The Sardonic Savior has received a complete training in the arts of annoyance. With 496 HP, SR 22, Improved Evasion, and exceptional saves, he's going to be difficult to overcome either by spell or sword.

Did I also mention he has a Taunt check of 70 before buffs? His frustrated opponents leave themselves open to advanced techniques like Improved Knockdown and Improved Power Attack, both of which will hurt. Badly. Especially when combined with Divine Wrath, Divine Might, Divine Favor, Deafening Clang, Bull's Strength, and Holy Sword.

Without further ado:
The Sardonic Savior
Human LG Paladin 18 / Monk 12 / Champion of Torm 10

Attributes:
STR: 14
DEX: 10
CON: 14
INT: 12
WIS: 12
CHR: 15 -> 30

Level/Feat/Attribute Progression:
1 Monk: Power Attack, Strong Soul
2 Monk
3 Paladin: Weapon Focus: Longsword
4 Paladin: Charisma +1
5 Paladin
6 Paladin: Divine Might
7 Monk
8 Paladin: Charisma +1
9 Paladin: Divine Shield
10 Paladin
11 Paladin
12 Monk: Great Cleave, Charisma +1
13 Champion of Torm
14 Champion of Torm: Improved Critical: Longsword*
15 Champion of Torm: Skill Focus: Taunt
16 Champion of Torm: Improved Power Attack*, Charisma +1
17 Monk
18 Paladin: Toughness
19 Champion of Torm
20 Monk: Charisma +1
21 Paladin: Epic Skill Focus: Taunt
22 Monk
23 Champion of Torm: EWF: Longsword*
24 Champion of Torm: Great Charisma I, Charisma +1
25 Champion of Torm: Great Wisdom I*
26 Champion of Torm
27 Monk: Epic Reputation
28 Monk: Charisma +1
29 Champion of Torm: Great Wisdom II*
30 Paladin: Great Charisma II
31 Paladin
32 Monk: Charisma +1
33 Paladin: Great Charisma III
34 Paladin
35 Paladin
36 Paladin: Great Charisma IV, Charisma +1
37 Monk
38 Monk
39 Paladin: Great Charisma V
40 Paladin: Charisma +1

*Denotes Champion of Torm bonus feats

Skills:
Concentration 43
Discipline 43
Heal 17
Persuade 16
Taunt 43
Tumble 40

Saves (unbuffed):
Fortitude 43
Reflex 37
Will 37

Recommended Spells:
Level 1: Deafening Clang, Divine Favor x2, Protection from Alignment
Level 2: Aura of Glory, Bull's Strength, Eagle's Splendor
Level 3: Dispel Magic, Prayer
Level 4: Holy Sword

Character Analysis:

Attack Bonus (fully buffed, mundane longsword):
+28 (Base Attack Bonus)
+3 (Weapon Focus + Epic Weapon Focus)
+5 (Holy Sword)
+5 (Divine Favor)
+5 (Divine Wrath)
+2 (Base Strength modifier)
+1 (minimum for Bull's Strength)
+1 (Prayer)
---
+50/+45/+40/+35

Attack Damage (fully buffed, mundane longsword):
1d8 (base damage for a mundane longsword)
+13 (Divine Might w/Aura of Glory and Eagle's Splendor)
+10 (Improved Power Attack)
+5 (Divine Favor)
+5 (Divine Wrath)
+5 (Holy Sword)
+3 (Deafening Clang)
+2 (Base Strength modifier)
+1 (minimum for Bull's Strength)
+1 (Prayer)
---
1d8 + 45 damage

Armor Class (fully buffed, dressed in AC 0 robes)
10 (base armor class)
+13 (Divine Shield w/Aura of Glory and Eagle's Splendor)
+8 (Bonus for 40 ranks of Tumble)
+2 (Protection from Alignment)
+2 (AC bonus from Wisdom modifier)
+2 (Innate Monk AC bonus)
---
Armor Class: 37**

**You will probably be using the classic Full Plate/Tower Shield combination, so drop four from this figure if you want your AC in armor.

As for equipment, you're obviously going to want a nice, magic longsword along with some high quality heavy armor and a tower shield. Otherwise, you've got pretty hefty innate defensive capabilities, so you can be pretty flexible with your remaining equipment.

Battles should be pretty easy here. Melee fighters will have difficulty overcoming your AC and your fortitude save to land Devastating Criticals; and besides, they can't hit you if they're knocked on their back, AC drained, and being smacked around with Improved Power Attacks. That's pretty much your goal, actually. Land a Taunt or two, land an Improved Knockdown if you can, and hack away with Improved Power Attacks. Spellcasters will be a bit tougher; you'll have to rely on Improved Evasion and your comparatively low SR to sustain you until you can get to melee range. Then you want to land a Taunt or two before hacking away or moving to missile range if a Mestil's Acid Sheath necessitates such a retreat.

As always, questions, comments, and criticisms are appreciated.
_________________
(sig space for rent)
Quote: Posted 10/07/04 05:07:13 (GMT) -- MauvaisGuillame

The Sardonic Savior has received a complete training in the arts of annoyance. With 496 HP, SR 22, Improved Evasion, and exceptional saves, he's going to be difficult to overcome either by spell or sword.

Did I also mention he has a Taunt check of 70 before buffs? His frustrated opponents leave themselves open to advanced techniques like Improved Knockdown and Improved Power Attack, both of which will hurt. Badly. Especially when combined with Divine Wrath, Divine Might, Divine Favor, Deafening Clang, Bull's Strength, and Holy Sword.

