MEDIEVAL ENFORCER
By Deborah Tyr

Concept: this is a law enforcement type character, a paladin with the power of devastating crit., having dedicated his/her life to the causes of liberty, freedom, and justice. This character is a variant on another in this series (i.e., the Law Marshall, link below); a power tweak if you will, to achieve even more AB, fort, and even a slightly better skillset (i.e., including listen). The cost? Loss of the holy sword (and other paladin spells). Without further adieu, please meet the Medieval Enforcer (as always, comments are welcome) ~ Tyr.


The Medieval Enforcer
Paladin(5), Fighter(10), Weapon Master(25)
Human, Lawful Good
Hitpoints: 480


FINAL STATS:
STR: 16 (30)
DEX: 13
CON: 14
WIS: 12
INT: 13 (14)
CHA: 8


Saving Throws
Fort: 30, +2 Protection
Will: 16, +2 Protection
Reflex: 20, +2 Protection

Saving Throw bonuses: +3 Spells
Immunities: Fear, Disease
Mind-Effects/Mind-Spells (Protection)


* COMBAT VITALS

Devastating Critical:
DC 40 (capped, DC 46)
***(want more? see level guide, below)

BAB: 30, AB +50 (Sleeping)
+6 Taunt, +1 Divine Favor
--
Total AB: +57

Capped AB:
+76 (+12 STR boost & Weaponry items)
+6 Taunt
--
AB +82 (Combat Cap), +5 Smite AB Bonus (+12 CHA)
--
Total Capped: AB +87
***(want more? see level guide, below)


Combat Damage:
Mundane Greatsword
2d6, +21 (15-20 crit./x3)
+1 Divine Favor
--
On a crit: instant death potential,
With (24-34 x’s 3) 72-102 Damage should target make their save vs. devastating critical.

Other recommendations (weapon considerations):
• Greataxe, for x4 damage on a critical, with a decent crit. range
• Scythe, for awesome damage on a critical (i.e., x5), but a lower crit. range
• Scimitar, for awesome crit. range (more opps/insta-death), but lower overall damage
• Trusty Longsword, a nice, all-around utility weapon, which also enables shield use


DEFENSE VITALS:
AC 25 (mundane plate only), +2 Protection (or, AC 27)
Note: a mundane shield would add +3 AC, or: AC 30


FINAL SKILLS (205)
Discipline 43(53)
Heal 3(4)
Intimidate 4(3)
Listen 42(43)
Spellcraft 13(15)
Taunt 43(42)
Tumble 20(21)


Spell Casting: Paladin(1)
To pick your spell for the Medieval Enforcer, please: Click Here


WHAT FOLLOWS is the PATH of the MEDIEVAL ENFORCER during the first 40 levels of his/her career:

01: Paladin(1): dodge, weapon focus: Greatsword
02: Fighter(1): power attack
03: Paladin(2): mobility, {Smite Evil}
04: Fighter(2): STR+1, spring attack, (STR=17)
05: Fighter(3)
06: Fighter(4): expertise, whirlwind attack
07: Fighter(5)
08: Weapon Master(1): INT+1, weapon of choice: Greatsword, (INT=14)
09: Weapon Master(2): knockdown
10: Weapon Master(3)
11: Weapon Master(4)
12: Weapon Master(5): STR+1, improved critical: Greatsword, (STR=18)
13: Weapon Master(6)
14: Weapon Master(7)
15: Paladin(3): cleave
16: Fighter(6): STR+1, blind fight, (STR=19)
17: Fighter(7)
18: Paladin(4): great fortitude
19: Weapon Master(8)
20: Fighter(8): STR+1, weapon specialization: Greatsword, (STR=20)
21: Fighter(9): great cleave
22: Weapon Master(9)
23: Weapon Master(10)
24: Weapon Master(11): STR+1, Great Strength I, (STR=22)
25: Weapon Master(12)
26: Weapon Master(13): epic weapon focus: Greatsword
27: Fighter(10): epic fortitude*, epic weapon specialization: Greatsword
28: Weapon Master(14): STR+1, (STR=23)
29: Weapon Master(15)
30: Weapon Master(16): Great Strength II, overwhelming critical: Greatsword, (STR=24)
31: Weapon Master(17)
32: Weapon Master(18): STR+1, (STR=25)
33: Weapon Master(19): Great Strength III, devastating critical: Greatsword, (STR=26)
34: Weapon Master(20)
35: Weapon Master(21)
36: Weapon Master(22): STR+1, Great Strength IV, armor skin* (STR=28)
37: Weapon Master(23)
38: Weapon Master(24)
39: Weapon Master(25): Great Strength V, epic prowess, (STR=29)
40: Paladin(5): STR+1, (STR=30)


POWER OPTION? Want even more? Instead of great fort, take great cleave (at level 18), and in the place of great cleave, pick up a great strength; for the other great strength, take it instead of epic fortitude at level 27. This will net you another +1 AB and damage (for a naked, unbuffed/sleeping combat AB +51 (cap: AB +77, +taunt and +smite bonus, or adj. total: +88), along with another dev crit DC point (or, DC 41 (47 capped). Cost: -6 fort.

