Playable from level 1-40... PvM

Originally this build was conceived as a D&D version of Nemesis, kind of a bounty hunter/hitman of the gods. When I built it I was pleased with the end result, it had a good mix of abilities and immunities allowing it to do pretty much everything. While it wasn't particularly good at anything, it has a pretty strong offence, good buffed AB and a good buffed AC. It reminded me of what the first build I ever posted was supposed to do, so I made it the update of that build. This build should do best in a low to mid magic setting. I see this as more of a solo build than a party build, the lack of focus makes it awkward for a party setting where a specialist is required.

Advantages

-Devastating Critical with a 39 DC. Always nice to be able to bump off your enemies on a crit.
-High Fortitude Save. His fortitude save is high enough that he should have a good chance of saving against Dev. crit.
-Level 4 Paladin Spells. He has some good buffing spells.
-High Taunt Skill. He has a fair AB and with his buffs he can get it fairly high, but if that still is not enough he has taunt.
-5D6 sneak attack with crippling strike. If his opponents are saving against devastating critical, he can knockdown them down and sap their strength. It will also help him save against opponents with Dev. Crit. and lower the AB of STR fighters.
-Divine Might and Divine Shield. He can do divine damage to his opponents or buff his AC. Buffed it only lasts 8 rounds, but that can be all you need.
-High UMD skill. He can use scrolls or magical equipment meant for other classes.
-Evasion and a good reflex save. He can avoid damage from any spells with a reflex save for half damage.
-Immune to Fear and a good will save. Mind spells have a low chance of affecting him.
-Good trap setting ability. He can't set epic traps but anything less is possible.

Disadvantages

-Short lived buffs. Divine Might and Divine shield don't last that long.
-Doesn't really excel at anything. He's pretty competent at everything he does and he can do pretty much anything. However, anything he does, there is another build that does it better. Because of this he wouldn't really fit into party.
-No stealth skills. He would be a good scout if he had these skills, he can use potions/scrolls of invisibility but it isn't the same.

Generalist V. 2

Race Human

Alignment Lawful Good

Base Attributes
STR 14
DEX 8
CON 14
WIS 14
INT 14
CHA 14

Attribute Bonuses
All 10 bonuses go to STR

Leveling Guide
Level 1: Rogue
Levels 2-5: Paladin
Level 6: Rogue
Levels 7-10: Paladin
Level 11: Rogue
Levels 12-15: Champion of Torm
Level 16: Rogue
Levels 17-20: Paladin
Level 21: Rogue
Levels 22-25: Champion of Torm
Level 26: Rogue
Levels 27-30: Champion of Torm
Level 31: Rogue
Levels 32-33: Champion of Torm
Level 34: Rogue
Level 35-36: Paladin
Level 37: Rogue
Level 38: Paladin
Level 39: Rogue
Level 40: Paladin

Final Level Distribution
Champion of Torm 14
Paladin 16
Rogue 10

Feats
Level 1: Power Attack, Knockdown
Level 3: Weapon Focus (Scimitar)
Level 6: Cleave
Level 9: Divine Might
Level 12: Improved Knockdown
Level 13: Improved Critical (Scimitar)
Level 15: Blind-Fight, Great Cleave
Level 18: Divine Shield
Level 21: Epic Fortitude
Level 23: Epic Weapon Focus (Scimitar)
Level 24: Great Strength I
Level 25: Epic Prowess
Level 27: Great Strength II
Level 28: Overwhelming Critical (Scimitar)
Level 30: Great Strength III
Level 33: Great Strength IV, Devastating Critical (Scimitar)
Level 36: Epic Skill Focus (Taunt)
Level 39: Epic Will, Crippling Strike

Final Attributes
STR 28
DEX 8
CON 14
WIS 14
INT 14
CHA 14

Hit Points (max every level) 440

Final Saves (Vs. Spells)
Fortitude 38 (42)
Reflexes 30 (34)
Will 31 (35)

AB and damage

(no buffs, normal scimitar)
42/37/32/27 9+1D6 (+5D6 sneak attack) (15-20 X2)

(+12 to STR, +12 to CHA, divine might, divine favor, holy sword, bless, +5 keen scimitar)
59/54/49/44 20+1D6 (+5 magic, +8 divine, +1D6 divine vs. evil, +5D6 sneak attack) (12-20 X2)

