Gentlemen and ladies, the situation is this:
I am going to be playing in a three player game shortly, set primarily in a low magic version of the Oriental Adventures universe.
The other two players have chosen to play a Samurai (OA version) and a Ninja (CAdv version).
Beatstick and Skillmonkey are, in effect, covered, but this leaves the healer and arcane slots wide open - both a severe problem when you are down a man.
We will be starting at level 5, and we are allowed 1 ancestor feat as a bonus at first level.
The idea is to create an asian themed character that can, in a pinch, provide heals, arcane punch, and survive whatever comes his way. I have gotten permission to use Paladin, but other than that, OA base classes only.
Weapons in the OA book only. (I have chosen the Nagamaki with this build.)
My current build stands as follows:
STR: 18
DEX: 14
CON: 16
INT: 10
WIS: 14
CHA: 18
1. Paladin 1 (Education (FR), Combat Casting, Warrior Shugenja (OA))
2. Paladin 2
3. Sorc 1 (Arcane Disciple - Healing (CDiv))
4. Sorc 2
5. Sorc 3
6. Sorc 4 (Touch of Healing (CChamp))
7. Spellsword 1
8. Abjurant Champion 1
9. Abjurant Champion 2 (Arcane Strike (CWar))
10. Abjurant Champion 3
11. Abjurant Champion 4
12. Abjurant Champion 5 (?)
13. Sacred Exorcist 1
14. Sacred Exorcist 2
15. Sacred Exorcist 3 (Sacred Healing (PHB II)?)
16. Sacred Exorcist 4
17. Sacred Exorcist 5
18. Sacred Exorcist 6 (Sacred Purification (PHB II)?)
19. Sacred Exorcist 7
20. Sacred Exorcist 8
First: Education is necessary given the hackjob i had to perform on my intelligence in order to make this character viable and the fact that Knowledge: the planes is not a class skill for ANY of the classes in the build pre-SE.
The DM may allow up to two flaws, he hasn't made that clear yet. If he does, I'm thinking Power Attack and Empower Spell, enabling me to pick up Chain spell at 12.
I'm planning on picking up the two divine feats simply so as to get some sort of use out of those turn attempts: most of the healing this character will provide should come from the Touch of Healing Reserve feat, combined with one locked cure spell known, backed up (hopefully) via purchased clw wands, which may or may not be available.
The pretty part about this build is the way everything stacks up: BAB 16, FORT:13 REF:8 WILL:20 CL: 18, prebuff. Add in the 7d10+4d4+9d8+60 HP, and this guy ought to be a relatively tough nut to crack.
Note: This is meant to be a playable character, not a thought exercise like the hulking hurler or pun-pun.
Spell selections for level 1 include Mage Armor, Shield and Magic Missile. This yields a current AC of 16 for walking around in, with a high of 20 with a shield spell.
Keep in mind that in OA, wearing physical armor is frowned upon in most cases.
Starting equipment includes Cloak of Charisma +2 (not included in stat block), Metamagic Rod (Extend - Lesser), and a wand of magic missile, a normal nagamaki, and basic adventuring gear.
Suggestions, thoughts, comments?