style="font-family: tahoma;">The Mage Knight
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By
Darkgolem
The mage knight is a combination of
sorcerer and paladin, using the fact that both like a high charisma,
and that some
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=75">useful
spells at low levels have no somatic components to make a
moderately powerful build. Able to fight in melee (using a rapier
for the drow melee bonuses) with some effectiveness, with a good armor
class, the mage knight is able to fight fairly well while still having
good casting ability.
The mage knight is good at supporting him (or her) self. With lay
on hands, the ability to cast spells upon themselves, and the ability
to use both arcane and divine low level wands, they can be useful for
minor tasks such as detecting secret doors, backup healing, and minor
buffs. Furthermore, with their ability to wear heavy armor they
do not suffer from the poor armor class other support type classes
have. Their
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=460">paladin
aura helps their entire party in combat too. Mage knights
have outstanding saving throws.
In combat the mage knight should use arcane wands for area
href="http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=209">damage,
plus blindness and suggestion to disrupt opponents. Despite being
primarily a combat character, their high charisma brings them on par
with other arcane casters. They should use heighten, and keep to
somatic spells when possible.
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style="font-family: tahoma; font-weight: bold;">Starting
abilities:
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style="font-family: tahoma;">Drow (28 pt)
style="font-family: tahoma;">Drow (with
Bonuses)
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12
style="font-family: tahoma;">Dex 14
style="font-family: tahoma;"> Dex
14
style="font-family: tahoma;">Con 12
style="font-family: tahoma;">Con
12
style="font-family: tahoma;">Int 12
style="font-family: tahoma;">Int 12
style="font-family: tahoma;">Wis 10
style="font-family: tahoma;">Wis
12
style="font-family: tahoma;">Cha 18
style="font-family: tahoma;">Cha 23
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(Below information based upon 28
point build, level 14)
Hit Points: 169
Armor Class: 13 + Items/spells
Saving Throws:
Fort: +15
Reflex: +12
Will: +14
href="http://ddo.tentonhammer.com/files/gallery/albums/album92/Mage_Knight_2.jpg">
alt="Mage Knight Victorious"
src="http://ddo.tentonhammer.com/files/gallery/albums/album92/Mage_Knight_2.jpg"
style="border: 2px solid ; width: 250px; height: 186px;" align="right">Class/Race
Features:
Aura of Good
Smite Evil 4/rest (+10 to hit, +31 damage)
Divine Grace
Lay on Hands 2/rest (108 hit points)
Aura of Courage
Divine Health
Turn Undead (level 5 Cleric)
Remove Disease 1/rest
Fast Casting
Skills:
Concentration +18
Balance +8 1/2
Use Magical Device +13 1/2
Heal +8
Feats: Mental Toughness, Weapon
Focus: Piercing, Heighten Spell, Toughness, Improved Critical: Piercing
Enhancements:
Energy of The Dragonblooded 1
Paladin Armor Class Boost 1
Improved Spell Resistance 4
Paladin Focus of Good 1
Paladin Extra Smite Evil 2
Drow Melee Damage 2
Paladin Charisma 2
Sorcerer Charisma 2
Drow Melee Attack 2
Improved Heightening 1
Paladin Courage of Good 1
Paladin Resistance of Good 1
Paladin Extra Lay of Hands 1
Paladin Bulwark of Good 1
Paladin Toughness 3
Spells
(DC 16 + spell level)
Spell Points: 687 (base 410 + Feats 75 + Enhancements 20 +
Ability bonuses 192)
Sorcerer
Level 1: Jump, Detect Secret Doors, Expeditious Retreat
Level 2: Blur, Blindness
Level 3: Suggestion
Paladin
Level 1: Divine Favor, Virtue
Level 2: Resist Energy
Note regarding spell selection: The offensive arcane spells
(blur, blindness and suggestion) have no somatic component, meaning
they can be cast in combat without chance of spell failure.
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Detailed
progression by level:
Level 1
Class: Sorcerer
Feats: Mental Toughness
Skills: Concentration +4, Balance +2, Use Magical Device +2
Enhancements: Energy of The Dragonblooded 1
Level 2
Class: Paladin
Skills: Concentration +1, Heal +1, Use Magical Device +1/2
Enhancements: Paladin Armor Class Boost 1, Improved Spell Resistance 1,
Paladin Focus of Good 1, Paladin Extra Smite Evil 1, Drow Melee Damage 1
Level 3
Class: Paladin
Feats: Weapon Focus: Slashing
Skills: Concentration +1, Heal +1, Use Magical Device +1/2
Enhancements: Paladin Charisma 1
Level 4
Class: Sorcerer
Ability Score: Wisdom +1
Skills: Concentration +1, Balance +1/2, Use Magical Device +1/2
Enhancements: Sorcerer Charisma 1, Drow Melee Attack 1
href="http://ddo.tentonhammer.com/files/gallery/albums/album92/Mage_Knight.jpg">
alt="Mage Knight in Combat"
src="http://ddo.tentonhammer.com/files/gallery/albums/album92/Mage_Knight.jpg"
style="border: 2px solid ; width: 250px; height: 185px;" align="right">Level
5
Class: Sorcerer
Skills: Concentration +1, Balance +1/2, Use Magical Device +1/2
Level 6
Class: Sorcerer
Feats: Precision
Skills: Concentration +1, Balance +1/2, Use Magical Device +1/2
Enhancements: Improved Heightening 1
Level 7
Class: Paladin
Skills: Concentration +1, Heal +1, Use Magical Device +1/2
Enhancements: Paladin Courage of Good 1, Paladin Resistance of Good 1,
Paladin Extra Lay of Hands 1, Improved Spell Resistance 2, Paladin
Bulwark of Good 1, Drow Melee Damage 2
Level 8
Class: Paladin
Ability Score: Wisdom +1
Skills: Concentration +1, Heal +1, Use Magical Device +1/2
Enhancements: Paladin Extra Smite Evil 2, Paladin Armor Class Boost 2
Level 9
Class: Paladin
Feats: Toughness
Skills: Concentration +1, Heal +1, Use Magical Device +1/2
Enhancements: Paladin Toughness 1, Paladin Toughness 2
Level 10
Class: Sorcerer
Skills: Concentration +1, Balance +1/2, Use Magical Device +1/2
Enhancements: Drow Melee Attack 2
Level 11
Class: Sorcerer
Skills: Concentration +1, Balance +1/2, Use Magical Device +1/2
Enhancements: Sorcerer Charisma 2
Level 12
Class: Paladin
Ability Score: Charisma +1
Feats: Improved Critical: Slashing
Skills: Concentration +1, Heal +1, Use Magical Device +1/2
Enhancements: Paladin Charisma 2
Level 13
Class: Paladin
Skills: Concentration +1, Heal +1, Use Magical Device +1/2
Enhancements: Paladin Toughness 3
Level 14
Class: Paladin
Skills: Concentration +1, Heal +1, Use Magical Device +1/2
Enhancements: Improved Spell Resistance 3, Improved Spell Resistance 4
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