Paladin 2 / Sorcerer 1 Needs a Prestige Class!

swordsmasher

First Post
Hey, I am playing a Paladin 2 / Sorcerer 1 and I am looking for a good or interesting Prestige class that fits the Niche of these two classes. Anyone can help?
 

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Rainbow Servant (Complete Divine). Arcane caster taught by couatls, gaining divine power.
 
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Pal2/Sor4/Spellsword3/Eldritch KnightX is really nice. You can cast in a mithral breastplate without spell failure, you're only down 2 BAB, and can take Practiced Spellcaster to make up the lost caster levels (although not spell access).

I'm actually going to start a character like this in the next month or so.
 

How about one of the more powerful combo's out there: Paladin 2/ Sorceror 4/ Spellsword 3/ Eldritch Knight 10/ Archmage 1. Character type would be the knight/ mage variant, fighting with both steel and spell.

At 20th level- +17 BAB, 2d10+4d4+3d8+10d6+1d4 HD, 16th level spellcasting ability, ability to wear armor and cast spells, two bonus feats, and saves of +14 +5 +12. You'd also get access to a High Arcana ability, my preffered choice being Mastery of Elements. Another must have is practiced spellcaster from Complete Adventurer to raise your effective CL to 20.
 
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Well it obviously depends on what you want to emphasize more, melee fighting or casting. I'm guessing the reason you did Pal 2/Sorc 1 in the first place is cause you are playing a high CHA character. If this is the case, I would say that divine grace from the Pally is all you need, so look for an arcane PrC. If you do want a gish though, a few good PrCs follow:

Eldritch Knight-Good just cause you can continue casting progression and have a high BAB, but generally just used to fill levels before you can get a better PrC.

Spellsword-This would probably be your best bet. You will be able to cast in armor, have a high BAB, and half caster progression. The caster thing is a bit of a problem, but this is for a melee build.

Arcane Duelist-This one might not work for you, depending what your ability scores are, but it is a melee class that doesn't use armor, so you can keep being a spellcaster. Also, you add CHA to AC. You can find it here.http://www.wizards.com/default.asp?x=dnd/re/20030224a

I'm sure I'm missing some of the good PrCs for a gish, but oh well. I think you should be a caster anyway, and focus on CHA synergy. Here are some suggestion for that.

Mystic Wanderer (MoF)-Full caster progression plus CHA to AC and some other good stuff.

Fatespinner-Proably the best Arcane PrC out there, but you will have to wait a while to get into it. This one's kinda random, but I threw it in cause I love it so much.

Arcane Devotee-Full casting, plus synergy with divine magic and stuff.

Incantrix-Look it up and beware, for using this class may cause your DM to smite you.

Well those are just a few ideas I had, but if you can tell me more specifically what you want out of this character, I might be able to help you in a more concrete way.

If you just want to use CHA for some great synergy, look here. http://boards1.wizards.com/showthread.php?t=320889
 

Bryan898 said:
How about one of the more powerful combo's out there: Paladin 2/ Sorceror 4/ Spellsword 3/ Eldritch Knight 10. Character type would be the knight/ mage variant, fighting with both steel and spell.

At 19th level- +17 BAB, 2d10+4d4+3d8+10d6 HD, 15th level spellcasting ability, ability to wear armor and cast spells, two bonus feats, and saves of +14 +5 +10.

This might need to be adjusted a little bit. Keep in mind that being a 14th level caster for a Sorcerer with another level in some other class, or 16th level caster and losing another class level somewhere else whould both be better than staying at CL 15.
 

Paladin is pretty much a prestige class. Just stick with Pal all the way. Use your Sorc level(s) for True Strike (mixes well with Power Attack) and other spells with no somatic components so you can avoid that pesky arcane spell failure.

Here's a list of sorc/wiz spells with no somatic components.

(CA) = Complete Arcane
(CV) = Complete Adventurer
(RW) = Races of the Wild

SORCERER/WIZARD SPELLS

0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)
Flare: Dazzles one creature (-1 on attack rolls).

