Summary

Attribute Base Race Final Mod
Strength 14 +0 14 +2
Dexterity 10 +0 10 +0
Constitution 11 +0 11 +0
Intelligence 10 +0 10 +0
Wisdom 14 +0 14 +2
Charisma 17 +0 28 +9
Hit Points:350
Base Hit Points: 290
Toughness: +60
Armor:12
Natural: 10
Base: 10
Armor: 2
Luck of Heroes: +1
Tumble: +1
Shield: 0  
Deflection: 0  
Dodge: 0  
Dex: 0  
Spell Resistance:0

Attack Bonuses

Base Attack Bonus:30
Attack Bonus:
Melee: +4
Melee: +4
Strength: +2
Epic Prowess: +1
Weapon Focus (Scimitar): +1
Melee Touch: +3
Strength: +2
Epic Prowess: +1
Ranged: +1
Ranged: +1
Dexterity: 0
Epic Prowess: +1
Ranged Touch: +1
Dexterity: 0
Epic Prowess: +1
Main Hand: +34 / +29 / +24 / +19 / +14 / +9
Ranged: +31 / +26 / +21 / +16 / +11 / +6

Saving Throws

Fortitude:31
Reflex:25
Will:27
Spells:0

Casting DC

Paladin:12 + Spell Level
General: 12
Base: 10
Wisdom: +2
Abjuration: 12  
Conjuration: 12  
Divination: 12  
Enchantment: 12  
Evocation: 12  
Illusion: 12  
Necromancy: 12  
Transmutation: 12  

Spellcasting

Divine Caster Level:15
Divine Spell Level: 4
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Pros

Cons

  • Super saves, with Epic Resilience, makes it pretty much immune to many spells.
  • Immune to fear, disease.
  • Divine Might / Shield with high CHA.
  • Allies within 10 ft receive: +2 AB, +2 AC, +4 saves, +7 save vs Fear.
  • Enemies within 10ft receive -1 AB, -1 saves.
  • Lots of medium level smiting.
  • Always on auras.
  • High-medium HP.
  • DS / DM with natural CHA of +9 (+11 buffs, +14 with epic gear).
  • High Taunt to lower enemies' AC.
  • Needs +6 WIS gear to cast effectively.
  • Low AB for melee build (can use prayer / bless / magic weapon to boost).
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Outline

  Class Ability Feats Extra
1 Paladin (1)  
  • Power Attack
  • Luck of Heroes
  • Quick To Master
  • Skilled
  • Weapon Proficiency (Simple)
  • Armor Proficiency (Light)
  • Armor Proficiency (Medium)
  • Armor Proficiency (Heavy)
  • Shield Proficiency
  • Weapon Proficiency (Martial)
  • Smite Evil
2 Paladin (2)  
  • Divine Grace
  • Lay on Hands
3 Paladin (3)  
  • Weapon Focus (Scimitar)
  • Divine Health
  • Aura of Courage
4 Paladin (4) CHA
  • Turn Undead
5 Paladin (5)  
  • Smite Evil
6 Paladin (6)  
  • Divine Shield
  • Remove Disease
7 Paladin (7)    
8 Paladin (8) CHA  
9 Paladin (9)  
  • Combat Casting
  • Remove Disease
10 Paladin (10)  
  • Smite Evil
11 Paladin (11)    
12 Paladin (12) CHA
  • Divine Might
  • Remove Disease
13 Paladin (13)    
14 Paladin (14)    
15 Paladin (15)  
  • Toughness
  • Smite Evil
  • Remove Disease
16 Neverwinter Nine (1) CHA
  • Protective Aura
17 Neverwinter Nine (2)  
  • Guarding the Lord
18 Neverwinter Nine (3)  
  • Extra Smiting
  • Frantic Reactions
19 Neverwinter Nine (4)    
20 Warpriest (1) CHA
  • Warpriest Spellcasting (Paladin)
  • Tower Shield Proficiency
  • War Glory
  • Warpriest Spell (Remove Fear)
21 Divine Champion (1)  
  • Great Charisma (+1)
 
22 Divine Champion (2)  
  • Epic Prowess
  • Sacred Defense
23 Divine Champion (3)  
  • Great Charisma (+2)
  • Smite Infidel
24 Divine Champion (4) CHA
  • Epic Toughness (+30)
 