Without further ado:
The Sardonic Savior
Human LG Paladin 18 / Monk 12 / Champion of Torm 10

Attributes:
STR: 14
DEX: 10
CON: 14
INT: 12
WIS: 12
CHR: 15 -> 30

Level/Feat/Attribute Progression:
1 Monk: Power Attack, Strong Soul
2 Monk
3 Paladin: Weapon Focus: Longsword
4 Paladin: Charisma +1
5 Paladin
6 Paladin: Divine Might
7 Monk
8 Paladin: Charisma +1
9 Paladin: Divine Shield
10 Paladin
11 Paladin
12 Monk: Great Cleave, Charisma +1
13 Champion of Torm
14 Champion of Torm: Improved Critical: Longsword*
15 Champion of Torm: Skill Focus: Taunt
16 Champion of Torm: Improved Power Attack*, Charisma +1
17 Monk
18 Paladin: Toughness
19 Champion of Torm
20 Monk: Charisma +1
21 Paladin: Epic Skill Focus: Taunt
22 Monk
23 Champion of Torm: EWF: Longsword*
24 Champion of Torm: Great Charisma I, Charisma +1
25 Champion of Torm: Great Wisdom I*
26 Champion of Torm
27 Monk: Epic Reputation
28 Monk: Charisma +1
29 Champion of Torm: Great Wisdom II*
30 Paladin: Great Charisma II
31 Paladin
32 Monk: Charisma +1
33 Paladin: Great Charisma III
34 Paladin
35 Paladin
36 Paladin: Great Charisma IV, Charisma +1
37 Monk
38 Monk
39 Paladin: Great Charisma V
40 Paladin: Charisma +1

*Denotes Champion of Torm bonus feats

Skills:
Concentration 43
Discipline 43
Heal 17
Persuade 16
Taunt 43
Tumble 40

Saves (unbuffed):
Fortitude 43
Reflex 37
Will 37

Recommended Spells:
Level 1: Deafening Clang, Divine Favor x2, Protection from Alignment
Level 2: Aura of Glory, Bull's Strength, Eagle's Splendor
Level 3: Dispel Magic, Prayer
Level 4: Holy Sword

Character Analysis:

Attack Bonus (fully buffed, mundane longsword):
+28 (Base Attack Bonus)
+3 (Weapon Focus + Epic Weapon Focus)
+5 (Holy Sword)
+5 (Divine Favor)
+5 (Divine Wrath)
+2 (Base Strength modifier)
+1 (minimum for Bull's Strength)
+1 (Prayer)
---
+50/+45/+40/+35

Attack Damage (fully buffed, mundane longsword):
1d8 (base damage for a mundane longsword)
+13 (Divine Might w/Aura of Glory and Eagle's Splendor)
+10 (Improved Power Attack)
+5 (Divine Favor)
+5 (Divine Wrath)
+5 (Holy Sword)
+3 (Deafening Clang)
+2 (Base Strength modifier)
+1 (minimum for Bull's Strength)
+1 (Prayer)
---
1d8 + 45 damage

Armor Class (fully buffed, dressed in AC 0 robes)
10 (base armor class)
+13 (Divine Shield w/Aura of Glory and Eagle's Splendor)
+8 (Bonus for 40 ranks of Tumble)
+2 (Protection from Alignment)
+2 (AC bonus from Wisdom modifier)
+2 (Innate Monk AC bonus)
---
Armor Class: 37**

**You will probably be using the classic Full Plate/Tower Shield combination, so drop four from this figure if you want your AC in armor.

As for equipment, you're obviously going to want a nice, magic longsword along with some high quality heavy armor and a tower shield. Otherwise, you've got pretty hefty innate defensive capabilities, so you can be pretty flexible with your remaining equipment.

Battles should be pretty easy here. Melee fighters will have difficulty overcoming your AC and your fortitude save to land Devastating Criticals; and besides, they can't hit you if they're knocked on their back, AC drained, and being smacked around with Improved Power Attacks. That's pretty much your goal, actually. Land a Taunt or two, land an Improved Knockdown if you can, and hack away with Improved Power Attacks. Spellcasters will be a bit tougher; you'll have to rely on Improved Evasion and your comparatively low SR to sustain you until you can get to melee range. Then you want to land a Taunt or two before hacking away or moving to missile range if a Mestil's Acid Sheath necessitates such a retreat.

As always, questions, comments, and criticisms are appreciated.

That's quite a build Monsieur Guillame! I've never played a Charisma-based Paladin. All my paladins (in OC) were brawny strenth-based. But this build looks intriguing. I imagine a charisma-based pally is played more like a spellcaster than a straightforward melee character.

How difficult is the leveling? Is he pretty constant throughout or does he only get powerful at high levels? I was thinking I needed to add a Paladin to my stable of characters on the PW I play on. But I also know it's disheartening to start a new character on a PW only to find at level 7 that you're still being kicked around by the rats in the sewers

Kaliban.

PS - Your sig space is for rent? How much for "Nov. 3 vote Kerry-Edwards or continue funding Dick Cheney's Haliburton fund for another four years!"? I too like this build, very much so. But ...there had to be one, i fail to see how you can cast 3rd and 4th lvl spells with only 12 wisdom, 13 and 14 is required for the last two spells, it may have been me that overlooked it somehow, if not i suggest taking int down to 10 loose some skillpoints and get the wis up to 14 and get the last two spell levels.

-Alis He takes 2 Great Wisdom feats thus ending with 14 Wisdom.