Author Topic: Paladin build compendium (v2.0)  (Read 42825 times)

Offline Waazraath

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Paladin build compendium (v2.0)
« on: February 19, 2013, 06:12:23 PM »
Paladin build compendium




Introduction to v2.0

On BG I started a thread called 'Waazraath's paladin build compendium' with a bunch of paladin builds that I deemed both interesting and playable at most levels and in most campaigns. On request of Larkas, I'm porting it over to this place. (the old compendium can be found here)

Since in the old thread, dozens and dozens of other great builds are contributed by other folks, I renamed the thread. I also added a bunch of hybrid paladin builds, based on a paladin chasis (at least 4 levels), and with a paladin-like feel and paladin-like abilities.

Enjoy!

Contents:

- Paladin builds from the original build compendium
- New builds for v2.0
- Builds contributed to the original build compendium
- observations & lessons
- more builds, add more, MORE!!1! (this is a request :)) )

I created a thread for discussion here
New builds can be added to this thread, as far as I'm concerned.
« Last Edit: November 21, 2013, 11:37:45 AM by Waazraath »

Offline Waazraath

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Re: Paladin build compendion (v2.0)
« Reply #1 on: February 19, 2013, 06:12:31 PM »
Joe Paladin, the average, standard paladin
Human paladin 20

Feats:
H mounted combat, 1 ride by attack, 3 spirited charge, 6 power attack, 9 battle blessing, 12 divine might, 15 animal devotion, 18 awesome smite

Equipment: gloryborn valorous mighty smiting sudden stunning lance, pearls of power, rod of extend, riding boots, shadow hands (dimension jaunt), & usual save, stat, weapon and armor enhancements, prefect vestments (Expedition to castle ravenloft)
spells: rhino rush, one mind (lesser, greater), find the gap, righteous aura, luminous armor, find the gap

Very basic, knight in shining armour idea, focus is on one of the paladin's signature abilities: the horsy. Animal flavour is enforced with the devotion feat and spell selection (one mind)

At level 3, Joe does triple damage on mounted charges. At level twelve, with find the gap (attack = touch attack 1 round/lvl) and rhino rush, and quintuple damage (valorous weapon and rhino rush), smite and divine might, attacks should be able to get easily over 200 damage vs evil. Riding boots (MiC) make it a damage x6 multiplier, don't have clue how it's called anymore at this point. Use drakkensteed mount acf if you want to fly from lvl 5 onward, or a 9hd(!) diprotodon (Sandstorm) at lvl 5 if you want something big (but a normal warhorse will do fine). Max out ride, and diplomacy to be relevant outside of combat, maybe complemented with sense motive for the social role if intelligence is high enough (there are also useful spells on the paladin list for this). Items can provide cheap short range (extraordinary ability) teleportation, extra spells (for rhino rush or lesser restoration) & loads of extra damage. Since smites work great with damage multipliers, it pays off to have more smites (mighty smiting weapon and prefect vestments). Sudden stunning is a very cheap & powerful (cha based) save or suck/die weapon for a pally, based on cha and targetting will save. The mount can get pumped up with share spells and long duration stuff like luminous armor and righteous aura.

Persistor, an ability enhancer paladin
Human cloistered cleric 1 / paladin 19

Feats:
H spell focus (transmutation), B knowledge devotion, D extend spell, 1 persist spell, 3 DMM persist, 6 ability enhancer, 9 extra turning, 12 battle blessing , 15 power attack, 18 sword of the arcane order

Skills, acf: same as above (Joe)
Domains: charm, planning
Spells: righteous aura, righteous fury, draconic might, strength of stone (situational); once the feat sword of the arcane order is attained, it gains access to all the broken wizard stuff up to spell level 4 (including polymorph)
Equipment: rod of extend, stunning weapon, nightsticks, reliquary holy symbol, in addition to items mentioned under 'Joe'

Definitely not the best way to optimize, but really straightforward. Won't mature till mid-level, since the feats chosen will do little until level 6. Will get really high strength and charisma scores, reasonable con modifier. This will save a lot of cash (no need for 3 +6 stat items and an amulet of natural armor) that can be spent on other stuff.

Righteous aura has a long enough duration, draconic might and rigtheous fury can be persisted for +12 str, +6 con, + 10 cha. Charm domain gives another +4 cha once/day


Half-fey of the green lady

Lesser aasimar half-fey binder 1 / paladin 19 (with LA buy-back)

Feats:
1) magic in the blood
3) improved binding
6) divine vigor
9) sacred healing
12) battle blessing
15) divine shield
18) law devotion

Note: bound will be mostly the green lady http://paizo.com/paizo/messageboards/paizoPublishing/olderProducts/dungeon/ageOfWorms/archives/theGreenLady&page=1#12 vestige, it's from pathfinder.

Acf:
Skills: social interaction stuff
Items: sudden stunning, shadow hands (dimension jaunt), stat, weapon, armor & ability enhancers,

The first half-fey build. Focus is the very high charisma score (+6 racial, +2 from the green lady, +4 from righteous aura), turn undead abuse and magic in the blood abuse. In short:
- all half-fey spell-like abilities 3/day (up to level 8 spells, including glitterdust, confusion, dominate person, mass invisibility, mass charm)
- a recurring turn attempt every 5 rounds, usable to unlimited heal the party out of combat (sacred healing), get +2 temporary hp/level and +10 feet speed continuously (divine vigor), unlimited divine shields.
- great charisma synergy, with divine shield, the saves against the sla's, divine grace, smite, etc.
- any 1st level arcane spell, once every 5 rounds, like continuous expidition retreat, or maybe power word pain or nerveskitter.

For a large part, the build works as a caster, but it can be a great tank as well. It has full BAB and the sudden stunning weapon can be lethal to enemies with a low will save. Between law devotion, divine shield, a high cha score, and items for natural armor, deflection, a shield and a mithril breastplate, AC can get into the 60's, easily. Add to that defensive capabilities of racial resistances and damage reduction, immunity to enchantment charm, great saves, and you have a character that's difficult to take down. Add to that a great mobility, standard 70 feet fly speed!

And for social interaction: the higher charisma helps a lot, as do unlimited charm persons & other sla's. Since the character doesn't need the ride skill, it can focus on sense motive and anything else that might be relevant. As for the equipment, the riding / charging equipment can be skipped.


Half-fey no.2

Lesser aasimar half-fey paladin 20 (with LA buy-back)

Feats: 1) magic in the blood 3) fly-by attack, 6) power attack 9) leadership 12) battle blessing 15) sword of the arcane order 18) martial study (shadow stride)

Alternative class feature: charging smite, substitution levels from the mystic fire knight.

This build basically shopped in the most powerful feats for both half-fey (fly-by attack, magic in the blood) and paladin (battle blessing, leadership, Sword of the Arcane Order). Power attack adds more martial prowess (remember find the gap, or wraithstrike with SotAO), shadow stride gives the opportunity to get out of a difficult spot like a grapple (can be replaced with another feat if a item of shadow hands is easily available). This build will probably do less damage then a focused charge build, but has much more options: the spell-like abilities from half-fey, more paladin spells, wizard spells as paladin spells, all paladin spells quickened, great mobility and, if necessary, quite decent damage in melee. Additionally, the build can be a good face for the party and has lots of defensive options (DR, good saves, immunities).

Paladin Ubercharger

Human lion spirit totem barbarian 1 / paladin of freedom 19

feats: H) power attack 1) improved bull rush 3) leap attack 6) shock trooper 9) divine might 12) battle blessing 15) travel devotion 18) sword of the arcane order

acf: lion spirit totem, smiting charge
skills: diplomacy, bluff, sense motive

Your basic ubercharger, Pally style. The good part is (again) that charging multipliers work for smite, divine might and power attack. With sword of the arcane order and a bludgeoning weapon (greatclub?), say hello to greater mighty wallop. The build still uses the shock trooper feat tree, and not wraithstrike or find the gap for the use of maximum power attack, because you need the swift action for rhino rush and find the gap only works for 1 attack/round.