AC

28 (Full Plate and Tower Shield, no buffs)

67 (+12 to Charisma, +4 to Dexterity, +5 Full Plate, +5 Ring of Protection, +5 Amulet of Natural Armor, +5 boots of the Sun Soul, +5 Tower Shield, Divine Shield, Haste)

Skillpoints 293
Craft Trap 20 (22) (C)
Discipline 43 (52) (D)
Disable Trap 1 (3) (DT)
Set Trap 30 (29) (ST)
Spot 42 (44) (S)
Spellcraft 18 (20) (SC)
Taunt 43 (55) (Ta)
Tumble 40 (43) (Tu)
Use Magic Devices 38 (40) (U)

Skillpoint Distribution
Level 1: C 4, DT 1, ST 4, S 4, SC 2, Tu 4, U 4, Save 19
Level 2: C 1, D 5, Ta 5, Save 13
Level 3: C 1, D 1, Ta 1, SC 1, Save 13
Level 4: C 1, D 1, Ta 1, Save 15
Level 5: C 1, D 1, Ta 1, SC 1, Save 15
Level 6: C 1, ST 5, S 5, Tu 5, U 5, Save 5
Level 7: C 1, D 2, Ta 2, SC 1, Save 3
Level 8: C 1, D 1, Ta 1, Save 5
Level 9: C 1, D 1, Ta 1, SC 1, Save 5
Level 10: D 1, Ta 1, Save 8
Level 11: ST 2, S 5, SC 1, Tu 5, U 5
Level 12: D 2, S 1, Save 2
Level 13: D 1, S 1, SC 1, Save 3
Level 14: D 1, S 1, Save 6
Level 15: D 1, S 1, SC 1, Save 7
Level 16: ST 1, S 1, Tu 5, U 5, Save 6
Level 17: D 2, Ta 7, SC 1
Level 18: D 1, Ta 1, Save 3
Level 19: D 1, Ta 1, SC 1, Save 4
Level 20: D 1, Ta 1, Save 7
Level 21: ST 1, S 5, SC 1, Tu 5, U 5
Level 22: C 2, D 2, S 1,
Level 23: C 1, D 1, S 1, SC 1
Level 24: C 1, D 1, S 1, Save 2
Level 25: D 1, S 1, SC 1, Save 3
Level 26: ST 3, S 1, Tu 5, U 5
Level 27: D 2, S 1, SC 1
Level 28: D 1, S 1, Save 3
Level 29: D 1, S 1, SC 1, Save 4
Level 30: D 1, S 1, Save 7
Level 31: S 1, SC 1, Tu 5, U 5, Save 5
Level 32: D 2, S 1, Save 7
Level 33: D 1, S 1, SC 1, Save 8
Level 34: S 1, Tu 3, U 3, Save 12
Level 35: D 2, Ta 15
Level 36: C 2, D 1, Ta 1, Save 1
Level 37: ST 5, S 3, Tu 3, U 1
Level 38: C 1, D 2, Ta 2
Level 39: ST 9, S 2
Level 40: C 1, D 2, Ta 2
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Two wrongs don't make a right but three lefts do. Nice build Mith. Just wondering about a few things.

Why do you take a single point in disable trap? It is (probably) not enough to disarm anything beyond a simple trap, which using the bonuses from charisma and uncanny dodge can be avoided on a reflex throw. Also, without points into search, you won't see the trap until your on top of it anyways. Does disarm trap have another use which I completely glossed over in my zeal?


Quote: 
Tumble 40 (43) (Tu)

I don't understand what the second number means. Do you mean that you put 43 points into tumble? But then, with your dex mod, you would get 42, not 40. And if you put 40 points into tumble, you would end with 39, not 43. Just as a side question, do you lose the last (8th) point to AC if your tumble finishes at 39 but you put 40 points into it?

Very versatile character, especially considering the small selection of spells.

-C
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"Do not meddle in the affairs of Wizards, for they are subtle and quick to anger."
Quote: Posted 07/27/05 18:29:08 (GMT) -- christian.schnabel

Nice build Mith. Just wondering about a few things.

Why do you take a single point in disable trap? It is (probably) not enough to disarm anything beyond a simple trap, which using the bonuses from charisma and uncanny dodge can be avoided on a reflex throw. Also, without points into search, you won't see the trap until your on top of it anyways. Does disarm trap have another use which I completely glossed over in my zeal?

