws against these effects as well.[/FONT]
[FONT="] [/FONT]
[FONT="]Heavenly Devotion (Su): [/FONT][FONT="]At 5th level and above, a knight of the Chalice is immune to enchantment spells and effects cast or created by demons, including charms and suggestions. Allies within 10 feet of the knight of the Chalice gain a +4 morale bonus on saving throws against these effects as well.[/FONT]
So far he has 1 Level in Ranger/5 level in Paladin/3 Levels in Sword of Righteosness/6 level in Knight of the Chalice
(Had to take the level in Ranger to get the Favored enemy daemons for the KOTC requirement and took the three level in SOR for the three free exhalted feats.)
BASE ABILITIES
Str - 20
Dex - 14
Con - 13
Int - 12
Wis - 14
Cha - 16
FEATS
Nymphs Kiss for level 1
Knight of the Stars for Human
Power attack for level 3
Improved Shield Bash for level 6
Divine Shield for level 9
3 exhalted feats for the three levels of sword of righteosness
Level 7 Nemesis
Level 8 Celestial Mount (made my copper dragon celestial =)
Level 9 Exhalted Spell Resistance
Level 12 Cleave
level 15 Exotic Weapons Proficiency (Mercurial Greatsword)
SKILL RANKS
18 in ride (12 cross class points in it)
4 in spot
4 in concentration
5 in heal
5 in handle animal
4 in wilderness lore
1 in listen
10 in knowledge religion
18 in diplomacy
17 (10 cross class points) in knowledge the planes
4 in sense motive
EQUIPMENT
+5 Holy , Frost, Frost Burst, Mercurial Greatsword
+5 Lawful, Shocking Burst, Giant Bane[FONT="][/FONT] Mighty (+4) Composite Longbow
[FONT="]+1 Mithral Commanding Spell Resisting (13) Full Plate (The Commanding is the one from Defenders of the Faith not the on from Arms and Equipment guide)[/FONT]
[FONT="]Exotic military saddle[/FONT]
[FONT="]Headband of ferocity[/FONT]
[FONT="]Hewards handy haversack [/FONT]
[FONT="]Holy Symbol Bronze[/FONT]
[FONT="]Holy Text book[/FONT]
[FONT="]Staff of life (47 charges)[/FONT]
and some more misc equipment
SPELLS
Protection from evil
Divine Savrifice (This spell rocks big time)
Aid
Magic Circle of Protection
[FONT="]FOR MY NEXT PURCHASES IM LOOKNG TO MAKE WITH A BIG FAT CHUNK OF GOLD i HAVE SAVED UP
[/FONT]
[FONT="] +1 Mithral Speed Command Half Plate[/FONT][FONT="][/FONT] for my Copper Dragon 41,950 gp (Both enhancements are from defenders of the faith)
[FONT="][/FONT] [FONT="]+1 Speed Animated Large Steel Shield 35000 gp[/FONT]
[FONT="]Scabbard of Keen Edges 15000 gp[/FONT]
[FONT="]Quiver of Ehlona 1800 gp [/FONT]
[FONT="]Pearl of power level 1 1000 gp[/FONT]
[FONT="]Ring of growth 18000 [/FONT]
[FONT="]Shrink color 10000[/FONT]
[FONT="]Ioun Stone (con) 8000 [/FONT]
[FONT="]Cloak of charisma +6 36,000 [/FONT]
[FONT="]Ring of force shield 8500 [/FONT]
[FONT="]2x Arm of nyr 25600 [/FONT]
[FONT="]Retributive amulet 56000 [/FONT]
[FONT="]Going to sell the full plate for a mithriil chain shirt with the same enchantments as the full plate to acocmodate the new dexterity bonus 37250[/FONT]
[FONT="]Dastana 25 gp[/FONT]
[FONT="]Chahar-Aina 75gp[/FONT]
[FONT="]HAMMERSPhere 2500[/FONT]
Special Abilites From levels in all his Classes
[FONT="]Detect Evil:[/FONT][FONT="] [/FONT][FONT="]At will, the paladin can [/FONT][FONT="]detect evil [/FONT][FONT="]as a spell-like[/FONT]
[FONT="]ability. This ability duplicates the effects of the spell [/FONT][FONT="]detect evil[/FONT][FONT="].[/FONT]
[FONT="] [/FONT]
[FONT="]Divine Grace:[/FONT][FONT="] [/FONT][FONT="]A paladin applies her Charisma modifier (if[/FONT]
[FONT="]positive) as a bonus to all saving throws.[/FONT]
[FONT="] [/FONT]
[FONT="]Lay on Hands:[/FONT][FONT="] [/FONT][FONT="]A paladin can heal wounds by touch. Each day[/FONT]
[FONT="]she can cure a total number of hit points equal to her Charisma[/FONT]
[FONT="]bonus (if any) times her level. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) may cure up to 21 points of damage. The paladin can cure herself. She may choose to divide her curing among multiple recipients, and she doesn’t have to use it all at once. [/FONT][FONT="]Lay on hands [/FONT][FONT="]is a spell-like ability whose use is a standard action. Alternatively, the paladin can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The paladin decides how many cure points to use as damage after successfully touching the undead creature.[/FONT]
[FONT="] [/FONT]
[FONT="]Divine Health:[/FONT][FONT="] [/FONT][FONT="]A paladin is immune to all diseases, including[/FONT]
[FONT="]magical diseases such as mummy rot and lycanthropy.[/FONT]
[FONT="] [/FONT]
[FONT="]Aura of Courage:[/FONT][FONT="] [/FONT][FONT="]Beginning at 2nd level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.[/FONT]
[FONT="] [/FONT]
[FONT="]Smite Evil:[/FONT][FONT="] [/FONT][FONT="]Once per day, a paladin of 2nd level or higher may[/FONT]
[FONT="]attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability.[/FONT]
[FONT="]Smite evil is a supernatural ability.[/FONT]