On damage: at level 20, a charge attack would do about +60 damage with power/leap attack, +57 for charging smite,  +5 (weapon), +10 (divine might), +15 (str), 18 (4d8) weapon damage; with a valorous vaulting greatclub (if such a variant of the vaulting halbard is allowed) and rhino rush (x4 damage), and four attacks (3 without the extra smiting damage), that could go easily over 2000 damage, if all attacks hit.

A non-basic version of this build could include a 1 level cloistered cleric dip (for strength devotion and animal devotion for 2 extra attacks) and 1 level binder, for 1 extra attack with Amon, but then again, more damage adds little to this build, tweaking it should focus on compensating weaknesses imho.

Mercyful Death – the paladin of Wee Jas
Binder 1 / Paladin 7 / warblade 1 / RKV 10 / swordsage 1

H improved binding
1 death devotion
3 power attack
6 divine might
9 divine vigor
12 sword of the arcane order
15 battle blessing
18 extra turning
20 weapon focus (swordsage)

Acf: charging smite, curse breaker (CM)
Adaption: RKV replaced devoted spirit entry with iron heart entry

This is a thematic build ; the binding of the green lady (see 2 posts above), ruby knight vindicator, death devotion, all contribute to the theme of a knight of Wee Jas. The different classes have a lot of synergy and very little in the prereq department. The build works on charisma, turn attempts, spells & maneuvers. Paladin spells are cast as a swift action and with ruby knight vindicator, the build can use 2 swift actions per turn. With the recurring turn attempt from the level binder, Mercyful Death can have continuous divine vigor (+10 speed, +2hp/lvl) active, as well as a continuous expeditous retreat, so the mobility is good, despite the heavy armor the knight wears.

Mercyful Death paladin casts as a level 15 paladin (up to lvl 4 spells) with access to wizard spells, has a warblade initiator level 15 and a swordsage initiator level 15. Plenty of combinations are possible, for example wraithstrike + power attack + avalanche of blades + lightning recovery = almost always instant monster kill. Find the gap with several standard action high damage strikes is also viable.

I used the ‘adaption’ rules for ruby knight vindicator here, but with crusader/devoted spirit instead of warblade/iron heart that I used here, the build remains just as viable.

Items: nightsticks, reliquary holy symbol, pearls of power, maneuver gaining items, sudden stunning weapon, stat, weapon, armor & ability enhancers,
Spells: wraithstrike
Maneuvers: many options, but good options would be high level maneuvers with little prereqs like inferno blade, shadow blink, crushing vice and diamond defense, or usual suspects like white raven tactics or iron heart surge.

Ravenknight
Human Paladin 5 Knight of the Raven 10 church inquisitor 5

H dreadful wrath
1 power attack
3 animal devotion
6 awesome smite
8 (B) sun devotion
9 battle blessing
10 (B) enduring life
12 sword of the arcane order
13 (B) lasting life
15 divine might
16 (B) knowledge devotion
18 extra turning

ACF: charging smite, mystic fire knight substitution levels 4 and 5 (bonus spells), lightbringer detect undead instead detect evil (return with church inquisitor)

Frightens the living and destroys the undead. It works well in an undead centered campaign, with detect undead, smite undead, sun devotion and feats that protect the pally from drains. The abilities given up for alternative class features (detect evil, turn undead) are regained with prestige classes, so detect undead and the extra spells are freebees. Church inquisitor adds some immunities to charms and illusions. Extra damage  from animal devotion, knowledge devotion and divine might. Spells from the wizard list, animal devotion and awesome smite add versatility.

Saint Crusader
Human Paladin 6 saint (2) paladin +2 Fist of Raziel 10

H power attack
1 nymphs kiss
3 ranged smite evil
6 servant of the heavens
9 divine might
12 battle blessing
15 sword of the arcane order
18 leadership

ACF: charging smite

This is the prototype exalted paladin: it uses the saint template and the Fist of Raziel prestige class from the book of exalted deeds. Unfortunately, Fist of Raziel requirers one of the most awful feats in existence, Servant of the Heavens. You might beg your DM to have dodge or toughness instead, but in this build I tried to make use of it, by qualifying for the all powerful saint template. Same goes for the code of conduct: you’re tied to it anyways, so it’s not that big a step to playing exalted.

The FoR adds 5 smites and extra holy damage to your weapon, up to level 10 when every weapon you hold is considered holy, the saint gives immunities, damage reduction, fast healing, some SLA’s at will, wis to AC, ability bonusses and much more. For the rest, the usual: cast spells from the wizard list, cast spells as a swift action, use spells/items/smites/divine might to get a good damage output, charge when possible with rhino rush/find the gap/power attack/smite/valorous weapon, use stunning surge weapon as save or suck/die against enemies with a weak will save, etc. Skills can be focussed on diplomacy and other social skills.

The mountless rider
Strongheart halfling paladin 20

H mounted combat
1 ride by attack
3 spirited charge
6 power attack
9 dragon cohort
12 divine might
15 battle blessing
18 Sword of the Arcane Order

Acf: charging smite, 1st and 3rd substitution levels of wary swordknight
Equipment: see 'Joe'
Spells: find the gap, rhino rush, righteous aura, protective spells for mount, like luminous armor, benediction

This build combines the acf that a paladin gains instead of its mount, together with mounted combat  Logic behind it is that charging smite greatly improves smite, smiting works great with mounted charges and it’s a bloody shame you have to choose between the mount and the charging smite. Then again, you don’t, since you can have mount without having a special mount. Dragon cohort is a great option, since it gives a stronger cohort then leadership would. And it's cool, of course .

Also, this build takes strongheart halfling as race. Often, small races aren’t worth it for many melee classes, for this build, it is. Curse of the mounted warrior is that you’ll prolly see many a dungeon not meant to be walked by large creatures, like a horse. In those cases, it’s good to have a mount dragon no larger than medium. Also, no worries in the damage department… you might be small, but still do you charging damage x6 with the right equipment, feats and spells, so that won’t be a problem. Only difference is the damage of the smite will be trippled, and the smite won’t be wasted on the occasional 1.

Skills, spells, items and tactics are for a large part similar to the above mentioned mounted charge builds, except that you have to be careful that you don't have 'share spells' with mount, so you need to spend a few slots more if you want your mount to have the same protection as yourself.


Some additional possibilities

Paladin 10 / master of many forms 10
Gain wildshape with initiate of Horus-re, be a dragon. Buff self with devotion and divine feats. You can start with MoMF a lot earlier (lvl 5, if retraining is allowed), but then you won’t be able to finish the build with 20HD wildshape possibilities, due to the paladin multi-class restrictions. But if you know beforehand you won't play past level 15, it's very good and flavorful.

Paladin 19 / warblade 1
Always a great way to end a melee build. Lose 1 smite/day and one 4th level spell, gain 3 maneuvers up to 5th level and a stance (white raven tactics, leading the charge, dancing mongoose, iron heart surge; plenty of options!). Can be a great way to enhance charging builds, never a bad choice.
« Last Edit: February 23, 2013, 07:48:14 AM by Waazraath »

Offline Waazraath

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Re: Paladin build compendion (v2.0)
« Reply #2 on: February 19, 2013, 06:12:39 PM »
New paladin builds

Paladin of Thrym
CE Neanderthal Paladin of Slaughter 4, Barbarian  1, disciple of Thrym 10, barbarian +5

1 Weapon focus (greataxe)
1Neanderthal (cold endurance)
3 improved bull rush
4B Power attack
6 shock trooper
9 quicken spell
12 DMM quicken
15 Extra turning
18 leap attack

ACF: (un)holy warrior (complete champion), lion spirit totem, paladin of slaughter
Items: reliquary holy symbol, nightsticks, big fat magic valorous greataxe, pearls of power. A metamagicrod (quicken) can be a good option, it might free up two feats that can be used for divine or devotion feats. Items should also be used to compensate for weaknesses like the lack of fly, teleportation and detect illusions/invisibility. Lesser shadow hands (ToB) for shadow jaunt is again a very cheap (3k) option for short range teleportation.

