What's a good combination of Paladin/Rogue/Sorcerer?

Creamsteak

Explorer
I was playing the Temple of Elemental Evil crpg a bit this week, and one of my characters ended up progressing as a Paladin 2/Rogue 1/Sorcerer X. It was probably my favorite character out of the bunch because it was pretty fun in an offensive way and was fairly tough, used a decent melee weapon, and was an extra rogue for certain utility bits.

However, translating that character to a regular pen and paper concept doesn't seem to be working so well. I'm finding I keep wanting more rogue/paladin levels for their better utility, but the multiple ability score dependancy and loss of caster levels is kinda annoying.

Anyone know a "better" build or possibly an alternative class that might make this work a bit better.
 

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For a Rogue / Sorcerer, the Beguiler springs to mind, but that's not a Charisma based caster.

Consider using the Battle Sorcerer (from UA), who can cast in Light armor and gets a d8 for HP. Fewer spells known, and fewer spells per day, but worth it for the armor and HP if you're going to mix things up in melee.

Do you have Complete Mage? If so, look carefully at the Abjurant Champion and the Unseen Seer. The latter is key to skillful builds.

If you don't use the Battle Sorcerer, look carefully at one level of Spellsword (C.Warrior), for casting in light armor. If you have access to Draconomicon, look carefully at one level of Dragon Slayer -- it provides several Paladin-esque abilities.

Cheers, -- N
 


Creamsteak said:
Swinging swords and blowing stuff up.
Why is Rogue in there at all then?

If you can drop the Rogue requirement, you're basically building a Gish, and those have whole guide books written on them. :)

Cheers, -- N
 


Well, there are a few basic keys to keep in mind.

Paladin - you probably want either level 2 or level 4, depending on whether or not you have access to Divine feats. Beyond that, sorta pointless.

Rogue - The skill points are handy, but it doesn't add much to casting or swinging a sword. I'd drop it for something that helps you with at least one... ranger? Swordsage? Heck, even a monk to get your wisdom bonus when fighting unarmored, which you'll want to if you can't get around Arcane Spell Failure. Plus, there's some feats for multiclassed monk/sorcerers and monk/paladins in Complete Adventurer. Keep in mind that without a few levels, you're not going to be able to do much as far as traps and the like go - the DCs can quickly climb out of your reach.

Sorcerer - If you're sticking to what you had in the computer game, you'll probably be focusing on this. So, as many levels of sorcerer as you need to get in to the prestige class(es) of your choice. Things like abjurant champion, with full BAB and full casting progression, should be your first choice.

A few things worth picking up:

Practised Spellcaster - make your spells more potent, make them last longer.

A Spellstoring weapon of your choice. You can put a targeted spell of your choice up to third level in here. While normally this means taking your best 3rd level targeted spell (or maybe a lower level one, like scorching ray) and slapping it in here... consider grabbing Sudden Metamagic feats like Sudden Empower or Sudden Maximize. Slap one of these on a third level targeted spell (probably have to hit up the spell compendium for something good) and you've got a weapon that can dish out one really, really nasty attack. Or, for something less traditional, toss Vampiric Touch in there - hit em hard and get bonus HP for it.

For spells: I was toying around the the idea of a paladin/sorcerer a while back who was going to use a fair amount of necromancy - false life and vampiric touch would have been his big spells at lower levels. Given, that can depend on your DM - talking about it with a few friends, two said they would not allow a Paladin to use Vampiric touch while two saw no issue with it. But it seemed like a neat idea.

Other spells to take... mage armor/greater mage armor (spell compendium) are obvious if you don't have a way around ASF. True Strike is sort of a 'duh'. Your basic gish stuff, really.
 

This is a pretty hard combo to play since you need 4 levels of paladin for all the goodies (such as Divine Might), 3 levels of rogue for maxxing the trap springer skills and at least some sneak attack and in the best case all levels in sorcerer for good spellcasting.

Practised Spellcaster helps with the firepower but not with the available spells.

Have you thought about a paladin4/warlockX instead? But only if practised spellcaster would be allowed by your DM to work on the eldritch blast damage.

Edit: Another idea: Prestige paladin from UA. You'd get all the important paladin goodies later, but with less levels lost for spellcasting.
http://www.d20srd.org/srd/variant/classes/prestigiousCharacterClasses.htm#prestigePaladin
Prerequs: Mounted combat, BAB +4, 1 level of cleric. 3 levels of that class plus the cleric level... then take the Healing Reserve feat from Complete Champion.
 

Well, you can go Arcane Trickster or Eldritch Knight for combining some of the aspects later.

Rogue 1/Spellthief 1 or Paladin 2 / Sorcerer 6 / Arcane Trickster or Eldritch Knight X

Without Gestalt rules, you are probably mixing together a bit too much there, if you want all three... ;)

Bye
Thanee
 


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