For recovering his own traps which he doesn't use. As long as you have one point in disable trap, you can automatically recover any trap you set.

[rant]
Btw, does anyone else think it's odd that set trap and disable trap are different skills? In every other RPG I've played, trap setting and disarming are considered part of the same skill. The argument being that the knowledge that lets you arm a complicated trap also tells you exactly how to disable said trap. I understand that in general D&D the disable device skill is used to disable traps, I still think that this is incorrect and trap setting should be the skill that disables them. The reason being not all D&D traps are mechanical, some have chemical or magical components or triggers which a mechanical engineering skill wouldn't cover. Also with the paucity of skill points in D&D (the base is 2 or 4 per level) you would think they would try to make the skills more general and less specialized. Lastly, isn't setting a trap more an INT based skilled than a DEX based skill?
[/rant]

Quote: 
Quote: 
Tumble 40 (43) (Tu)

I don't understand what the second number means. Do you mean that you put 43 points into tumble? But then, with your dex mod, you would get 42, not 40. And if you put 40 points into tumble, you would end with 39, not 43. Just as a side question, do you lose the last (8th) point to AC if your tumble finishes at 39 but you put 40 points into it?

Very versatile character, especially considering the small selection of spells.

-C

That is an error on my part, It should be tumble 40 (39) the latter number being the modified score. The build originally had a dex of 16 and dual wielded but I changed that to pick up the divine abilities, hence 43 was once the modified score. As long as you have 40 skill ranks in tumble you get the plus 8. UMD and spell craft are dependent on your modified score.
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Two wrongs don't make a right but three lefts do.
Quote: Posted 07/27/05 19:48:29 (GMT) -- Mithdradates

[rant]
Btw, does anyone else think it's odd that set trap and disable trap are different skills? In every other RPG I've played, trap setting and disarming are considered part of the same skill. The argument being that the knowledge that lets you arm a complicated trap also tells you exactly how to disable said trap. I understand that in general D&D the disable device skill is used to disable traps, I still think that this is incorrect and trap setting should be the skill that disables them. The reason being not all D&D traps are mechanical, some have chemical or magical components or triggers which a mechanical engineering skill wouldn't cover. Also with the paucity of skill points in D&D (the base is 2 or 4 per level) you would think they would try to make the skills more general and less specialized. Lastly, isn't setting a trap more an INT based skilled than a DEX based skill?
[/rant]

Amen, Brother Mith!

(Nice re-build, btw.)
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It's rogue, dammit, ROGUE!!! Why did you take Pally 16 and not CoT 15.. that would give +2 to divine wrath on both AB and damage :S

-DaMouse
Quote: Posted 07/27/05 21:23:36 (GMT) -- DaMouse404

Why did you take Pally 16 and not CoT 15.. that would give +2 to divine wrath on both AB and damage :S

-DaMouse

I would figure the extra level 2 spell and slightly longer spell durations would be more valuable than a slightly enhanced once-per-day ability. Just my guess.
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It's rogue, dammit, ROGUE!!! Cin got it right, as usual. I prefer the other Paladin level for spells that last slightly longer and the extra second level spell (which could be an Eagle's Splendor, Bull's Strength, Aura of Glory, or Aid). The Divine Wrath is okay, but at 8 rounds (with a buffed CHA) a day (Divine Shield and Might last the same but I get multiple uses) I prefer the extra Paladin Level.
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Two wrongs don't make a right but three lefts do. There is something uncannily synergestic about a Rogue/Paladin character. It's like they are soulmates or something, because I see the Rogue looking at the Paladin side of the build and saying, "You complete me," and then the Paladin side saying, "Shut up, you had me at Tumble."

Toss in the CoT side for saves and feats, and this guy is a machine. This is a great character for PvM play, particularly solo, or a party of 2-3.

Well done, Mith.
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Ariel, Ookla, RIDE!
Quote: Posted 07/28/05 13:15:46 (GMT) -- grizzled_dwarflord

There is something uncannily synergestic about a Rogue/Paladin character. It's like they are soulmates or something, because I see the Rogue looking at the Paladin side of the build and saying, "You complete me," and then the Paladin side saying, "Shut up, you had me at Tumble."
Well put. I never thought of it that way. I guess that's why you are the dwarflord.

Peace