Odd Class Combination - Wizard / Paladin - Please Help


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Hello.
A fellow player has chosen a very odd class combination. It is mechanically very inferior; Wizard/Paladin.

I was wondering if there was any PrC anywhere that might help out with this class combination.

Thanks


Mystic theurge I suppose, it was made for multiclassed arcane and divine. results may vary


Instead of wizard hit witch who is also a full caster and can wear some armor........


KenderKin wrote:
Instead of wizard hit witch who is also a full caster and can wear some armor........

Please, I have begged this person to do sorcerer/paladin like none other. These are the classes, no matter what.


Two things,
One it's his PC. Let him flounder.

Two, it's going to be a learning esperience and if the GM has the skills to compensate for his *ahem* usefulness then it will make no matter.

Can I ask *why* he chose these seemingly mutually exclusive classes?

GNOME

The Exchange

FireberdGNOME wrote:

Two things,

One it's his PC. Let him flounder.

Two, it's going to be a learning esperience and if the GM has the skills to compensate for his *ahem* usefulness then it will make no matter.

Can I ask *why* he chose these seemingly mutually exclusive classes?

GNOME

+1

Sometimes a PC just doesn't want to compromise.

-----

Though if he is willing to do so, might I suggest the Learned Sorcerer from Strategists and Tacticians? He'd get a touch of Wizard in his Sorcerer this way...
Also, maybe let him mix that with the Battle Sorcerer from UA.

As for later levels, I can think of no Paladin+Wizard PrC, but an Eldritch Knight would work. You'd lose the progression of Paladin goodies, but you'd get d10 HD, full BAB and 9/10 casting. Also, if you go a Bow Paladin (lessen the need for high STR and high CON, focus on DEX, slightly less MAD), I might recommend the Arcane Archer. d10 HD, full BAB, features, 7/10 casting, that could work.

Silver Crusade

Why not an Eldritch Knight? Admittedly, it is far from an optimized build but I don't think it's useless. The wizard levels in this case won't benefit from the paladin smite and divine grace abilities as much as a sorcerer would. Despite this, you'd basically have a slightly underpowered EK who should have gotten a bonus feat. The smite ability can still help on ray attacks and you can still get weapon specialization at the same time you normally would. It just depends on how much paladin or wizard the character wishes to take. If the latter is primary, then I don't really see a problem. If it's the former, you run into more issues.


Perhaps a custom-built PrC is the answer - call it Holy Wizard or something, and take the Eldritch Knight as a template for that. Do away with the bonus feat and diverse training, but allow adding some class levels to the paladins abilities, perhaps alternating with spellcasting progression. This could be geared toward the players preferences, so if he wants "more paladin", have, say, six or seven levels adding to paladin and only four of five to wizard. If he wants "more wizard", switch this.


I've written a 'Celestial Scion' PrC that combines paladin and sorcerer, along similar lines as Dragon Disciple. I can fetch a link to that if it's desired.


Have you noticed a problem in actual play? If not, you're worrying about a problem you don't actually have.

Wizard paladin is a fun RP idea, and that might be enough for this player. Crafting items will be a strength as well, because items can be made off of the paladin spell list.

Wand of bless weapon, anyone?

You might be able to get mileage out of item familiar/weapon bond, or familiar/companion stacking.

I'll second Eldritch Knight. Otherwise, you're stuck searching through 3.5 material. I'd start with the Book of Exalted Deeds, there's ideas in there.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Captain Sir Hexen Ineptus wrote:

Hello.

A fellow player has chosen a very odd class combination. It is mechanically very inferior; Wizard/Paladin.

I was wondering if there was any PrC anywhere that might help out with this class combination.

Thanks

Not really. two more diametrically opposed classes I can't imagine. Just let him live with his pain. Encourage him to either take still spell or use a lot of spells without somatic components.


I think there is a feat called Battle Caster in the Complete Arcane or that allows a wizard to wear armor, but you have to be able to ignore spell failure chances from armor as a prerequisite. Maybe levels in Magus? Another option is the Alternate Class Features in Chapter 2 of the Complete Mage (Armored Mage, Curse Breaker, Divine Counterspell) or the Abjurant Champion PrC. That's all I have. I personally always liked the idea of a arcane champion that is based on the paladin model.

