EDIT: Current build:
3.5e
A control build with a reach weapon Guisarm or spiked chain. Dw. Warpike wont be allowed as nobody has Dragon Mag.
A Gauntlet or dw. waraxe(1H) as a 2nd weapon
We will try to stick to core, so the written idea below will probably be replaced by a fighter based build instead of the knight. Maybe I can talk the group at least into a nice prc for the fighter.
Some options, all depending on what is allowed:
Knight3> Fighter2> Kensai or Occult slayer As seen below, this was the original idea - The PrC is only there if the DM allows it-otherwise there isnt really anything in core
Core:
Wiz1/Fighter5 > PrC Delay by 1 Lv, but gives free use of a wand and a familliar, PrC problem as above
Monk 1-2 + Fighter > - best option if the PrC are not allowed. Great saves, feats and more skills.
The monk would be ok too, passive way would actually free up INT to be spend in WIS or extra CON, except if we want to get impr. disarm as well.
Stats: 32 Point buy, depend on the PrC and passive way monk. If we need the INT then something around
16/16/16/14/8/6 (dwarf) - I think 4 Aoo /round should be sufficient.
Passive way monk would free up the INT for alternatives: (but we dont get impr disarm) (All include. the dwarf stats already)
16/16/18/8/10/6 (no penalty on WIS) seems pretty legit. If we are fine with a little less CON then we could go 16/16/16/8/14/6 for a much better Will SV.
Its hard to decide between the two.
Actually Monk>Fighter>Kensai would be a nice roleplay story too. A dwarfen monk is something exotic in itself, training with equally exotic weapons. Combining it with the dwarfen stonecunning to get a good Craft skill on Lv1. When leavong the cloister, he has to make a MW weapon to prove his skills. This can later turn into the Kensai class.
Would be nice.^^
Stats: 32 point buy
16/16/14-14/8/8 would be 16 CON and 6 CHA as a dwarf... an ugly knight. We get +2 on Saves anyway so the WIS doesnt bother me as much.
The 14 INT is necessary for W.Expertise and to get all the cross class skill for Kensai in. And an odd number would be useless in terms of extra skills.
We could go for 18CON (dwarf) and drop the DEX by some amount, but I havent played an AOO build yet, so I am not sure, how many we actually need. ^^
Personal tweaks and flavors: A weaponsmith- after beeing rescued by a knightly order, he feels so inspired to become one himself.
If I can make it believeable for the knight, it might be ok to start with the spiked chain instead of the dw. Weapons, a bit cheesy but whatever. ^^
Maybe a knightly order of protectors, who are based around the more "civilized" ways of battle. Meaning trip and disarm. (Switch intimidate for diplomacy?)
So we could switch Mounted combat on LV2 for something else (or just retrain)
Knight3- Fighter2 - Kensai ... Lv1 Knight: C.Expertise
Lv2 Knight: Mounted combat > retrain Impr. Trip
Lv3 Combat reflexes
Lv4 Fighter: power attack
Lv5 fighter: Weapon focus
Lv6 Kensai: disarm
Alternate: Exotic weapon master: Lv8
The saves are rather bad again, but it fits the flair.
Trip Attack, Flurry of strikes and exotic reach would be the way to go. Compared to a Kensai... I dont think its really worth it.
Any thoughts here?Skills: Dwarf: INT14
We need Conc5, Dipl 5 and ride 5 for the Kensai.
Conc should be high enough so that we can use the Kensai abilitys (we get ~3 from CON)
Diplomacy maybe in exchange for Intimidate as a knight?
Craft weaponsmith should be good too as our weapon cant be repaired otherwise DC 18 (+2INT/+2Dwarf/+2tools)
And if mageslayer is possible 2 spellcraft
Lv1: 16 : Concentration 4(8), diplomacy 4(8) (both cross class skills)
Lv2: 4 - Conc 5(2), dipl 5(2)
Lv3: 4 - ride 4
Lv4: 4 - ride 5(1), swim 3
Lv5: 4 - swim 7(4) (you always need swim and a Kensai cant learn it)
Lv6: 6 - Conc 9 (4), craft weapons (2)
Lv7: 6 - Conc 10(1), craft weapons 7(5)
Lv8: 6 - Conc 11(1), Craft weapons 11(4), Kw, nobility 1
Note: This might not work as planned. Cross class skills can only by maxed to 1/2 the normal amount.
The Saves on Lv6:
1/1/3 -Lv3 Knight
3/0/0 - Lv2 Fighter
0/0/1- Lv1 Kensai
=4/1/4 +2vs poison/+2vs magic
+Ability points
Early items: Healing belt (700) Steadfast boots (1400), ring of floating(2000) ...recetly the planning goes more into the direction of total DM control. So basically no MIC. T_T
Open for all ideas.