The Teutonic Knight (Order Illuminati), Revised (July, 2006) By Deb Tyr
NOTE: This is the revised version, specifically designed for PvE and PvM play, but adaptable also to PvP. For revision history, including all the appropriate credits, acknowledgments, critiques, ideas, and nice praises (thanks everyone), please see: Click Here
Concept: Continuing the Templar Knight theme, having looked at their past (Knight Templar build), and alleged alternative (Blood Knight (Order Baphomet)), we now proceed to examine the question as thus: once the Templars were disbanded, what happened next?
TEUTONIC KNIGHT (Order Illuminati) Fighter (4), Paladin (16), Champion of Torm (20) Human, Lawful Good
AC (naked/mundane armor/shield only): 13/24 +12 Divine Might -- AC 36 (Does not include Paladin Spell Buffs, or magic items: for those great pally buffs that this character has access to, and to chose your own, see below)
Spell Casting: Paladin(4), SR 16+1d20 1st Level (3 Spells) / 2nd Level (3 Spells) 3rd Level (1 Spell) / 4th Level (1 Spell) For a nice overview of those spells, and to pick those spells and buffs which will work best for you, Click Here
Level Guide: 01: Fighter(1): toughness, weapon focus, Knockdown 02: Paladin(1) 03: Paladin(2): power attack, {Smite Evil} 04: Paladin(3): CHA+1, (CHA=16) 05: Paladin(4) 06: Paladin(5): divine shield 07: Paladin(6) 08: Paladin(7): CHA+1, (CHA=17) 09: Paladin(8): divine might 10: Paladin(9) 11: Champion of Torm(1) 12: Paladin(10): CHA+1, extra turning, (CHA=18) 13: Champion of Torm(2): blind fight 14: Paladin(11) 15: Paladin(12): extra smiting 16: Paladin(13): CHA+1, (CHA=19) 17: Fighter(2): improved critical 18: Champion of Torm(3): improved knockdown 19: Fighter(3) 20: Fighter(4): CHA+1, weapon specialization, (CHA=20) 21: Champion of Torm(4): great charisma I, epic weapon focus, (CHA=21) 22: Champion of Torm(5) 23: Champion of Torm(6): epic weapon specialization 24: Paladin(14): CHA+1, great charisma II, (CHA=23) 25: Champion of Torm(7) 26: Champion of Torm(8): epic prowess 27: Paladin(15): great charisma III, (CHA=24) 28: Champion of Torm(9): CHA+1, (CHA=25) 29: Champion of Torm(10): great smite I 30: Champion of Torm(11): great strength I, (STR=15) 31: Champion of Torm(12) 32: Champion of Torm(13): STR+1, (STR=16) 33: Champion of Torm(14): great strength II, great smite II, (STR=17) 34: Champion of Torm(15) 35: Champion of Torm(16) 36: Champion of Torm(17): STR+1, great strength III, (STR=19) 37: Champion of Torm(18): great smite III 38: Champion of Torm(19) 39: Champion of Torm(20): great smite IV 40: Paladin(16): STR+1, (STR=20)
Author's Note: special thanks on this build must go out to Finn, Grim, Kail, Mick, and absolutely everyone else, including Meph, Dark, Thax, Grizz, Avado, Mith, Cats, Cinn, Mailman, Dragon, KRS, and everyone else, who commented on either this knight or any of the others in the series, whose kind interest, advice, comments, and continuing encouragement are always appreciated and gratefully acknowledged (thank you ~ Tyr.
Edited By TyrTemplar on 07/05/06 06:48
Nice twist on the Teutonic Knight, the Great Smites are now enough to make it worth and you've got a better Divine Wrath althoguh it's usable only once a day (what a shame, I'd like to get some more uses per day, 3 would seem fair).
As also in your other build, I suggest to get the 4th FTR lvl asap, for earlier WS which will help your damage output given the fact you raise your STR only late. At lower lvls that systematical +2 to damage counts.
Well done Debby. You pulled out a nice series of theme builds. I believe you got me inspired on a new theme build, btw
Cheers, Kail _________________ Heavy metal Or no metal at all Whimps and posers Leave the hall!
Looks good. It manages good saves, good AC, an okay buffed AB and some smiting damage. Just a couple of minor points:
Be a little careful here, Sacred Defense counts towards the +20 saving throw cap, as does the spellcraft bonus and Divine Wrath bonus. So with just Divine Wrath, you're at +19. Not that it matters, those saves are plenty high.
Quote: * COMBAT VITALS: BAB: 30, AB (max, naked): 39 +2 Bull's Strength +5 Greater Magic Weapon (OR Holy Sword) -- AB: 46 (Effective 16 hours, or per rest period) -- +5 Divine Favor +1 Bless +1 Aid +1 Prayer +1 Deafening Clang +9 Divine Wrath -- Combat AB 64, +6 Taunt, + IKD (Self-Buffs Only, No Equipment)
Actually 61, you hit the +20 AB cap (59) and get an extra +2 from Bull's Strength. Also deafening clang adds a weapon enhancement bonus which doesn't stack with GMW or Holy Sword.
Quote: 12: Paladin(10): CHA+1, extra turning, (CHA=18)
I might be inclined to take extend spell instead of extra turning. Paladin spells don't last long, and a two turn divine favor is much nicer than a 1 turn. _________________ Two wrongs don't make a right but three lefts do.