RPG Superstar 2012 Top 32

What's his specialty school?

Does he plan on being a paladin 10/wizard 10, paladin 3/wizard 17, paladin 17/wizard 3, or something else entirely?

Is it point buy? Or did he roll really well?

A custom PrC might be in the making....take Eldritch Knight and replace the bonus feats with extra smites per day? Maybe replace diverse training with +1/2 EK level to pally abilities (channel, smite damage, etc.).

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I think the Eldritch Knight is the answer, with SmiloDan's suggestions. Diverse Training should have been more open to allowing other classes besides Fighter to benefit.


TriOmegaZero wrote:
I think the Eldritch Knight is the answer, with SmiloDan's suggestions. Diverse Training should have been more open to allowing other classes besides Fighter to benefit.

I agree, Wizard/Paladin is beging for EK as much as Wizard/Fighter does.

In any case, EK is mandatory, Wizard/Mele class multiclassing is a weak combo at med/high levels, but EK allows that kind of characters.

Dark Archive

There's no good answer; you can kinda point him to Eldrich Knight, but it can't be a solid character. Dunno if you could pick two more opposite characters; any build you'd make would be superior replacing one or the other with another class. Pal 5 / Sorc 2 make good arcane archers... I guess the same is true for Wiz, save losing the stat synergy (also lets you keep Int relatively low). Try (20 point)

Str: 14
Int: 13
Wis: 7
Dex: 18
Con: 11
Chr: 14

Pal 5 / Wiz 2 / Arcane Archer X. Should still be very solid, and if he's a transmuter can get that con to 12 on a permanent basis.


As long as he's having fun, who cares :)


Pathfinder has the 2 feats of Arcane Armor that lets wizards wear armor :)


I have to say, while I'm usually in favor of making the player's plan work, I'd just let this one go. Let him build and play whatever he wants. It will work just fine for the first few levels, but by 10th he'll be playing something else.


Umbral Reaver wrote:
I've written a 'Celestial Scion' PrC that combines paladin and sorcerer, along similar lines as Dragon Disciple. I can fetch a link to that if it's desired.

Please do.


Spring Heeled Jack wrote:
As long as he's having fun, who cares :)

No they are not.


Captain Sir Hexen Ineptus wrote:
Spring Heeled Jack wrote:
As long as he's having fun, who cares :)
No they are not.

While I had never considered this combo I think it might actually be fun.

It would partially depend upon what spells/items he has available to him and how he has balanced his classes.

A better way to rethink this would be to ask your player what role did he want the PC to play within the party? How he envisioned the 2 classes meshing. Maybe he just needs to rejigger the level balance between the 2 depending upon the role.

Because he's really no different from a fighter (or cleric) wizard in terms of armor restrictions.

Back in the old days (1st ed) humans couldn't multiclass. instead they could DUAL class, which was often a MAJOR win. In our game (which we often started at 10th level - where every class had different XP requirements) we would often start with everyone having the XP of a 10th level fighter. Go make your character. The human wizard almost always sacrificed 1 level of wizard to take 7 levels of fighter. A pretty cool trade.

Now in this case you may want to reexamine how the different feats/powers can blend. Arcane strike + smite? A quickened true strike kept in his back pocket can help a smite out in a nice way. And some of the mercies duplicate fairly high level defense spells.

Remember too that scrolls/wand/staves have no arcane spell failure. Heck I can easily see making his sword into a staff...

The more I think about this the more I like the combo...

just my 2 cp

JohnBear


Captain Sir Hexen Ineptus wrote:
Umbral Reaver wrote:
I've written a 'Celestial Scion' PrC that combines paladin and sorcerer, along similar lines as Dragon Disciple. I can fetch a link to that if it's desired.
Please do.

Celestial Scion

It may still need some work, but should be playable as is.


SmiloDan wrote:

What's his specialty school?