The disciple of Thrym fills the role of divine champion of an (evil) deity perfectly, and its abilities are very paladin-like: a divine spell list (better than the paladin list); detect fire instead of detect evil/good; and agonizing strike instead of smite. It's a full BAB class; the spell list has spells from shivering touch to summon giants, a level 8 cleric spell that's only level 4 for the Disciple (available at level 12 - as a swift action in this build). There are also some battlefield control spells and some buffs, most of it in a cold theme. The Disciple has other useful class features, like double strength damage on melee attacks with a greataxe (instead of 1 1/2), extra cold damage and immunity to fire. The barbarian side of the build add in the necessary ranks in survival, rage and (improved uncanny) dodge.

Result: a pouncing, raging, smiting ubercharging champion of evil, with full bab and good defensive abilities, that has also pretty decent spellcasting.

Shadowbane paladin
LG Human paladin 4 / sneak attack fighter 1 / shadowbane inquisitor 10 / swordsage 2 / warblade 2 crusader 1

1 Dreadful wrath
H Power attack
3 animal devotion
4B Extra turning
6 Staggering strike
8B improved sunder
9 craven
12 Divine might
15 frightful presence
18 ready extra maneuver

ACF: holy warrior, sneak attack fighter, replace 'aura of courage' acf (to allow craven) i.e. Lion legionaire substitute level 3 --> 'firemane aura'
Items: sneak attack enhancers & usual pally stuff

The shadowbane inquisitor is a paladin variant prestige class. It gives smites, and instead of a spell progression and the special mount a few extra skillpoints and sneak attack. Not a great trade-off, but with staggering strike and craven the build can do a decent damage and has a debuff option. Other debuffs include the fear effects (dreadful wrath, frightful presence, daunting strike maneuver), the poison attack from animal devotion and the sudden stunning weapon. In a campaign with many opponents immune to stunning, fear, poison and sneak attack, the build won't shine, but in other campaigns it's decent. Extra damage is provided with sneak attack, animal devotion and divine might (very late game maneuvers are added). No high wisdom score is required, making the build less mad then many paladin builds.

Scareadin? Frightadin? Intimidadin? Whateveradin no. 1
Human Paladin of freedom 5 / barbarian 1 / champion of gwynharwyf 10 / crusader 2 / warblade 2
H Dreadful wrath, 1 Nymph's kiss, 3 Knight of stars, 4B Power attack, 6 Righteous wrath, 9 Imperious command, 12 Frightful presence, 15 intimidating rage, 18 skill focus (intimidate)

Acf's: lion spirit totem, whirling frenzy, pally of freedom, holy warrior, charging smite
skills: intimidate, skill trick: never outnumbered
Items: fearsome armor, usual paladin stuff

This build uses a large number of fear effects: dreadful wrath, intimidating rage, righteous wrath, fearsome fury from the Champion prestige class, daunting strike maneuver... and with the fearsome armor, it can intimidate as a move action. The intimidate modifier should go into the 40+ without too much effort. Be next to the number of fear effects it can utilize, it's a great paladin-like character, that casts spells from the paladin list and smites evil. Offense is helped with pounce, power attack, smiting charge and  (greater) rage, while defensively the build has very good saves, DR and resistances. Late game maneuvers can improve defense as well as offense, whatever is needed most at that point.

Paladin-like-character using intimidate no. 2
Human paladin 4 Barbarian 4 champion 10 saint 2

H dreadful wrath, 1 sacred vow, 3 vow of poverty, 4B power attack, 4B nymphs kiss, 6 animal devotion, 6B righteous wrath, 8B knight of stars, 9 imperious command, 10B vow of non-violence, 12 intimidating rage, 12B Ranged smite Evil, 14B Nimbus of light, 15 skill focus: intimidate, 16B Holy radiance, 18B Touch of golden ice, 18 Frightful presence, 20: - (template)

skills, acf: see no1.

This is the Vow of Peace / saint version of the build above. Fear effects work nice with saint, that gives +4 to charisma and a +2 to the DC of special abilities. This build has all the nice stuff of the build above regarding fear (except for the equipment), only trades the last few levels of martial adepts for the saint template, that offers ok offensive and great defensive powers. Animal devotion adds to both offense (str bonus) and versatility (fly, often difficult for VoP characters)

Variants: it's easy to imagine some variants on these builds. The Champion of gwynharwyf is a good prestige class, but the last few levels might not be worth it (especially with saint, when the resistances granted at lvl 10 are useless because of the saint-immunities). Also, these builds focus on the optimization of fear effects, but the build itself might be better optimized with less focus on fear and more balance with other stuff. Build no1 would for example be better without frightful presence, but with a divine or devotion feat instead, so turn attempts can be used to good effect.

Paladin of the Weave
CG human paladin 'o freedom 4 / battle dancer 1 / knight of the weave 1 / abjurant champion 5 / knight of the weave +3 / spellsword 2 / swordsage 2 / warblade 2

H Power attack
1 Animal devotion
3 Combat casting
4B Extra turning
5B Improved unarmed strike
6 Bloodline (draconic)
9 Arcane preparation
12 Leadership
15 improved bull rush
16B shock trooper
17B weapon focus (school)
18 ready extra maneuver

ACF: paladin of freedom, holy warrior
Skills: in any case: concentration
Items: metamagic rods, & usual

This build starts as a normal, decent paladin build (power attack, animal devotion, extra turning). After that, the build quickly turns into a gish. Although it never reaches 9th level spells (knight of the weave only goes to 6th level) it has a decent spell list and a decent spell progression. It keeps a high BaB and keeps playable, with the most difficult point between level 5-8. After that, the combination of abjurant champion, luminous armor, quickend shield and charisma to AC should give it an impressive (touch) armor class. Damage can be augmented by animal devotion, power attack, the occasional smite, arcane boost, and late game by shock trooper and maneuvers. Spells can be used for utility, mobility, minor healing and defense. This build won't do 500 damage, but is quite versatile.

Paladin from hell
Hellbred (mind) bbn 1 / paladin of freedom 4 / fighter 1 / hellreaver 10 / pally +4

B Devil's favor
1 Extra rage
3 Travel devotion
5B Power attack
6 improved bullrush
6B shock trooper
9 leadership
12 leap attack
15 mindsight
18 free (animal devotion, improved initiative, martial study, divine might)
20 extra turning

Acf: holy warrior, lion spirit totem, paladin of freedom variant, curse breaker variant, charging smite variant
Items: see other builds

The hellreaver from Fiendish Codex II is another very paladinesk prestige class: charisma based, several offensive and defensive options, healing. Furious strike (swift action) adds to attack and damage vs evil creatures, and can be combined with rage, smite, shock trooper, power attack, pounce, and if selected divine might as well, all in one turn. On the defensive side, the build has good saves, mettle and a swift action bonus on AC and saving throws. Travel devotion is great for mobility and getting into a position to charge, mindsight and leadership are just great. Swift action healing is icing on the cake. Great build for a good aligned party that fights evil outsiders a lot.
« Last Edit: November 21, 2013, 11:56:29 AM by Waazraath »

Offline Waazraath

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Re: Paladin build compendion (v2.0)
« Reply #3 on: February 19, 2013, 06:12:45 PM »
By NinjaRabbit:

The Sorcadin
silverbrow human paladin2/sorcerer4/spellsword1/abjurantchampion5/sacredexoricist8, 16 BAB and 18 CL

Feats: 1-power attack, combat casting 3-knowledge devotion (the planes) 6-practiced spellcaster 9-arcane strike 12-minor shapeshift 15-divine might 18-open feat


The Pious Crusader of Raziel
human paladin5/pioustemplar4/divinecrusader1/fistofraziel10, 19 BAB, 9th level spells in one domain, 8 smites a day as a 19th level paladin

ACFs: charging smite, holy warrior

Feats: 1-power attack, weapon focus x 3-true believer holy warrior feat-divine might 6-servant of the heavens 9-awesome smite 12-practiced spellcaster 15-quicken spell or open feat 18-open feat

human bard1/paladin17/monk2

ACF: overwhelming attack monk (gets power attack and improved bull rush as feats)

1-bard1-able learner, nymph's kiss
2-paladin1
3-paladin2-devoted performer
4-paladin3
5-monk1-power attack
6-monk2-improved bullrush, ascetic knight
7-paladin4
8-paladin5
9-paladin6-Initate of Milil
10-paladin7
11-paladin8
12-paladin9-shock trooper
13-paladin10
14-paladin11
15-paladin12-divine might
16-paladin13
17-paladin14
18-paladin15-battle blessing
19-paladin16
20-paladin17

unarmed strike as a 19th level monk, bardic music as a 18th level bard

The Raging Paladin

Dragonborn Desert Half-Orc half-orc paragon3/paladin17

ACFs:half orc paladin racial subsitutions including righteous fury, holy warrior

1-nymph's kiss 3-extra rage 6-imperious command 9-intimidaing rage 12-reckless rage 15-extra rage 18-open feat

Holy warrior feats: power attack, divine might, mounted combat, open feat

paladin8/sorcerer1/abjurantchampion5/mystictheurge6

ACF: mystic fire knight

Thanks to mystic fire knight you can get your paladin CL very high, 25 CL just on class levels alone  (9 paladin + 16 sorcerer) and it's easy to pump it high with practiced spellcaster (on both sides) and magic items.

Captian Unicorn......don't look at me like that

Wood elf ranger1/paladin5/beastmaster1/wildplainsoutrider3/ranger10

ACFs: Holy Warrior, Unicorn mount

Feats: 1-mounted combat, 3-devoted tracker holy warrior feat-power attack 6-skill focus (handle animal) 9-ride-by attack 12-divine might 15-spirited charge 18-natural bond
Ranger feats: rapid shot, manyshot, improved precise shot

Unicorn mount with the abilities of a 15th level animal companion

The rangerdin archer

wood elf ranger2/paladin5/ranger2/pioustemplar4/ranger7

ACF: Holy Warrior, unicorn mount

Feats
1-education, power attack (flaw), weapon focus: shortbow (flaw)
ranger2-rapid shot
3-knowledge devotion
6-devoted tracker
Holy warrior-mounted combat
9-true believer
pious templar-weapon specialization: shortbow
12-divine might
pious templar-mounted archery
15-natural bond
ranger6-manyshot
18-quick draw
ranger11-improved precise shot

Divine might with evasion and mettle, 3 smites as a 20th level paladin, unicorn mount with 8th level animal companion abilities, nice archer damage with weapon specialization, knowledge devotion, and divine might (which works with ranged attacks too).

The Bearadin

Dragonborn desert half-orc half-orcparagon3/monk2/paladin4/bearwarrior5/ranger6

ACFs: overwhelming attack monk, holy warrior

Feats:
1-nymph's kiss
3-extra rage
monk1-power attack
monk2-improved bullrush
6-ascetic knight
Holy warrior-divine might
9-shock trooper
12-multiattack
ranger2-two weaon fighting
15-ascetic hunter
18-extra rage
ranger6-improved two weapon fighting

By bananaphone:

Azurin Paladin of Dol Dorn


Cloistered Cleric 1/Paladin 1-3/Crusader 1/Warblade 1/Paladin 4/Ruby Knight Vindicator 1/Ordained Champion 1-2/Ruby Knight Vindicator 2/Ordained Champion 3/Ruby Knight Vindicator 3-10
Domains: Strength(ACF:Spontaneous Domain Casting), War, Knowledge(can be traded in for Devotion if you like), Bonus Domain @9th level
1.)Shape Soulmeld-Therapeutic Mantle(b), Weapon Focus(b), Standstill
3.)Ancestral Relic(this could be swapped out, but my DM is usually stingy with allowing us to shop for items)
6.)Ironheart Aura(pre-req)
7.)Divine Shield(b)
9.)Stormguard Warrior(turn those AoO's into damage), Martial Study-Iron Heart Surge(b), Combat Reflexes(b)
10.)Diehard(b)
12.)Bonus Essentia
15.)Robilar's Gambit
18.)Defensive Sweep

ACF's: Holy Warrior, Rebuke Dragons(@Paladin 4), Spontaneous Domain Casting - Strength, Angel's Sight(trade disease immunity for low-light vision and Darkvision)

Notes:  Tank with some battlefield control using Thicket of Blades and Standstill to keep foes next to you.  Use Defensive Rebuke for AoO's.  Strength Domain for access to Enlarge Person to extend my reach.  (I know I could use a Halberd/Spiked Chain, but I was going for a "thematic" sword and board build, and I wanted to utilize Divine Shield.) 
Gain Shadow Teleportation maneuvers through RKV to close distances with the enemy quickly.  I would have Therapeutic Mantle to assist with healing myself from my Vampiric Weapon or Martial Spirit Stance.  I have 2 pools of turning to use with Smiting(the Ordained Champion kind), Divine Shield, and my RKV abilities.  Lots of maneuvers.  Can channel spells through my weapon.
Problems:  Doesn't become very effective until halfway through.  Would like to get Robilar's Gambit sooner to generate AoO's,  but due to the weak BAB of Cleric and the feat's BAB requirements, it is pushed to 15th rather than 12th.  Cleric Casting is stagnant until I reach the Ordained Champion and RKV levels, and it only maxes out at 6th level spells.

By X-Codes:


Duskling Fighter 1/Paladin 4/Gray Guard 2/Divine Champion 1/Gray Guard 2/Contemplative 1/Ordained Champion 3/Gray Guard +6
1) Point Blank Shot, Precise Shot, Rapid Shot, Charming The Arrow
3) Weapon Focus [longbow]
6) Extra Smite
9) Ranged Smite Evil
12) Rapid Shot, Manyshot (from Ordained Champion), Nimbus of Light (from re-training), Stigmata (from level)
15) Practiced Spellcaster [Divine Champion]
18) Extra Smite

Domains: War mandatory, Protection highly recommended, Incarnum and Time are of notable use.  3 total.

Starting stats: 18 Cha, 13 Dex, 14 Con (+2), 12 Int (-2), 12 Wis, remainder doesn't matter.

Smite Evil: ~+12 to hit, +18 damage (+72 damage on a Manyshot), 7/day
LoH: 14th level Paladin, ~168 hp LoH healing pool (better known as 33 ability score points with Caduceus of Healing)

Oh, and you have the whole "punch people so hard they lose all their magic" thing going for you, too.

