dob
2010-06-10, 11:39 AM
I'm working on a knight build, and would love your thoughts on improving it. I'm going more for battlefield control than damage, obviously.
Strongheart Halfling
32 point buy:
STR 13
DEX 13
CON 14
INT 13
WIS 8
CHA 16
1 Knight 1 combat reflexes, stand still { handle 4+3=7, ride 4+1=5, intimidate 1+3=4 }
2 Knight 2 mounted combat { handle 5+3=8, ride 5+1+2=8, intimidate 2+3=5 }
3 Knight 3 combat expertise { ride 6+1+2=9, intimidate 3+3=6 }
4 Knight 4 [DEX 14] { ride 7+2+2=11, intimidate 4+3=7 }
5 Paladin 1 { ride 8+2+2=12, spot(cc) 1-1=0 }
6 Paladin 2 improved trip { ride 9+2+2=13, listen(cc) 1-1=0 }
7 Paladin 3 <wary swordknight> { ride 10+2+2=14, listen 2-1=1, spot 2-1=1, intimidate(cc) 5+3=8 }
8 Knight 5 [STR 14] ride-by attack { ride 11+2+2=15, intimidate 6+3=9, handle 6+3=9 }
9 Paladin 4 <wary swordknight> mounted archery [STR 14] { ride 12+2+2=16, listen 3-1=2, spot 3-1=2, intimidate(cc) 7+3=10 }
10 Paladin 5 { ride 13+2+2=17, spellcraft(cc) 1+1=2 }
11 Halfling Outrider 1 alertness { ride 14+2+2+1=19, intimidate(cc) 8+3=11, spellcraft(cc) 2+1=3 }
12 Halfling Outrider 2 [CHA 17] mage slayer { ride 15+2+2+2=21, ... }
13 Halfling Outrider 3 { ride 16+2+2+3=23, intimidate(cc) 9+3=12, ... }
14 Halfling Outrider 4 { ride 17+2+2+4=25, ... }
15 Halfling Outrider 5 blind-fight { ride 18+2+2+5=27, intimidate(cc) 10+3=13 }
16 Halfling Outrider 6 [CHA 18] { ride 19+2+2+6=29, ... }
17 Halfling Outrider 7 { ride 20+2+2+7=31, intimidate(cc) 11+4=15, ... }
18 Halfling Outrider 8 pierce magical concealment { ride 21+2+2+8=33, ... }
19 Halfling Outrider 9 { ride 22+2+2+9=35, intimidate(cc) 15+4=19 }
20 Halfling Outrider 10 [INT 14] { ride 23+2+2+10=37, ... }
My questions include:
Is it worth getting both stand still and combat expertise/improved trip? If I don't go for the latter, I can keep INT at 8, bump up my CON and DEX out of the gate. If I don't go for the former, I can dump on STR a bit. I'm vaguely considering getting EWP: spiked chain instead of stand-still, though that won't start being useful until levels 6-7. Assuming I don't go that route, I was figuring lances and/or glaives to be my weapons of choice, and try demoralizing enemies when I can't usefully attack.
That said, is there any point in bumping intimidate since it's cross-class for much of the build? If not, what might be useful to invest in? Handle animal seems cool, but I get my paladin mount at level 10. Should I keep investing in ride after my score reaches 24 or thereabouts?
We're starting at level 3, so I'm looking to optimize for ECL 3-12 probably. For starting magic items, I'm going to pick up a healing belt and maybe an amber amulet of vermin, either giant bee for a cheap flying mount, or maybe a giant stag beetle to actually hit the things chasing me around the battlefield. Any other ideas?
Strongheart Halfling
32 point buy:
STR 13
DEX 13
CON 14
INT 13
WIS 8
CHA 16
1 Knight 1 combat reflexes, stand still { handle 4+3=7, ride 4+1=5, intimidate 1+3=4 }
2 Knight 2 mounted combat { handle 5+3=8, ride 5+1+2=8, intimidate 2+3=5 }
3 Knight 3 combat expertise { ride 6+1+2=9, intimidate 3+3=6 }
4 Knight 4 [DEX 14] { ride 7+2+2=11, intimidate 4+3=7 }
5 Paladin 1 { ride 8+2+2=12, spot(cc) 1-1=0 }
6 Paladin 2 improved trip { ride 9+2+2=13, listen(cc) 1-1=0 }
7 Paladin 3 <wary swordknight> { ride 10+2+2=14, listen 2-1=1, spot 2-1=1, intimidate(cc) 5+3=8 }
8 Knight 5 [STR 14] ride-by attack { ride 11+2+2=15, intimidate 6+3=9, handle 6+3=9 }
9 Paladin 4 <wary swordknight> mounted archery [STR 14] { ride 12+2+2=16, listen 3-1=2, spot 3-1=2, intimidate(cc) 7+3=10 }
10 Paladin 5 { ride 13+2+2=17, spellcraft(cc) 1+1=2 }
11 Halfling Outrider 1 alertness { ride 14+2+2+1=19, intimidate(cc) 8+3=11, spellcraft(cc) 2+1=3 }
12 Halfling Outrider 2 [CHA 17] mage slayer { ride 15+2+2+2=21, ... }
13 Halfling Outrider 3 { ride 16+2+2+3=23, intimidate(cc) 9+3=12, ... }
14 Halfling Outrider 4 { ride 17+2+2+4=25, ... }
15 Halfling Outrider 5 blind-fight { ride 18+2+2+5=27, intimidate(cc) 10+3=13 }
16 Halfling Outrider 6 [CHA 18] { ride 19+2+2+6=29, ... }
17 Halfling Outrider 7 { ride 20+2+2+7=31, intimidate(cc) 11+4=15, ... }
18 Halfling Outrider 8 pierce magical concealment { ride 21+2+2+8=33, ... }
19 Halfling Outrider 9 { ride 22+2+2+9=35, intimidate(cc) 15+4=19 }
20 Halfling Outrider 10 [INT 14] { ride 23+2+2+10=37, ... }
My questions include:
Is it worth getting both stand still and combat expertise/improved trip? If I don't go for the latter, I can keep INT at 8, bump up my CON and DEX out of the gate. If I don't go for the former, I can dump on STR a bit. I'm vaguely considering getting EWP: spiked chain instead of stand-still, though that won't start being useful until levels 6-7. Assuming I don't go that route, I was figuring lances and/or glaives to be my weapons of choice, and try demoralizing enemies when I can't usefully attack.
That said, is there any point in bumping intimidate since it's cross-class for much of the build? If not, what might be useful to invest in? Handle animal seems cool, but I get my paladin mount at level 10. Should I keep investing in ride after my score reaches 24 or thereabouts?
We're starting at level 3, so I'm looking to optimize for ECL 3-12 probably. For starting magic items, I'm going to pick up a healing belt and maybe an amber amulet of vermin, either giant bee for a cheap flying mount, or maybe a giant stag beetle to actually hit the things chasing me around the battlefield. Any other ideas?