Does he plan on being a paladin 10/wizard 10, paladin 3/wizard 17, paladin 17/wizard 3, or something else entirely?

Is it point buy? Or did he roll really well?

A custom PrC might be in the making....take Eldritch Knight and replace the bonus feats with extra smites per day? Maybe replace diverse training with +1/2 EK level to pally abilities (channel, smite damage, etc.).

Smilo raises a good question, how many levels of each did he want or plan to take? Does he want to be a dedicated caster/fighter, or a paladin with some arcane powers, or a wizard with some holy abilities? What does the PC want to build the character to be?

There has to be at least an initial reason for the class choices right?

RPG Superstar 2015 Top 8

I agree with the sentiment of -- let him take it where he wants.

It sounds like if he's that insistent, he has a plan. Maybe it's a good one. Maybe it isn't. I would almost wonder if he isn't already thinking of Eldritch Knight in fact. An EK who can back himself up with a little lay on hands and smite evil isn't a horrible idea.

The worst case scenario is the character dies, and then he has to make a new one.


I have actually played a celestial sorcerer/paladin of Erastil. I went Arcane Archer with her and was actually a rousing success. The combination worked well I only splashed enough sorcerer in to get the reqs but smiting evil from the range of a composite longbow was great.


If he refuses to change classes it will be painful for him to play. However, if i had to do it, i would focus less on int. and more on str and hope that some of my spells (mostly buffers and utility to stay away from a lower DC) can make up for the way i'd neutered myself. All of this would be done better with sorc, oracle or even bard but that's another story.


This is my take on an attempt to make this character i'll edit to add levels past 3 as i do them :D ( I can't promise my maths are perfect but i hope it is close)

1st Level Half Elven Paladin (15pb)

Init +2, Perception +0
AC 18, touch 12, flat-footed 16 (+5 armor, +2 dex, +1 Shield)
Hp 12 (1d10+2)
Fort +3, Ref +2, Will +0
Speed 20ft
Melee Longsword +1 (1d8)
Ranged Longbow +3 (1d8)
Str 10, Dex 15, Con 12, Int 16, Wis 07, Cha 14
BAB +1, CMB +3, CMD 12
Feats - Point Blank Shot
Skills (5pts) - Diplomacy +6, Knowledge (Arcana) +4, Knowledge (Religion) +4, Knowledge (Planes) +4, Spellcraft +4;
Trait - Magical Knack (Wizard)
Longbow
Longsword
Scalemail
Buckler

Not an optimal character but i think able to survive with smite and point blank allowing a +6 to hit and +2 damage with the bow in the right circumstances

2nd Level Half Elven Paladin1 / Wizard1 (Transmuter)(15pb)

Init +3, Perception +2
AC 16, touch 13, flat-footed 13 (+2 armor, +3 dex, +1 Shield)
Hp 17 (1d10+2 & 1d6+2)
Fort +3, Ref +2, Will +2
Speed 30ft
Melee Longsword +1 (1d8)
Ranged Mw Longbow +5 (1d8)
Spells (Wizard 1, DC 13+Level)
1st (2/day +1 School) - Gravity Bow (School), Gravity Bow, Sleep
Cantrips - Light, Prestidigitation, Detect Magic,
Str 10, Dex 15(16 +1 from transmuter), Con 12, Int 16, Wis 07, Cha 14
BAB +1, CMB +1, CMD 13
Feats - Point Blank Shot, Scribe Scroll, Alertness
Skills (5pts) - Diplomacy +7, Knowledge (Arcana) +8, Knowledge (Religion) +8, Knowledge (Planes) +8, Spellcraft +8;
Traits - Magical Knack
Masterwork Longbow
Longsword
Leather Armor
Buckler
Raven Familiar

This would be the bad level i ditched some armor to have a low spell fail but gravity bow actually lets him do some damage. I could probably get better results with an arcane bond than the familiar but as there are several arguements about it i thought i'd avoid it for now

3rd Level Half Elven Paladin1 / Wizard2 (Transmuter)(15pb)