As an analogue to this build, there's a melee version, too:

Human w/ Paladin 5/Fighter 0/Rest same
1) Weapon Focus [some melee], Power Attack, Improved Bull Rush, Battle Jump
3) Cleave
6) Leap Attack
9) Combat Brute
12) Improved Overrun, Shock Trooper (from Ordained Champion), Nimbus of Light (from re-training Cleave), Stigmata (from level)
15) Practiced Spellcaster [Divine Champion]
18) Extra Smite

Domains: Wrath, Protection, War

By Gorfnad:

Supermount

LG Strongheart Halfling
1. Paladin - Mounted Combat, Track
2. Paladin
3. Paladin - Skill Focus: Handle Animal (prereq for Beast Master)
4. Paladin
5. Paladin
6. Beastmaster - Devoted Tracker
7. Beastmaster
8. Wild Plains Outrider
9. Wild Plains Outrider - Mounted Archery
10. Wild Plains Outrider
11. Halfling Outrider
12. Halfling Outrider - Natural Bond
13. Halfling Outrider
14. Halfling Outrider
15. Halfling Outrider - Ride By Attack (or some other feat)
16. Halfling Outrider
17. Halfling Outrider
18. Halfling Outrider - Spirited Charge (or some other feat)
19. Halfling Outrider
20. Halfling Outrider

Special Mount: 18th level Paladin = Paladin 5 + Wild Plains 3 + Half-Out 10
Animal Companion: 18th level Druid = Beast Master 5 + Natural Bond 3 + Half-Out 10

Core/SRD Only
Ex-Paladin 1/ Blackguard 10/ Assassin 9
Ex-Paladin 1/ Blackguard 10/ Warmind 9

Non-Core
Ex-Paladin 1/ Blackguard 10/ Nar Demonbinder 3/ Escalation Mage 6
Ex-Paladin 1/ Blackguard 10/ Nar Demonbinder 7/ Crusader 2
Ex-Paladin 1/ Blackguard 10/ Nar Demonbinder X/ Thaumaturgist X
Ex-Paladin 1/ Blackguard 10/ Crusader 9
Ex-Paladin 1/ Blackguard 10/ Shadowblade 9
Ex-Paladin 1/ Blackguard 10/ Ghostfaced Killer 9
Ex-Paladin 1/ Blackguard 10/ Thief of Life 9
Ex-Paladin 1/ Blackguard 10/ Binder 4/ Knight of the Sacred Seal 5
Ex-Paladin 1/ Blackguard 10/ Binder 4/ Scion of Dantalion 5



By Carnivore:

SRD ONLY Build

Sometimes is is good not to judge a Book by its cover .... even one as attractive as this one. Lusty Lucy is as Evil as she is Beautiful, and she loves to decieve anyone she can. She most often pretends that she is her Identical Twin Sister , Lovely Lacy(Paladin 17) thus she is able to cause trouble and the Blame goes on her sister. She will also go along with Adventurers to assist them, pretending to be a Scout/Rogue or simply a Fighter ... and after they find the Treasure hoard and Defeat the Monster, she eliminates them one at a Time, Framing the Deaths on other party members. She also makes a Great Antagonist for High Level Parties ... since she will have her Minions and Allies be the focus of the action ... while she controls things form behind the scenes.

The nice thing about her is that she requires virtually ZERO BUFFING .... she is always ready to fight or do anything else needed. With her Skills and Equipment she can pretend to be almost any other class. She makes a Great Scout, but can even stand Toe-To-Toe in Melee if needed, using Smite and Divine Might to Augment her already good combat abilities.

So i Present to you:
LBEG(Little Bad Evil Gal)
Lusty Lucy the Brazen


"shes a mean Little Heartbreaker, ... actually she breaks arms, legs, necks too"

Pixie 4(3 with LA Buyoff)/ Paladin of Tyranny 7/ Blackguard 10

Attributes: 32pt buy

20 Str(17 -4 racial+1 inherent +6 item)
30 Dex(14 +8 racial +4 inherent +4 item)
18 Con(14 +4 item)
17 Int(11 +6 racial)
18 Wis(10 +4 racial +4 item)
30 Cha(10 +6 racial +4 levels +4 inherent +6 item)

Flaws:
Slow
Vulnerable

Feats:
Dodge(Pixie bonus)
Alertness(Pixie bonus)
Weapon Finnesse(Pixie bonus)
Flyby Attack(flaw bonus)
Power Attack(flaw bonus)
1st: Cleave
3rd: Imp Sunder
6th: Jack of All trades
9th: Divine Might
12th: Leadership
15th: Life leech(Spelltouched)

Items:
238770gp 9x Inherent bonuses(wish cast @ 17th lvlCL)
64000gp +8 Bracers of Armor
203320gp +2 Unholy Speed Wounding Spellstoring Adamantine Rapier
37000gp Ring of Evasion+ Mind Shielding
40000gp Ring Freedom of Movement
43875gp Eyes of the Eagle + Goggles of Minute Seeing + Crystal Mask of Insightful Detection + Goggles of Night
36000gp +6 Belt of Str
32000gp +4 Amulet of Con and +4 Wis
16000gp +4 Gloves of Dex
36000gp +6 Bra of Cha(adjusted for flavor instead of Cloak)
7200gp Circlet of Persuasion + Hat of Disguise
5200gp Vest of Escape

635gp left to spend


Special Mount:
Nightmare

 

BAB +17
Attack bonus: +17 BAB+ 10 Dex +2 Enhancement
+29/+29/+24/+19/+14

damage:
Rapier(1d4(18-20/2) +5 Str +2 Enhancement ) = 9 damage

 
4d6 Sneak Attack
Divine Might +10 Damage all attacks 1 round
5/ Day Smite Good(+10 Attack, +20 Damage)
Deadly Touch: Melee Touch attack, 70 points of Damage/day, (Will save DC 23, 1/2 damage)

Saves: (F/R/W)
+36/+35/+29

SR 31
DR 10/Cold Iron

Spells:
3/3/3/2
from Blackguard list

2@ 1st lvl  from Paladin of Tyranny list

 Skills: (20+30+50= 100 skill points)


Class Skills: (71 points spent)

5 ranks Craft (Alchemy)(Int)
15 ranks Diplomacy (Cha),
5 ranks Handle Animal (Cha),
5 ranks Heal (Wis)
5 ranks Hide (Dex)
15 ranks Intimidate (Cha)
5 ranks Knowledge (nobility and royalty) (Int),
5 ranks Knowledge (Religion)
1 rank Profession(Herbalist/Apothecary) (Wis)
5 ranks Ride (Dex).
5 ranks Sense Motive (Wis).

Cross Class Skills: (30 points spent)
5 Ranks Bluff
1 Rank Spellcraft
9 ranks UMD

well .... what do you think for an SRD ONLY build ...... makes a Fun LBEG .... right

Barbarian(whirling frenzy var)(Wolf totem+ Lion Spiritual Totem) 2/Paladin of Freedom 8/ Champion of Gwynharwyf 10

Pounce
Imp Trip
Greater Rage
DR 5/-
4th lvl Spells(ChoG) +2nd lv Pal ..... boosted further by Battle Blessing and Knight of the Arcane Order



By dark samurai:

The Dread Lord
Male Human, 3rd-Level Paladin of Tyranny/3rd-Level HexBlade/2nd-Level Ur-Priest/10th-Level Bone Knight 
Size/Type: Medium Humanoid (Human), Lawfully Evil 
Hit Dice: 6d10+0, 2d8+0, 10d10+0 (166 hp)
Initiative: +0
Speed: 30 ft. (6 squares),
Armor Class: 10 (+ armor, +0 Dex,), touch 10, flat-footed 10
Base Attack/Grapple: +14/+14
Full Attack: Longsword+14/+9/+4 melee (1d8/19-20)
Space/Reach: 5 ft./5 ft. 
Special Attacks: Smite Good 1/day, 
Special Qualities: Aura of Evil, Detect Good, Deadly Touch, Curse 1/day, Aura of Despair, Rebuke Undead (5/day, +2), Improved Bonecraft Armor, Bone March (40 HD; 10 HD per unit), Summon Skeletal Steed, Master of the White Banner, Fill the Ranks 1/day, Bonecraft Weapon, Exoskeleton of the Undead, Death Strike 1/day       
Resistances: Divine Grace, Arcane Resistance, Mettle, Immunity to all diseases,
Spells (per day): 6 0-level (DC 15, 16 if evil), 7 1st-level (DC 16, 17 if evil), 6 2nd-level (DC 17, 18 if evil), 5 3rd-level (DC 18, 19 if evil), 5 4th-level (DC 19, 20 if evil), 5 5th-level (DC 20, 21 if evil), 4 6th-level (DC 21, 22 if evil), 3 7th-level (DC 22, 23 if evil), 2 8th-level (DC 24, 25 if evil), 1 9th-level (DC 25, 26 if evil)
Spells (prepared) (CL 16): 0-Level; Create Water, Detect Magic (2), Guidance, Light, Read Magic; 1st-Level; Cause Fear (2), Deathwatch, Detect Good, Divine Favor, Obscuring Mist, Protection from Good; 2nd-Level; Augury, Bull’s Strength, Desecrate, Hold Person, Summon Monster II, Zone of Truth; 3rd-Level; Animate Dead, Bestow Curse, Blindness/Deafness, Contagion, Magic Circle against Good; 4th-Level; Cure Critical Wounds, Divination, Divine Power, Stop Heart (BOVD), Summon Monster IV; 5th-Level; Morality Undone (BOVD), Righteous Might, Slay Living, Summon Undead V, Unhallow; 6th-Level; Create Undead, Cure Moderate Wounds, Summon Monster VI, Word of Recall; 7th-Level; Bestow Greater Curse (BOVD), Blasphemy, Mass Cure Serious Wounds; 8th-Level; Create greater Undead, Evil Weather (BOVD); 9th-Level; Apocalypse from the Sky (BOVD)   
Saves: Fort +15 (+17 against spells/spell-like effects), Ref +7(+9 against spells/spell-like effects), Will +20 (+22 against spells/spell-like effects)
Abilities: Str 10, Dex 10, Con 10, Int 16, Wis 20, Cha 14
Skills: Bluff +8, Concentration +2, Craft (Armorsmithing) +19, Craft (Weaponsmithing) +13, Intimidate +12, Knowledge (Arcane) +10, Knowledge (Nobility and Royalty) +12, Knowledge (The Planes) +8, Knowledge (Religion) +22, Ride +6, Spellcraft +10, 
Feats: Iron Will [1st], Educated [H], Spell Focus (Evil) [3rd], Extend Spell [6th], Persistent Spell [9th], Divine Metamagic (Persistent Spell) [12th], Practiced Spellcaster [15th],
Languages: Common, Abyssal, Celestial, Infernal,   
Challenge Rating: 18

The Samuradin
Male Human Paladin 10
Size/Type: Medium Humanoid (Human)
Hit Dice: 10d10+20 (84 hp)
Initiative: +1
Speed: 30 ft. (6 squares) 
Armor Class: 11 (+0 armor, +1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +10/+13
Attack: +13 melee (1d10+4/19-20x2; bastard sword) or +11 ranged (1d8+3/x3; composite longbow)
Full Attack: +13/+8 melee (1d10+4/19-20x2; bastard sword) or +11/+6 ranged (1d8+3/x3; composite longbow)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil (3/day; +3 atk & +10 dmg)   
Special Qualities: Aura of Good, Detect Evil (At Will), Lay on Hands (30 hit points each day), Aura of Courage, Turn Undead (3/day), Divine Spirit (1/day for 10 rounds; 60 hit points each day), Curse Breaker (2/week; Remove Curse), Brilliant Strategy (5/day for 1 round; +3 to AC), Spontaneous Extend Spell (1/day) and Trained Militia.   
Resistances: Immunity to Fear & Diseases.   
Saves: Fort +11, Ref +4, Will +4
Abilities: Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 16
Spells Per Day (CL 5): 1 1st-level (DC 13); 1 2nd-level (DC 14) 
Skills: Diplomacy +16, Heal +6, Intimidate +18, Knowledge (Arcana) +1, Knowledge (History) +10, Knowledge (Local) +13, Knowledge (Religion) +2 and Sense Motive +11
Skill Tricks: Never Outnumbered
Feats: Apprentice (Soldier) [1st], Dreadful Wrath [Human], Ancestral Relic [3rd], Leadership [6th] and Imperious Command [9th].
Languages: Common
Challenge Rating: 10   
Variants Used: Curse Breaker, Divine Spirit and Red Falcon Substitution.
Books used: Book of Exalted Deeds, Champions of Valor, Complete Mage, Complete Scoundrel, Dungeonscape, Dungeon Master’s Guide 2, Drow of the Underdark, Oriental Adventures, and Player's Guide to Faerun.

This build functions primarily as a demoralizer, tactical coordinator and healer. Ancestral Relic grants up to 24,500 gp towards any one item (I recommend armor) and Leadership is going to provide a conservative 35 followers all who have a free martial weapon proficiency. With both the Curse Breaker and Divine Spirit alternate class features the samurai image is held very well.


By Amechra:
Part of Mystra's Secret Service (10th level build)

Human (Celestial Bloodline 5) Paladin 5/Abjurant Champion 5/Whatever 10 (Greyguard if you want.)

Feats:
Human: Magical Training (As a sorceror)
1st: Precocious Apprentice (Some Abjuration spell)
Flaw: Arcane Disciple (Domain with an Abjuration spell as its first level spell.)
3rd: Combat Casting
6th: Sword of the Arcane Order
9th: Battle Blessing

Benefits:

-Smite as a 7th level Paladin
-Caster level=BAB+2. As in, 12.
-Casts all spells auto-Quickened.
-Casts Abjuration spells auto-Extended.

By fuinjutsu:

The Songsword of Milil

Human Paladin 20

(Harmonious Knight Sub levels from Champions of valour, Spirits ACF from Dungeonscape)

F1) Favored -> Retrain -> Power Attack
F2) Contact (perform) -> Retrain -> Extra Smiting (Sapphire Smite if going Azurin)
H) Versatile Performer
1) From Smite to Song
3) Snowflake Wardance
6) Initiate of Milil
Special) trade inspire competence for Song of the Heart, as per ECS
9) Words of Creation (if being really HAX, otherwise Battle Blessing)
Special) trade inspire greatness for Haunting Melody, as per ECS
12) Divine Power
15) (Battle Blessing?)
18)

Buffadin that gets +CHA to attack and damage.
« Last Edit: February 19, 2013, 06:32:29 PM by Waazraath »

Offline Waazraath

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Re: Paladin build compendion (v2.0)
« Reply #4 on: February 19, 2013, 06:12:52 PM »
Some observations
While building all this, I noticed stuff. I presented it to the community in the previous version of the build compendium, and I got some reactions.
The observations:
•   Paladin is often considered a weak class, but paladin 20 is perfectly playable without too much optimization (see Joe, for example)
•   Paladins benefit greatly from all ability scores. This has a downside (a bit MAD, though that's manageable with a feat like serenity or acf that replace spell casting with feats), but also a upside: if you roll your abilities very well, or of you have a lot of points to spent, your paladin gets a lot better. A fighter gains very little from a high charisma, and a wizard little from a high strength, while a paladin that has by accident a high intelligence can pick 3 social skills a be a great party face, as a bonus.
•   There are a lot of great feats for paladins, I never use flaws myself (that's why they're not included), but if you do, a paladin gains a lot from them.
•   Paladins gain several good abilities, some of them scale, and some don't. Turn undead and divine grace are great, but once you have, them, not much reasons to continue in paladin. Spells, smite and the horsy do make it worth to continue advancing in the class.
•   Smiting may seem weak, but since it's so easy to multiply damage, it adds up to a lot. +60 damage on 1 attack is a good ability at level 10 (also compared with ToB manouvers)
•   spells may seem few and weak, but 1) spells published after the phb, for example in spell compendium or complete champion, are really good 2) two great feats make spellcasting much stronger for a paladin: battle blessing and sword of the arcane order. They alone make advancing levels of paladin worth it. Gain extra spells from a high wisdom, pearls of power or convincing your DM you need a Shield of Prator.
•   A kind of special horse is recommended to keep it from dying all the time at higher levels.
•   Because of the above, I consider many prestige classes a trap. There are so many of them that seem nice for a paladin, but don't increase smiting damage, the horse or smiting, and end up with casting from a much weaker spell list, with even less spells, and without benefits of both above mentioned feats. Spellcasting from the evil pally variants in UA isn't supported by splatbooks either, which makes them much weaker.
•   if you trade the horse for charging smite (or another acf), you only have 2 scaling abilities left and a prestige class like Fist of Raziel becomes worth it.
•   prestige classes are imho worth it only if the advance several of the paladin's key abilities (Knight of the Raven, Fist of Raziel), if they highly specialize in 1 of them (Halfling outrider ubermount goodness) or if they add something new and great to the mix (maneuvers with RKV, or MoMF).
•   Despite the multiclass restrictions, paladins are great with short dips, like cloistered cleric, warblade or barbarian. Special mention deserves the binder, which is simply amazing if the vestige Green Lady is allowed.

