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 paladinHuman 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 ladyLesser 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.2Lesser 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 UberchargerHuman 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 JasBinder 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.
RavenknightHuman 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 riderStrongheart 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 possibilitiesPaladin 10 / master of many forms 10Gain 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 1Always 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.