Init +3, Perception +2
AC 18, touch 13, flat-footed 15 (+4 armor, +3 dex, +1 Shield)
Hp 23 (1d10+2 & 2d6+4)
Fort +3, Ref +2, Will +3
Speed 30ft
Melee Longsword +2 (1d8)
Ranged Mw Longbow +6 (1d8)
Spells (Wizard 2, DC 13+Level)
1st (3/day +1 School) - Gravity Bow (School), Gravity Bow, Gravity Bow, Sleep
Cantrips - Light, Prestidigitation, Detect Magic, Mending
Str 10, Dex 15(16 +1 from transmuter), Con 12, Int 16, Wis 07, Cha 14
BAB +2, CMB +2, CMD 14
Feats - Point Blank Shot, Scribe Scroll, Alertness, Arcane Armour training (caster level is 3 due to traits
Skills (5pts) - Diplomacy +8, Knowledge (Arcana) +9, Knowledge (Religion) +9, Knowledge (Planes) +9, Spellcraft +9;
Traits - Magical Knack
Masterwork Longbow
Longsword
Mithril Buckler
Mithril Shirt
Raven Familiar

4th Level Half Elven Paladin2 / Wizard2 (Transmuter)(15pb)
Init +3, Perception +2
AC 20, touch 13, flat-footed 17 (+5 armor, +3 dex, +2 Shield)
Hp 30 (2d10+4 & 2d6+4)
Fort +6, Ref +4, Will +6
Speed 30ft
Melee Longsword +3 (1d8)
Ranged Mw Longbow +7 (1d8)
Spells (Wizard 2, DC 13+Level) CL 4th
1st (3/day +1 School) - Gravity Bow (School), Gravity Bow, Gravity Bow, Sleep
Cantrips - Light, Prestidigitation, Detect Magic, Mending
Str 10(11 +1 from transmuter), Dex 16 +1 lvl 4, Con 12, Int 16, Wis 07, Cha 14
BAB +3, CMB +3, CMD 15
Feats - Point Blank Shot, Scribe Scroll, Alertness, Arcane Armour training (caster level is 4 due to traits
Skills (5pts) - Diplomacy +9, Knowledge (Arcana) +10, Knowledge (Religion) +10, Knowledge (Planes) +10, Spellcraft +10;
Traits - Magical Knack
Masterwork Longbow
Masterwork Longsword
+1 Mithril Buckler
+1 Mithril Shirt
Raven Familiar

The new paladin level adds some minor heals (1d6 3/day), a slight smite damage increase, and save boosts. I would have leveled wizard but i'm trying to keep the levels even atm.


Bofdm wrote:
SmiloDan wrote:

What's his specialty school?

Does he plan on being a paladin 10/wizard 10, paladin 3/wizard 17, paladin 17/wizard 3, or something else entirely?

Is it point buy? Or did he roll really well?

A custom PrC might be in the making....take Eldritch Knight and replace the bonus feats with extra smites per day? Maybe replace diverse training with +1/2 EK level to pally abilities (channel, smite damage, etc.).

Smilo raises a good question, how many levels of each did he want or plan to take? Does he want to be a dedicated caster/fighter, or a paladin with some arcane powers, or a wizard with some holy abilities? What does the PC want to build the character to be?

There has to be at least an initial reason for the class choices right?

The party is level 13. They are Paladin 6/Wizard 5 (Diviner)/EK 2. But they are not feeling useful with the rest of the party. I try to explain to them that the build isn't supported very well by the game, and that if they determined to play it with the party that made more mechanically supported classes and combinations that their usefulness in comparison is always going to be less than the rest unless they could find some sort of niche with the class combination. So their feelings are quite contradictory and I want to help them out. As to how they are playing, well that seems to change like the wind. Mostly melee in the past.

Now the GM has offered in the past to let characters to get re-built a little so a change in PrC isn't out of the question.

Good idea on altering the EK.