1ST-LEVEL SORCERER/WIZARD SPELLS
Expeditious Retreat, Swift: Swift. Your speed increases by 30 ft. for 1 round. (CV)
Feather Fall: Objects or creatures fall slowly.
Golem Strike: Swift. You can sneak attack constructs for 1 round. (CV)
Guided Shot: Swift. You ignore most cover and any distance penalties with your ranged attacks for 1 round. (CV)
Low-Light Vision: Subject gains low-light vision for 1 hour/level. (CA)
True Strike: +20 on your next attack roll.
Ventriloquism: Throws voice for 1 min./level.

2ND-LEVEL SORCERER/WIZARD SPELLS
Blades of Fire: Swift. Your melee weapons deal +1d6 fire damage for 1 round. (CA)
Bladeweave: Swift. Your melee attack dazes your opponent. (CV)
Blur: Attacks miss subject 20% of the time.
Blindness/Deafness: Makes subject blinded or deafened.
Darkness: 20-ft. radius of supernatural shadow.
Fly, Swift: Swift. You fly for 1 round. (CV)
Knock: Opens locked or magically sealed door.
Returning Weapon: Swift. Weapon gains the returning property. (RW)

3RD-LEVEL SORCERER/WIZARD SPELLS
Displacement: Attacks miss subject 50%.
Suggestion: Compels subject to follow stated course of action.
Tongues: Speak any language.

4TH-LEVEL SORCERER/WIZARD SPELLS
Aerial Alacrity: +30 ft. fly speed, +1 AC and Reflex saves while flying. (RW)
Dimension Door: Teleports you short distance.
Geas, Lesser: Commands subject of 7 HD or less.
Shout: Deafens all within cone and deals 5d6 sonic damage.

5TH-LEVEL SORCERER/WIZARD SPELLS
Contact Other Plane: Lets you ask question of extraplanar entity.
Teleport: Instantly transports you as far as 100 miles/level.

6TH-LEVEL SORCERER/WIZARD SPELLS
Brilliant Blade: Weapon or group of projectiles shed light, ignore armor. (CA)
Phase Door: Creates an invisible passage through wood or stone.
Suggestion, Mass: As suggestion, plus one subject/level.

7TH-LEVEL SORCERER/WIZARD SPELLS
Limited Wish: Alters reality-within spell limits.
Phase Door: Creates an invisible passage through wood or stone.
Power Word Blind: Blinds creature with 200 hp or less.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Teleport Object: As teleport, but affects a touched object.

8TH-LEVEL SORCERER/WIZARD SPELLS
Charm Monster, Mass: As charm monster, but all within 30 ft.
Otto's Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.

9TH-LEVEL SORCERER/WIZARD SPELLS
Mordenkainen’s Disjunction: Dispels magic, disenchants magic items.
Power Word Kill: Kills one creature with 100 hp or less.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Teleportation Circle: Circle teleports any creature inside to designated spot. Costs 1,000 gp.
Time Stop: You act freely for 1d4+1 rounds.
Wail of the Banshee: Kills one creature/level.
Wish: As limited wish, but with fewer limits.
 

Paladin is pretty much a prestige class. Just stick with Pal all the way.
You can't switch back and forth between paladin and sorceror. Paladin's a one way ticket, and since he listed his class as Pal2/ Sor 1 I'm assuming he switched from paladin to sorceror, which stops him from continuing in the paladin class. Once you stop you're done.

This might need to be adjusted a little bit. Keep in mind that being a 14th level caster for a Sorcerer with another level in some other class, or 16th level caster and losing another class level somewhere else whould both be better than staying at CL 15.

I realize this, but where you continue depends on what emphasis you want your character to have. I would have gone Paladin 4/ than the suggested route simply for access to Divine Wrath, but I like melee based characters more than casters. As is, I'd take Archmage for the last level and Mastery of Elements. Perphaps I'll just edit in some stuff. ;)
 
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