Originally Posted by
samcifer
So looking over the paladin mc variations, I've settled on vengeance pal / ds sorc. I figure he'd start at a minimum of lv. 10 and for creating him, I'm stuck on which way to go after lv. 9 with v pal 5 / ds sorc 4. The lv. 3 spells for sorcs are REALLY good, but lots of people swear by the pal 6 feature to increase saving throw values. Either way I'd have the same number of spell slots: 4, 3, 3, 1.
For reference, here's the character thus far (note that stats might change as these are not official numbers as of yet...
Fallen Assmir, Armor: Plate, Weapon: Halberd (hopefully I can start him with a masterwork for +2 or even +3 to hit - the DM allows us to purchase me weapons) ASI 1: Polearm Master, ASI 2: GWM
STR: 18 (17 + 1), DEX: 14 CON: 16, INT: 8, WIS: 10, CHA: 18 (16 + 2)
I want to play him as a gish, being able to melee or spellcast to offer me more flexibility on how I approach combat. Up until now I've always played ranged casters (except on my current moon druid character), gishes have a fair amount of appeal to me. As a note, my next ASI (assuming I wouldn't need to increase my STR), will be to take either Toughness to compensate for the lower HP from the sorc levels, or Alert to improve my initiative rolls. The main goal for this character is to do as much melle dmg. as possible whrn innmelee, but have some ranged and defensive spells to mix things up as well as compensate for times when I cannot reach any foes during a single turn to hit them, letting me hit them for at least some damage at range.