An even split of P6/W5 is likely to make the most ineffective character because the loss of BAB from the wizard levels hurts melee and the wizard levels don't really give a decent advantage. Here are some possibilities of a spell casting paladin:

1) Full paladin with the sacred servant option from APG. This option gives less smites and exchanges the divine bond to a bond with the holy symbol; the player gains a domain. If the player wants to cast fireballs, you could take the fire domain and have the limited capability of casting some evocation spells daily. There are a variety of domains to give the player some additional spell casting. Because the player is a Paladin 13, he or she should be decent in melee and positively destructive against evil outsiders.

2) Eldritch knight - Paladin2/Sorceror6/EK5; 10th level sorceror, BAB+10
3) Dragon Disciple - Paladin7/Sorceror2/DD4; 5th level sorceror BAB+11, +4STR, +3NA
4) Dragon Disciple - Paladin2/Sorceror7/DD4; 10th level sorceror, BAB+8, +4STR, +3NA
5) Arcane Duelist - Paladin3/Arcane Duelist 10; 10th level bard spells, +2 inspire courage, medium armor with no arcane spell failure
6) Oracle - Paladin2/Oracle of Nature 11; 11th level oracle spells, BAB+10
7) Sorceror - Paladin2/Sorceror 11 - 11th level sorceror BAB+7
8) Wizard - Paladin2/Wizard 11 - 11th level wizard BAB+7
9) Wizard EK - Paladin 2/Wizard 5/EK6; 10th level wizard, BAB+10
10) Paladin Wizard - Paladin 12/Wizard 1 ; 1st level wizard BAB+12
11) Arcane Archer - Paladin 6/Wizard 1/Arcane Archer 6; 5th level wizard BAB+12
12) Standard Wizard EK - Fighter 1/Wizard5/EK7; 11th level wizard, BAB+10

I would personally recommend the single class paladin with the sacred servant option, as this will allow the player to play around with some spells while maintaining full paladin combat levels.


Looking for the positives in his character Smite will let him add his charisma modifier to hit and 6 damage to even his lvl 0 spells, 12 if its undead or evil outsider in origin.

The APG has a bracelet item that adds 4 levels to paladin for smite so if this is of interest to the player that may help.

His BAB is +10 which while not optimal is not too bad.

Looking at spells to assist his melee i would suggest

Lvl 1
Grease - to allow for low level battlefield control
Enlarge Person - for bonus damage and reach
Silent Image - even low level illusions can have big effects used well

Lvl 2
Mirror Image - Strong Defense Spell
Invisability - is always useful
Blur - not as good as mirror image but not too bad

Lvl 3
Haste - no need to explain why
Fly - added mobility
Displacement - can be cast in full plate :)

this is not a complete list by any means but may hopefully let him shine at the right times


Bertious wrote:


The APG has a bracelet item that adds 4 levels to paladin for smite so if this is of interest to the player that may help.

What item is that? The APG bracelet item I could find only effected the Disease Mercy.


Bertious wrote:

Looking for the positives in his character Smite will let him add his charisma modifier to hit and 6 damage to even his lvl 0 spells, 12 if its undead or evil outsider in origin.

The APG has a bracelet item that adds 4 levels to paladin for smite so if this is of interest to the player that may help.

His BAB is +10 which while not optimal is not too bad.

Looking at spells to assist his melee i would suggest

Lvl 1
Grease - to allow for low level battlefield control
Enlarge Person - for bonus damage and reach
Silent Image - even low level illusions can have big effects used well

Lvl 2
Mirror Image - Strong Defense Spell
Invisability - is always useful
Blur - not as good as mirror image but not too bad

Lvl 3
Haste - no need to explain why
Fly - added mobility
Displacement - can be cast in full plate :)

this is not a complete list by any means but may hopefully let him shine at the right times

Forbidden schools are Necromancy and Illusion.


Have you considered suggesting a combined base class?

3/4ths BAB

Wizard Spellcasting

Paladin special abilities (minus the spellcasting, but perhaps being able to learn them for his wizard casting, if he can find the scrolls, if the GM is ok with that.)

It's MAD as all hell, but it would create a character similar to what he's looking for. He could alternate between playing spellcaster, and warrior (and throw down a [tensors] Transformation spell to fully warrior up if he felt the need to.)

