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The Anointed Knight prestige class in the Book of Exalted Deeds suggests it
is suitable for Paladins (among others). The following is my attempt at
trying it out.
Aasimar Paladin 9/Anointed Knight 10 (ECL 20)
At epic levels this character won't be able to advance as a Paladin.
Stats based on the elite array, with the 12 and 8 both changed to 10.
Str 10
Dex 10
Con 16=14+2(8th, 12th lvl)
Int 10
Wis 16=13+2(race)+1(16th lvl)
Cha 19=15+2(race)+1(4th lvl)+1(divine clarity)
Anoint self: at PrC levels 1, 4, 7, 10.
Unbroken Flesh (DR 3/-), Divine Clarity (int, wis, or cha +1),
Deep Strike (+2d6 dmg 3/day), Inspired Strike (single extra attack at
highest BAB 3/day)
Anoint Weapon: at PrC levels 2, 5, 8:
Sunder resistance (+10 pts hardness), Impervious (+50 hp), Sentience
(intelligent, LG, mental scores 14, 14, 10, speech, 120' vision and
hearing, 2 lesser powers rolled randomly)
Feats:
7 from levels:
1: Insightful Strike (Wis instead of Str mod to hit), 3: Weapon focus
(longsword), 6: Ancestral Relic, 9: Hands of a Healer (Cha as if 2 higher
for lay on hands), 12: improved critical, 15: Lightning reflexes, 18:
Leadership
3 from Anointed Knight list:
Sanctify martial strike (+1 dmg vs evil, +1d4 vs evil outsiders),
Subduing strike (nonlethal damage with normal weapons),
Holy subdual (smite evil and holy weapon damage are nonlethal)
Variant: instead of divine clarity, one of the Anoint Selves could give
Alertness or Combat Reflexes, but CR would really need a higher Dex.
Ancestral relic is as discussed in the "Ancestral Relic Value" thread a few
weeks ago: up to 380,000 gp in magical value, allowing +5 in plusses and +8 in
other properties for 338,000 gp, leaving 42,000 in possible extra gp value
from weapon type or "fixed cost" add-ons (from somewhere other than the DMG,
which has none). Thus: a +5 Holy (+2) Metalline (+2) Undead Bane (+1) Evil
outsider bane (+1) Sure Striking (+2) longsword. Plus all the Anoint Weapon
goodies. Better not lose this one, or have it sundered.
I decided not to use Magebane, since it looks broken. Somebody who likes
Magebane could replace the two Banes with it, since MB includes a lot of
undead and outsiders (plus Aasimars, for that matter).
Since the character had to sacrifice a 338,000 value (+base cost of weapon), I
presume this comes off the 760,000 for a 20th ECL character, leaving about
422,000 for magical armour and other gear. This allows for a +5 shield and
+5 armour, each with +5 in other properties, leaving about 222,000 for
fixed-cost shield/armour add-ons and other gear. The armour should either be
Called (one of the 3.0 splat books; don armour magically as full round
action), or made of mithril (to be a lighter weight) and taking the Endurance
feat (so s/he can sleep in the armour without penalty).
HP 19d10 + 19*3 = 161.5
AC 20 = +13 (+5 full mithril plate) +7 (+5 heavy steel shield)
BAB +19
main attack +19+5(wpn)+3(wis)+1(WF) so +28/+23/+18/+13; 3/day another attack
at +28
aura of good 9, detect evil, smite evil 2/day, remove disease 2/week, special
mount, divine grace, lay on hands 36=9*4 hp/day, turn undead 7/day as cleric
6, divine health, aura of courage.
Fort +17 = 6(pal) + 7(AK) + 4(divine grace)
Ref +12 = 3(pal) + 3(AK) + 4(divine grace) +2 (lightning reflexes)
Will +14 = 3(pal) + 7(AK) + 4(divine grace)
Aasimar abilities: +2 racial bonus, spot & listen; darkvision; 1/day Daylight
"as 19th level character" except there are no level-dependent aspects to the
spell; resist 5 cold & acid & electricity
Skill points 19*2 = 38. By ECL 10 (Paladin 9) need 5 for Craft(Alchemy), 6
for Knowledge(arcana) 3 ranks, 6 for spellcraft 3 ranks, using 17 of the
Paladin's 18 skill points. The anointed knight's list doesn't contain any Cha
or Wis based skills, but Concentration (+24 = 21 ranks +3 con) might be useful
for casting Paladin spells in combat.
--
"Yo' ideas need to be thinked befo' they are say'd" - Ian Lamb, age 3.5
http://www.cs.queensu.ca/~dalamb/ qucis->cs to reply (it's a long story...)