[FONT="] [/FONT]
[FONT="]Remove Disease:[/FONT][FONT="] Beginning at 3rd level, a paladin can remove[/FONT]
[FONT="]disease[/FONT][FONT="], as per the spell remove disease, once per week. She can use this ability more often as she advances in levels (twice per week at 6th level, three times per week at 9th level, and so forth). Remove disease is a spell-like ability for paladins.[/FONT]
[FONT="] [/FONT]
[FONT="]Turn Undead:[/FONT][FONT="] When a paladin reaches 3rd level, she gains the[/FONT]
[FONT="]supernatural ability to turn undead. She may use this ability a[/FONT]
[FONT="]number of times per day equal to three plus her Charisma modifier. She turns undead as a cleric of two levels lower would. (See Turn and Rebuke Undead, page 139.)[/FONT]
[FONT="] [/FONT]
[FONT="]Paladin bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier.[/FONT]
[FONT="] [/FONT]
[FONT="]Track:[/FONT][FONT="] [/FONT][FONT="]A ranger gains Track (see page 85) as a bonus feat.[/FONT]
[FONT="] [/FONT]
[FONT="]Favored Enemy[/FONT][FONT="]: [/FONT][FONT="]At 1st level, a ranger may select a type of[/FONT]
[FONT="]creature (dragons, giants, goblinoids, undead, etc.) as a favored[/FONT]
[FONT="]enemy. (A ranger can only select his own race as a favored enemy if he is evil.) Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with[/FONT]
[FONT="]deadly accuracy beyond that range). The bonus doesn’t apply to damage against creatures that are immune to critical hits.[/FONT]
[FONT="] [/FONT]
[FONT="]REMEMBER FAVORED ENEMY GIVE YOU +1 ON KNOWLEDGE PLANES TO INDENTIFY INSTEAD OF +1 WILDERNESS LORE[/FONT]
[FONT="] [/FONT]
[FONT="]Demonslaying: [/FONT][FONT="]Knights of the Chalice gain a number of special benefits in combat with demons. A 1st-level knight of the Chalice gets a +1 competence bonus on attack rolls against demons. On a successful attack, he deals an additional ld6 points of damage due to his expertise in combating these creatures. These bonuses increase as the knight advances in level, as shown on Table 3-9. A 1st-level knight of the Chalice's +1 competence bonus also applies to Intimidate, Listen, Sense Motive, and Spot checks when he uses these skills against demons. He gets the same bonus on Will saving throws against attacks from demons, and to opposed ability checks he makes against demons. These bonuses all stack with the knight's favored enemy bonus.[/FONT]
[FONT="] [/FONT]
[FONT="]Censure Demons (Su): [/FONT][FONT="]Knights of the Chalice can censure demons, much as clerics turn undead. Rather than channeling positive energy, the knight of the Chalice channels energy from the celestial planes of lawful good. Like a cleric, the knight makes a Charisma check and consults Table 8-16, page 140 of the Player's Handbook. Instead of using his class level, however, he uses his character level to determine the most powerful demon he can censure. He then rolls 2d6 + his knight of the Chalice level + his Charisma modifier for censuring damage. Using both his character level and his knight of the Chalice class level in this manner means that he is more likely to affect a single powerful demon, but unlikely to turn more[/FONT]
[FONT="]than one of them. A censured demon is stunned by the knight's holy power. Stunned creatures lose their Dexterity bonus to AC (if any) and can take no actions. Foes gain a +2 circumstance bonus to hit stunned creatures. If a knight of the Chalice attacks a censured demon, the demon can act normally on its next turn. If the knight of the Chalice's character level is at least twice the demons' Hit Dice, he banishes the demons back to their home plane. Like a cleric, a knight of the Chalice can make a number of censuring attempts per day equal to 3 + his Charisma modifier. These attempts are separate from any attempts to turn undead.[/FONT]
[FONT="] [/FONT]
[FONT="]Spell Focus and Spell Penetration Feats: [/FONT][FONT="]Knights of the Chalice automatically gain the benefits of the Spell Focus and Spell Penetration feats when casting a targeted spell against a demon. The saving throw DC for such spells is increased by +2, and the knight gets a +2 bonus on caster level checks to beat the demon's spell resistance.[/FONT]
[FONT="] [/FONT]
[FONT="]Courage of Heaven (Su): [/FONT][FONT="]A knight of the Chalice of 2nd level or higher is immune to fear effects cast or created by demons. Allies within 10 feet of the knight of the Chalice gain a +4 morale bonus on saving throws against these effects as well.[/FONT]
[FONT="] [/FONT]
[FONT="]Heavenly Devotion (Su): [/FONT][FONT="]At 5th level and above, a knight of the Chalice is immune to enchantment spells and effects cast or created by demons, including charms and suggestions. Allies within 10 feet of the knight of the Chalice gain a +4 morale bonus on saving throws against these effects as well.[/FONT]