Yeah, one could consider it overpowered, but do keep in mind that if he wants to use armor he'll need to buy the arcane armor training feats, and blow his swift actions to use them.


Overpowered? That class would crack a hole in the universe. There are better ways to solve this problem than to give someone pseudogestalt in a non-gestalt game.


Umbral Reaver wrote:
Overpowered? That class would crack a hole in the universe. There are better ways to solve this problem than to give someone pseudogestalt in a non-gestalt game.

I can stat one up and we can discuss the overpowerdness/not overpowerdness of it Reaver. In my opinion it's not broken, due to many reasons. (MAD being a big one.) Sure it's a slightly better caster than the Eldritch Knight in terms of caster level, but by the same token it's going to have lower DC's, and several other problems.


Captain Sir Hexen Ineptus wrote:
Bertious wrote:


The APG has a bracelet item that adds 4 levels to paladin for smite so if this is of interest to the player that may help.

What item is that? The APG bracelet item I could find only effected the Disease Mercy.

Page 309

Silver Smite Bracelet
Aura moderate transmutation; CL 9th
Slot wrist; Price 16,000 gp; Weight 1 lb.
Description
This heavy silver bracelet is etched with icons of purity, fidelity,
chastity, and honor, and glows with a soft white light whenever
its owner prays. The wearer of this bracelet treats her paladin
level as 4 higher than normal for the purpose of her smite evil
class feature.
Construction
Requirements Craft Wondrous Item, align weapon, creator
must be a paladin; Cost 8,000 gp


Captain Sir Hexen Ineptus wrote:
Bertious wrote:

Stuff

Forbidden schools are Necromancy and Illusion.

Ok that scuppers my whole level 2 spell suggestions list still i will try and find a workaround.

First thing he can still use those spells they just use 2 slots

Lets go with
Bull Strength as it stacks with enlarge person ...

... ok i'm strugling here losing illusion is hard to get around as all my favorite spells at level 2 are illuisions hopefully someone else has some good suggestions 'cause if not all i can suggest is extended level 1 spells :(


Bertious wrote:
Captain Sir Hexen Ineptus wrote:
Bertious wrote:

Stuff

Forbidden schools are Necromancy and Illusion.

Ok that scuppers my whole level 2 spell suggestions list still i will try and find a workaround.

First thing he can still use those spells they just use 2 slots

Lets go with
Bull Strength as it stacks with enlarge person ...

... ok i'm strugling here losing illusion is hard to get around as all my favorite spells at level 2 are illuisions hopefully someone else has some good suggestions 'cause if not all i can suggest is extended level 1 spells :(

We could ask the GM if we can re-choose their forbidden schools, what would yo choose instead of illusion?


As his caster level and save dc's will always be low i would probably choose enchantment and necro makes sense as a paladin

Dark Archive

I mean, if the GM is allowing a rebuild and all, I'm sure the GM would allow him to turn into a Pal/Sorc. Basically tell him that he should pick one aspect he wants to be really good at, and the other will be a splash. If he wants to do more magic and some fighting, have him be Pal 2/Wiz 5/Eldrich Knight 6. If the opposite, Pal 5/Wiz 2/Arcane Archer 6. In either case transmuter is almost certainly the best school.

Pal 2 / Wiz 5 / Eldrich Knight 6

Str: 10
Int: 16 (14, +2 headband)
Wis: 7
Dex: 28 (19, +3 levels, +6 item)
Con: 12
Chr: 18 (16, +2 Headband)

AC: about 32 (+3 Amulet/ring, ioun stone, +3 Mithril Chain Shirt, +8 Max AC dex)
Saves: awesome

Ray specialist with all the range feats. Or if he wants to get in close and personal, take weapon finess and ask permission for dervish dance (damage from Dex rather than str with a scimitar).

Only issue is conflicting roles... he'll want to focus on prebuffs if he is in-your-face and haste / move up when combat starts.

If he stays an even split, he will feel useless, and that's not fun for anyone. He's basically a half-level character that doesn't have the action economy to use his tricks, and poor, spread-out stats.