25 Divine Champion (5)  
  • Great Charisma (+3)
  • Divine Wrath
26 Divine Champion (6)  
  • Great Smiting I
 
27 Divine Champion (7)  
  • Great Charisma (+4)
 
28 Divine Champion (8) CHA
  • Great Smiting II
 
29 Divine Champion (9)  
  • Epic Resilience
 
30 Neverwinter Nine (5)  
  • Furious Assault

Skill Points

Total:76
Paladin: +36
Divine Champion: +18
Neverwinter Nine: +20
Warpriest: +2
Skilled: +33
Spent: 74
Unspent: 2
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Skill Selection

Taunt:33 (42)
Charisma: +9
Diplomacy:8 (17)
Charisma: +9
Spot:16 (18)
Wisdom: +2
Tumble:10 (10)
Dexterity: +0
  Taunt Diplomacy Spot Tumble
1 +2 (2) +3 (3)    
2   +1 (4) +1 (1)  
3 +1 (3) +1 (5)    
4   +1 (6) +1 (2)  
5 +1 (4) +1 (7)    
6   +1 (8) +1 (3)  
7 +1 (5)   +1 (4)  
8       +1 (1)
9 +1 (6)     +1 (2)
10       +1 (3)
11 +1 (7)     +3 (6)
12       +1 (7)
13 +1 (8)     +1 (8)
14        
15 +1 (9)     +1 (9)
16     +4 (8)  
17     +4 (12) +1 (10)
18 +1 (10)   +3 (15)  
19 +1 (11)   +1 (16)  
20 +7 (18)      
21 +1 (19)      
22 +1 (20)      
23 +2 (22)      
24 +2 (24)      
25 +1 (25)      
26 +2 (27)      
27 +1 (28)      
28 +2 (30)      
29 +1 (31)      
30 +2 (33)      
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Notes

None

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Comments

-1Rating: By Ffyll on 9th February 2010(post hidden)
I must admit this is most confusing: I don't seem to be able to get WP until level 15?
+0Rating: By GT74 on 9th February 2010(post hidden)
That's when paladins get their 4th level spells, which you need to qualify as WP.
-1Rating: By Ffyll on 10th February 2010(post hidden)
Thus lifteth the fog. TY.
-1Rating: By Ffyll on 9th February 2010(post hidden)

Thank you both for your comments. I know my AB's rubbish. TBH I have a problem trying to build paladin builds without a bad AB, so I thought I'd use the build to try to buff others around instead (paladins are quite strong characters, IMHO, their abilities are suited to secondary buffer or certainly this role, platoon commander or something).

I have yet to see a paladin build which does use fighter 12 with any decent AB.  I see investing in CHA more than STR is more important for the Paladin's glowing abilities such as Lay on Hands, saves etc.  Though I realise this means it isn't going to hit very much at all.  Similarly, it shouldn't die too quickly either, and in a big melee bust up with 5-10 melee fighters on each side, this might be able to give one side an advantage.

+0Rating: By oneoffew on 9th February 2010(post hidden)

TBH I have a problem trying to build paladin builds without a bad AB, so I thought I'd use the build to try to buff others around instead (paladins are quite strong characters, IMHO, their abilities are suited to secondary buffer or certainly this role, platoon commander or something).

Don't give up.  Paladins are warriors so need a good AB.  They don't buff others as well as a cleric or bard so if they're in a party they need to offer something themselves.  This character is more a preening show pony right now (sorry).  Here's a couple of similar style builds I did that manage an OK AB.  Fallen Nine and Champion of Torm

+0Rating: By rykard on 8th February 2010(post hidden)

I get what you are trying for I think, but Thorsson is right... you need some way to actually connect with your target... My suggestion would be better divine magic, but you could maybe fit a decent feint in and keep the focus on Paladin...  It will still be less reliable than a dedicated feinter but it might work.  As for the saves, I wouldn't be comfortable with less than 45 and I would insist on having evasion.  You can get away with slightly lower saves if you have access to good items/buffs.

As to the bigby's spells (and other non-saves) you can't beat them so you are right to not worry about them... maybe put in some UMD for scroll use (your skills besides taunt are low enough to be disposable).

+1Rating: By Thorsson on 8th February 2010(post hidden)

Super Saves still leave sit open to all the Bigbies, Shadow Sim, etc. and TBH they're not that super. High DC builds will be able to beat the Reflex & Will Saves a fair % of the time.

That AB is horrible. 20s will be needed to hit unless you're Smiting (and sometimes even then), and you aren't a specialist Great Smiter.

Try playing this on most PWs and you'd give up way before you reached that point anyway.


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