No wonder you have many builds already since you re-post all your builds 5 times.
Also Deb, why do you keep typing AB, + taunt(valid), + IKD. IKD penalizes your AB, not increases it. Even though 1 build used a already knoccked-down opponent to show how high AB that was possible, you can't really use that in a build as a strength. It's a thing that every 1st level character can do, remember.
Rock on. _________________
Quote: Posted 03/06/06 18:56:45 (GMT) -- FinneousPJ Trollborn Asgardian by the master of the Norse legends, Grimnir himself!
Thanks, guys! First, the AB thing - egads, I *really* did think I fixed that from the original post (and seriously sorry everyone). Thanks, Mith: I appreciate that (um, um, um, if a mod should have some time to please, please edit that? With apologies, everyone).
The saves: posted a list as to available enhancements, so can pick and choose, accordingly. this, 'cause as Kail just puts so well, that Divine Wrath, while just so very amazing, well, it should come with a label along the lines: "break in case of emergency" since it's available only once per day, or rest period. Ah, but it does toss such a great boost into saves, damage, and AB, lasting the duration of the cha-bonus, so guess it's one of those balancing things (oh, but Kail: I do so hears ya, and totally agree: 3 times per day, should be 3!!
Although this one's specifically for PvE (or PvM), still wanted it to be adjustable for PvP, thus made it a point to give the Teutonic high saves (and thanks for that, Mith: appreciate your compliment!). As to extend spell, that is a good idea, as he's a lot of turning already, but should be pointed out that, unlike his cha bonus from turning, his spells at only level 16 pally may be vulnerable to dispel, dependent on the enviironmment. If not worried about that, then might consider that (ie. extend instead) as bein' a valid option (thanks, Mith),
Grim, thanks so much for the compliment, and I do so like your smiter, too! As to IKD, puts that in there for a point of comparison, to the Knight Commander build. Also, IKD's listed for our play-tip theme: i.e., before smiting, make sure to land the IKD, then taunt, and then smite to make sure your smites are effective - not like he's got GS 5, or GS 10 to play with But GS 4, with high saves, decent AB and all that other stuff, this should do ya quite well for PvE/PvM . . . and with IKD and skills, brings in a lot more utility, and makes him adjustable, depending on the environment.
Kail: thanks so much for the praise, and right back at you re: yer build and cool concept, too! So glad to hear you like the Templar theme; yeah, had a lot of fun on this series, that's for sure. And I inspired you did I? Oh, how very wonderful: be assured that I'm awaitin' your series with most anxious anticipation (wonderful!)
Thanks, guys. As always, appreciate your comments, eyes, ideas, and nice praise, too
Tyr
As to the series, once again, it consists of five (5) knights, as follows:
1) Teutonic Knight, FTR/Pally/COT, for PvE or PvM play, but adjustable for PvP too, having some neat tricks.
2) Knight Commander, Ftr/Pally/Cot, high level pally, and balanced as b/w combat prowess and smitin', for PvP but also PvE or PvM, too; he'd be our power pally so to speak in the series.
3) Knight Templar, Pally/Bard/Cot, having a touch of both the divine and the arcane; not a smiter per se, but with high saves, AB +40 and the ability to deliver decent combat and arcane damage, and including some nice skills (i.e., UMD/scroll access for added buffs & versatility), a nice complement of bard spells, and, of course, the ability to use all those great bard toys
4) Blood Knight, the Fallen Pally (pally/monk/BG) in our series, not a smiter per pe, but with all sorts of great abilities all his own
5) Medieval Scout (Pally/Rogue/Cot - a dexed-based holy warrior, also not a smiter, but instead with great stealth and combat prowess, and the ability to deliver good sneak and regular damage. He'd be the "James Bond" type/secret agent in our series.
Thanks everyone. I really hope everyone enjoys the series, with the idea being that there's now a special knight out there for everyone who wants to get in on the Templar legend and fun. Enjoy!
No wonder you have many builds already since you re-post all your builds 5 times.
BTW, Cute! And there'd uh be 5 different knights in this series (although, I've that one series, 3 different characters, all starting with the same title name, can see where it may get confusin' (Ah, but nots to worry, not a revised, revised version comin' up, haven't done *that* in a long time ... Just a couple edits, which have been sent over to Uncle Grim; Also, feelin' inspired to look into gettin' to FTR 4 more quickly, for that oh so nice damage boost, which I'll send over also in turn (sounds good & nice thinkin' guys)
Ah, indeed, he does have his charms, doesn't he? At about 236 damage per smite, plus his skills and saves, his decent buffable AB, that holy sword of his *and* his IKD, ... should do fine I think (sorry, Grim, but feel the need to point out that IKD isn't just a novelty, as some may think; it does help out, better than KD in many instances, not only for smitin', but to even knock dragons, and it's very helpful when engaging melee with a non-evil foe (oh, if only we could smite 'em anyway! (or more divine wrath then at least ) Nonetheless, for you, Sir Grim, I puts in on a separate line, as you suggest
Thanks again, everyone! And patience, folks: your Teutonic Knight as revised, is about to receive a mini-tweak, and thus be even better -