Thalin wrote:

I mean, if the GM is allowing a rebuild and all, I'm sure the GM would allow him to turn into a Pal/Sorc. Basically tell him that he should pick one aspect he wants to be really good at, and the other will be a splash. If he wants to do more magic and some fighting, have him be Pal 2/Wiz 5/Eldrich Knight 6. If the opposite, Pal 5/Wiz 2/Arcane Archer 6. In either case transmuter is almost certainly the best school.

They personally refuse the play a sorcerer or anything but a wizard as of late.


Alot of this depends on what he seeks from his character

If its a Melee Paladin with some Wizard Training Then Thalin's build above would do well or if some class shifting is possible tweaking Arcane Archer for melee could also be done (i'd use spellsword from the 3.5 complete warrior and perhaps bladesing as inspriation)

If 3.5 is usable the Spellsword could be used to also do this character

If he is looking to have his summonable mount however there is a prestige class in the Eberron Five Nations book called Phantom Knight which is basicly a Eldrich Knight focused on using a phantom steed.

I'm mentally working on another option which would be a paladin/wizard prestige class built roughly on arcane trickster but that will take a little while.


This does give me some ideas......

In a darksun type world where heavy armor = good chance of death by heat or a water based game, people on ships not likely to wear heavy armor either......ie heavy armor = good chance of drowning......

Would the idea of NPC that spent their entire lives on a ship quell this call to kill the Paladin/wizard.....

It is the PCs character and a backstory is a backstory......

Unless of course PCs can not have interesting background stories.....


Bertious wrote:

Alot of this depends on what he seeks from his character

If its a Melee Paladin with some Wizard Training Then Thalin's build above would do well or if some class shifting is possible tweaking Arcane Archer for melee could also be done (i'd use spellsword from the 3.5 complete warrior and perhaps bladesing as inspriation)

If 3.5 is usable the Spellsword could be used to also do this character

If he is looking to have his summonable mount however there is a prestige class in the Eberron Five Nations book called Phantom Knight which is basicly a Eldrich Knight focused on using a phantom steed.

I'm mentally working on another option which would be a paladin/wizard prestige class built roughly on arcane trickster but that will take a little while.

I was thinking of a paladin/wizard PrC to support paladins for a god/dess of arcane magic, probably an elven deity. The character has chosen a sword for their arcane bond.

I was thinking of one of two things to be included. Something to help the MAD. Some progressive ability they got while leveling to add the other class's casting stat to the other to a degree.


There are probably any number of balance issues or other problems here but this is the basics of my prestige class feel free to critique here or in a seperate thread any thoughts/suggestions would be gladly accepted i'll try to answer any questions as to why and how i did things.

Arcane Templar


Bertious wrote:

There are probably any number of balance issues or other problems here but this is the basics of my prestige class feel free to critique here or in a seperate thread any thoughts/suggestions would be gladly accepted i'll try to answer any questions as to why and how i did things.

Arcane Templar

I just got the info, that the player really wants to from this point on max out the remainder of their levels with full base attack, and since they have next to no casting as a paladin not to worry about their spells.

So I was thinking about taking the EK drop the feats and fighter progression and add in some paladin class ability progression, however little that might be.

RPG Superstar 2012 Top 32

I just threw this together...probably needs lots of tweaking.

MAGICIAN KNIGHT

REQUIREMENTS:
Alignment: Lawful Good
Ability to Smite Evil
Ability to cast 2nd level arcane spells
BAB: +4
Lay on Hands

Class Features:
BAB: +¾
Good Saves: Fortitude and Will
Hit Dice: 1d8

Class Skills: Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (all), Profession, Ride, Sense Motive, Spellcraft.

Skill Ranks per Level: 2 + Intelligence modifier.

LEVEL ABILITY
1. Sacred Spells, Smite Evil +1/day, Weapon Bond, +1 level of spellcasting
2. Arcane Smiting, Lay on Hands, +1 level of spellcasting
3. Spell Smite (damage), +1 level of spellcasting
4. Smite Evil +1/day, +1 level of spellcasting
5. Channel Energy, +1 level of spellcasting
6. Spell Smite (spell resistance), +1 level of spellcasting
7. Smite Evil +1/day, +1 level of spellcasting
8. Arcane Aura, +1 level of spellcasting
9. Spell Smite (Save DC), +1 level of spellcasting
10. Arcane Channeling, Smite Evil +1/day, +1 level of spell casting

Sacred Spells (Ex): The Magician Knight can choose to add spells from the Paladin list of spells to her list of arcane spells that she knows.