Validated by Carnivore the agreeable one ;-) http://brilliantgameologists.com/boards/index.php?topic=10057.msg341847#msg341847

These observations (all valid, imo) were added by Etarran:
- when you first get the horsey, the limit on its presence is actually extremely frustrating. Often worth it to invest in a more permanent mount.
- paladins have some of the best splatbook support of any class - they are playable in core, but gain a lot with every additional book.
- paladin spells, as you mention, can partially replace stat items (though because you benefit a lot from many different stats, a belt of magnificence is an exremely cost-efficient buy).
- a special horse with a fly speed is a practical necessity starting at mid levels. [Waazraath: this  is taken care of by the drakkensteed mount acf, from Dragon Magic]

Added by X-Codes:
The point about PrCs being a trap is pretty valid.  You really need to advance 2 or 3 of Mount, LoH, Spellcasting, and Smite Evil in order for it to be really good, otherwise you just need some really good features to come out of it (like using Pious Templar as an "accelerated" spell progression class for paladins, and using it's free Weapon Specialization to get MWM and something like Driving Assault or Slashing Flurry).

Lots of Paladin variants give up the mount, however, and make other PrCs less of a trap.  For example, the Healing Spirit ACF makes Gray Guard a much better PrC, since the only thing Gray Guard absolutely doesn't advance is the Mount (and it's un-restricting of Smite Evil is ridiculously useful).
« Last Edit: February 19, 2013, 06:19:12 PM by Waazraath »

Offline Waazraath

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Re: Paladin build compendion (v2.0)
« Reply #5 on: November 17, 2013, 02:04:30 PM »
Paladin of the mind

LG Kalastar paladin 5 / warmind 10 / warshaper 5

1) knowledge devotion 3) serenity 4) power attack 6) Animal devotion 9) practices manifester 12) psicrystal affinity 15) expand knowledge (metamorphosis) 18) metamorphic transfer

Acf's: charging smite, holy warrior

Powers known: vigor, force screen, share pain, concealing amorpha (greater), Dimension door (psionic), Oak body, metamorphosis (via expand knowledge)

Equipment: items that give extra pp (torc of power preservation, cognizance crystals), psicrown (evader, beast or cautious warrior), items that give extra turning attempts (nightsticks, reliquary holy symbol).

A psionic variant using the paladin chasis. It's less MAD, due to the serenity feat. It's very strong on offense: between animal devotion, the strength bonus from warmind and the bonus from warshaper, we're already talking +16 strength... without the increased strength from metamorphosis! Further: 2 smites, charging smite, power attack, knowledge devotion, +10d6 dam 1/day, sweeping strike (attack 2 creatures in adjacent squares with 1 attack) and extra reach. Defensive, this build has among others very good saves, good AC (full plate, +4 from divine mind, force screen) a great amount of hp, immunity to fear, stun and crits, fast healing and a small DR. Mobility is good with both fly and dimension door, and preferably also hustle or psionic lion's charge from a psicrown.

Variant: this build also works without the vigor / share pain / psicrystal combo, and with linked power / hustle instead. The character will have far less hp / durability, but a much better action economy. This build can also be done with Elan instead of Kalashtar, for some defensive powers instead of extra powerpoints.

Dragonrider

Illumian paladin 20

1) mounted combat 3) ride by attack 6) spirited charge 9) battle blessing 12) practiced caster 15) dragon cohort 18) sword of the arcane order

ACF's: drakkensteed mount, mystic fire knight

Items: gloryborn valorous mighty smiting sudden stunning lance, pearls of power, rod of extend, riding boots, shadow hands (dimension jaunt), & usual save, stat, weapon and armor enhancements

Spells: luminous armor, righteous aura, righteous wrath, draconic might

Another paladin 20 build. This one has two focus points: 1) being as good a caster as possible 2) riding an as strong as possible dragon mount. The caster part hangs on: Illumian (aeshkrau power word): bonus spells on strength, +2 caster level ;  battle blessing (swift action spells) ; sword of the arcane order (wizard spells as pally spells) ; mystic fire knight (+2 caster level, extra spells/day) ; practiced caster (+4 caster level). The dragon mount is at the lower levels a drakkensteed, which is quite fine since it gives fly for hours/day on level 5. For the rest, equipment, spells and feats are focussed on as efficient mounted combat as possible. At level 15, the mount greatly increases in power, as the drakkensteed is traded for a very young gold dragon. It is gained through the dragon cohort feat, and benefits from all the special mount features, like +10 AC, +8HD (nice for a true dragon!), share spells, evasion, Spell Resistance, +4 strength, etcetera. Combat style is mounted combat, charge, smite, as described in the first build of this compendium.

Variant: instead of taking the dragon cohort feat, the build can be ended with the dragon rider prestige class from the Dragonlance campaignsetting. It gives the feat for free, and gives it even more hd, natural armor, etc. The class doesn't advance casting though, so it would work better for a build that focuses on the mount and something other than casting.

Rules controversy: this build is based on the rule on p200 of the DMG, saying that "at the DM's option, she may allow a paladin or other character with a special mount class feature to combine the special mount with the cohort feat. The special qualities such as the empathic link and shared spells make this quite potent and worth a minimum of a +2 level adjustment to the cohort mount ECL." I assumed this worked on the dragon cohort feat as well, and assumed a +2LA; together with the -3 ECL of the dragon cohort feat, that's a -1 to the ECL of the dragon cohort / special mount combo.

Champion of Ysgard

CG human paladin 5 / pious templar 3 / planar champion 9 / warblade 3

1) chaos devotion, H) weapon focus (greatsword) 3) true believer 4B) power attack 6) strength devotion 8B) weapon specialization (greatsword) 9) extra turning 12) divine might 15) leadership 18) martial stance

Acf: holy warrior, paladin of freedom, smiting charge.

Items: sudden stunning weapon, shadow hands (dimension jaunt), & usual save, stat, weapon and armor enhancements

This build uses 9 levels from the planar champion prestige class, from the Manual of the Planes. This build has very strong offensive and defensive options, and some utility that most paladins, or melee characters in general, can't get. On the offensive side, there is smite evil 3/day, charging smite, weapon focus/weapon specialization, divine might for cha to damage, power attack, chaos devotion, strength devotion (for an extra attack), favored plane, and in the last levels some maneuvers / stances for more options. Defensive, the class has very high base saves, divine grace, heavy armor proficiency, DR 1/- and DR 10/magic, mettle, uncanny dodge, aura of resolve, and chaos devotion for the occasional AC boost. Next to being a decent combatant, the Champion of Ysgard can become ethereal, ignore hardness, can see invisibility at will, can attack ethereal creatures and incorporeal ones without a miss chance, can plane shift and survive in hostile planar environments.