Smite Evil (Su): At levels 1, 4, 7, and 10, the Magician Knight gets an additional daily use of her Smite Evil ability. Her Magician Knight levels stack with her paladin levels for the purposes of determining the power of her Smite Evil abilities.

Weapon Bond (Su): Something cool combining the Arcane Bond of the wizard with the Divine Bond of the paladin.

Arcane Smiting (Su): At 2nd level, while using her Smite Evil ability, the Magician Knight does not suffer from Arcane Spell Failure for wearing armor or using a shield.

Lay on Hands (Su): The Magician Knight adds half her level to her paladin level when determining the strength of her Lay on Hands ability.

Spell Smite (Su): At 3rd level, when using her Smite Evil ability, the Magician Knight adds her Smite Evil damage to the damage any spell she casts against the target of her Smite Evil ability. At 6th level, when using her Smite Evil ability, the Magician Knight adds her Charisma modifier to caster level checks to overcome the spell resistance of the target of her Smite Evil ability. At 9th level, when using her Smite Evil ability, the Magician Knight adds her Charisma modifier to the Save DC of any arcane spell that affects the target of her Smite Evil ability, but only against the target of her Smite Evil ability.

Channel Energy (Su): At 5th level, the Magician Knight can use Channel Energy using her Lay on Hands paladin level.

Arcane Aura (Su): At 8th level, the Magician Knight grants a sacred bonus equal to her Charisma modifier to all good creatures within 10 feet of her against spells, spell-like abilities, and supernatural effects. This bonus does not stack with a paladin’s Divine Grace ability.

Arcane Channeling (Su): At 10th level, the Magician Knight can spend one of her daily uses of Channel Energy as a free action while casting a spell that normally would only target herself and target all allies within the area of her Channel Energy with the effect of that spell.


Captain Sir Hexen Ineptus wrote:
Bertious wrote:

There are probably any number of balance issues or other problems here but this is the basics of my prestige class feel free to critique here or in a seperate thread any thoughts/suggestions would be gladly accepted i'll try to answer any questions as to why and how i did things.

Arcane Templar

I just got the info, that the player really wants to from this point on max out the remainder of their levels with full base attack, and since they have next to no casting as a paladin not to worry about their spells.

So I was thinking about taking the EK drop the feats and fighter progression and add in some paladin class ability progression, however little that might be.

Full Bab could be used with this i didn't because i feel it's better to power up than nerf a class :)

With full BABon the class he could be

Paladin 4 Wizard 3 Arcane Templar 6
Bab +11
Cast as a lvl 7 wizard
Smite and divine weapon bond as a level 7 paladin 4/day (11th lvl and 5/day with for smite with bracelet)
and lay on hands a 4d6


Bertious wrote:
Captain Sir Hexen Ineptus wrote:
Bertious wrote:

There are probably any number of balance issues or other problems here but this is the basics of my prestige class feel free to critique here or in a seperate thread any thoughts/suggestions would be gladly accepted i'll try to answer any questions as to why and how i did things.

Arcane Templar

I just got the info, that the player really wants to from this point on max out the remainder of their levels with full base attack, and since they have next to no casting as a paladin not to worry about their spells.

So I was thinking about taking the EK drop the feats and fighter progression and add in some paladin class ability progression, however little that might be.

Full Bab could be used with this i didn't because i feel it's better to power up than nerf a class :)

With full BABon the class he could be

Paladin 4 Wizard 3 Arcane Templar 6
Bab +11
Cast as a lvl 7 wizard
Smite and divine weapon bond as a level 7 paladin 4/day (11th lvl and 5/day with for smite with bracelet)
and lay on hands a 4d6

I'll give it another look, thanks.

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