As a variant, one level of paladin can be traded for barbarian to get pounce and make it a charger build using shock trooper.


Paladin going Suel Arcanamach by Empirate

Here's a Paladin build going into Suel Arcanamach I did a while ago:

Race: Human
AL: LG

1st: Paladin 1 (Skilled City-Dweller Alternate Class Feature) / Iron Will, Power Attack (Human)
2nd: Paladin 2
3rd: Paladin 3 / Combat Casting
4th: Paladin 4
5th: Paladin 5 (Mystic Fire Knight Substitution Level; Charging Smite Alternate Class Feature)
6th: Paladin 6 (Mystic Fire Knight Substitution Level) / Knowledge Devotion
7th: Suel Arcanamach 1
8th: Suel Arcanamach 2
9th: Suel Arcanamach 3 / Arcane Strike
10th: Suel Arcanamach 4
11th: Abjurant Champion 1
12th: Abjurant Champion 2 / Divine Might
13th: Abjurant Champion 3
14th: Abjurant Champion 4
15th: Abjurant Champion 5 / Sacred Vitality
16th: Spellsword 1
17th: Dragon Disciple 1
18th: Dragon Disciple 2 / Animal Devotion
19th: Dragon Disciple 3
20th: Dragon Disciple 4

Ends up with BAB +18; base saves +13, +8, +16; 5th level Suel spells (probably 6/day); Greater Dispelling Strike 2/day; all the AC goodies; the ability to wear Mithral Twilight Full Plate without ASF; lots of turning attempts to fuel your divine and devotion feats; and lots of Cha synergy.

Abilities: Cha>Str>Con>Int>Wis>Dex.
Cha should be maxed for obvious reasons: saves, smiting, Suel spellcasting, turning attempts. I'm a melee guy, so Str and Con are important. I don't need much Int, but a few extra skillpoints are always welcome. Wis should be at least 11, though, to take advantage of a single Paladin 1 spell. At 12, I'd get another one, and a bonus to my Will saves. This is not required, though. Dex I'll dump entirely.

Reasoning:
Mystic Fire Knight sub levels give Spellcraft as a class skill, so it should be easy to fulfill Suel entry reqs (with some cross-class ranks in jump, admittedly).
I want Divine Feats, so I skip the first MFK sub level - I won't have many Paladin spells, anyway, just enough for Bless Weapon or Rhino’s Rush.
Since I replace Ride with Tumble as a class skill (as per the Cityscape Web Enhancement), I have no use for my Special Mount, and replace it with Charging Smite.
I don't need Practiced Spellcaster with AC 5.
Dragon Disciple comes in just when the Suel spell progression is finished, so I can take advantage of 3 bonus 5th level spells, plus very nice stat bonuses indeed. Finishing touches, so to speak.


Surreal had a better idea leading to hilariously high caster level, using all MFK sub levels. This is the short version of it:

Mystic Fire Knight Paladin 6/Suel 4/Abjurant Champion 5/Sacred Exorcist 4/Something 1

Where Sacred Exorcist and Something all go into paladin casting. The jist of it is that Abjurant Champion sets your Suel CL = BAB, which should be about 18. This then stacks onto your paladin casting, which puts it at around 28 (and you have 3rd level paladin spells). Battle Blessing is a given, of course...

One more! The “A”-GAME PALADIN
Not on this forum, but Tempest Stormwind made a great build on the wotc-forum: http://community.wizards.com/go/thread/view/75882/29110689 The casting part of the dragonrider paladin in this post is inspired by (ok, ripped from) this build.

Human Paladin 6/ Dragonmark Heir 4/ Vadalis Beastkeeper 10

By Arz

Paladin 1     Least Dragonmark, Favored in House
Paladin 2
Paladin 3     Mounted Combat
Paladin 4
Paladin 5
Planar Paladin 6     Power Attack
Dragonmark Heir 1      Lesser Dragonmark
Dragonmark Heir 2
Vadalis Beastkeeper 1    Dragonmark Smite
Vadalis Beastkeeper 2
Vadalis Beastkeeper 3    Ride by Attack
Vadalis Beastkeeper 4    Feral Mark
Vadalis Beastkeeper 5
Vadalis Beastkeeper 6    Spirited Charge
Vadalis Beastkeeper 7    Awesome Smite
Vadalis Beastkeeper 8
Vadalis Beastkeeper 9    Trample
Vadalis Beastkeeper 10   Cavalry Charger
Dragonmark Heir 3
Dragonmark Heir 4      Greater Dragonmark

High base Saves
2 free templates for mount
Full mount progression
Full smite damage
4th lvl spells
High DC charm/compulsions vs poor save

Favorite mount @ECL 13: Unicorn (Celestial magebred dire horrid rhinoceros)

The True Heironeous

SorO's Paladin Replacement

Cloistered Cleric 5 / Ordained Champion 3 / Fist of Raziel 1 / Contemplative 1 / Fist of Raziel +9 / Anything 1 (suggest crusader for 5th level maneuvers).
Domains: War, Knowledge & Undeath.
Free: Weapon Focus (war domain)
Free: Extra Turning (undeath domain)
1: Servant of the Heavens
3: Knowledge Devotion
6: Holy Warrior
Free: Give up the knowledge domain's power (worthless at this point) for Power Attack
Free: Extend Spell (planning domain)
9: Persistent Spell
10: Bonus Domain! Maybe choose Cold if you can and Rebuke a Deathless Red Dragon for a mount or something...
12: Divine Metamagic(persistent spell)
15: Blade of Force
18: Mother Cryst

Rearrange as desired (flaws are helpful), requires worshiping Athena for the domains and reflavoring of OC's worship requirements. I also suggest Rapid Spontaneous casting Divine Power for full BAB as a Swift Action as needed, instead focus your Persistence on things like Greater Visage of the Deity and Necromantic Empowerment. Both of those will consume 14 usages, which means you'll need some items to cover even those two. Nightstick (+4) & Reliquary Holy Symbol (+3) are pretty helpful but there are more. Shroudcrown is the best since it gives you another 3+ChaMod per day, woot.

Highlights & Smiting the Wicked (real smite names may very)
Greater Smite Evil: 5/day (like a 20th lvl paladin!), but also auto confirms crits, hits 5 other targets for 2d6, and further bonuses against evil undead/outsiders (for).
Flame-Smite: Rapid Spontaneously cast Flame Strike as a Swift Action to burn those sins away (oc).
Force-Smite: Force based Reserve feat, as a Swift Action the next attack deals +X and ignores incorporeal miss chance (blade of force).
Holy-Smite: All weapons, including improvising your large holy symbol, gain Holy. Helps bypass Devil/Demon DR, oh and +2d6 damage (for).
Knowledge-Smite: +X attack/damage where X is based on your knowledge check divided by 5 on the creature (knowledge devotion).
Reserve-Smite: +X damage on all attacks where X equals your highest force spell prepped (holy warrior).
Spell-Smite: Either I'm talking about your 9th level spells or Channeling Antimagic Field or Geas into your melee attack. You decide (hint: it's both) (oc).
Turn-Smite: spend a Turn usage to Smite Evil. You should probably avoid dumping Charisma, just saying... (oc)
Yes, in case you haven't caught on it has 9th level spells, Persistence cheese and you also get Magic Circle against Evil; because normal Paladins keep people from running away in fear, but Great Paladins keep you from being Dominated and attacking teammates.

Don't forget to look up Class Boosters in the Cleric, Paladin, and Sorcerer (for cha) sections.
« Last Edit: December 07, 2013, 06:02:00 PM by Waazraath »