CONVERSELY, if you are uninterested in the power of dev. crit, or are playing on a server where this ability is banned, feel free to modify your Enforcer, accordingly.


Skills Progression :

01: Discipline(4), Intimidate(2), Taunt(4), Tumble(2),
02: Discipline(1), Save(3),
03: Discipline(1), Taunt(1), Tumble(1), Save(3),
04: Discipline(1), Intimidate(1), Save(4),
05: Discipline(1), Intimidate(1), Tumble(1), Save(3),
06: Discipline(1), Save(6),
07: Discipline(1), Tumble(1), Save(7),
08: Discipline(1), Listen(11),
09: Discipline(1), Listen(1), Tumble(1), Save(1),
10: Discipline(1), Listen(1), Save(4),
11: Discipline(1), Listen(1), Tumble(1), Save(5),
12: Discipline(1), Listen(1), Save(8),
13: Discipline(1), Listen(1), Tumble(1), Save(9),
14: Discipline(1), Listen(1), Save(12),
15: Discipline(1), Spellcraft(1), Taunt(12), Tumble(1),
16: Discipline(1), Spellcraft(1), Save(2),
17: Discipline(1), Spellcraft(1), Tumble(1), Save(2),
18: Discipline(1), Taunt(3), Save(3),
19: Discipline(1), Listen(5), Tumble(1),
20: Discipline(1), Spellcraft(2),
21: Discipline(1), Spellcraft(1), Tumble(1),
22: Discipline(1), Listen(3), Save(1),
23: Discipline(1), Listen(1), Spellcraft(1), Tumble(1),
24: Discipline(1), Listen(1), Save(3),
25: Discipline(1), Listen(1), Spellcraft(1), Tumble(1), Save(2),
26: Discipline(1), Listen(1), Spellcraft(1), Save(3),
27: Discipline(1), Spellcraft(1), Tumble(1), Save(3),
28: Discipline(1), Listen(2), Spellcraft(1), Save(3),
29: Discipline(1), Listen(1), Spellcraft(1), Tumble(1), Save(2),
30: Discipline(1), Listen(1), Spellcraft(1), Save(3),
31: Discipline(1), Listen(1), Tumble(1), Save(4),
32: Discipline(1), Listen(1), Save(7),
33: Discipline(1), Listen(1), Tumble(1), Save(8),
34: Discipline(1), Listen(1), Save(11),
35: Discipline(1), Listen(1), Tumble(1), Save(12),
36: Discipline(1), Listen(1), Save(15),
37: Discipline(1), Listen(1), Tumble(1), Save(16),
38: Discipline(1), Listen(1), Save(19),
39: Discipline(1), Listen(1), Save(22),
40: Discipline(1), Heal(3), Taunt(23).


NOTE: if you would like a law-enforcer type character with even more paladin, to enjoy much better spells (including the holy sword) but with the same dev. crit. power (albeit slightly less AB, but has that holy sword ), then you be seeking the Law Marshall: Click Here

To see the first character, the Mage Slayer (a versatile, solid combat monk/pally build, with the holy sword and other exciting paladin spells, able to join in the fun of PvP/melee play, yet also making for a cool undead/zombie hunter, among other good causes, situations, and environments, please: Click Here

Edit. Altered some stats. Uncle Grim.

Edited By Grimnir77 on 07/31/06 11:35

Just a couple notes (& a couple corrections, too (PM sent, and will be changed proper, but should puts here too, yes? (sorry, folks):

1. first, as to the power option (totally last minute twist, late at night and last minute thing, while tryin' to beat the time for posting clock thing (sorry folks); anyway, should read: drop great fort and bump great cleave up in its stead, then when hit epic, take great strength (in the place of great cleave) and yer other great strength in lieu of epic fort; this will net you 2 more str in the end (thus, +1 AB & damage (or, unbuffed AB +51 with a dev crit DC 41 (capped: +77 AB, and DC 47): cost, -6 fort which I actually wouldn't recommend, since it's a sure bet that where dev crit's allowed, others can dev crit, too...

2. the smite thing, when it's brought to cap, as in +12 cha, should also read +5 and not +4 (for a grand total as follows: combat cap: AB +76 (add one if take power option), +5 Smite bonus (cha capped), then adds in yer taunt +6 (if ya takes it), for a total adjusted: AB 87 (that'd be 88 with the power option) ...

Those familiar with my Bard blade series might be askin' well, why not do here what you did over there, as in ie., bring in a pally or two at the end. A fair question it would be, but decided against it least of all b/c I don't like copying stuff (not even me own stuff Real reason though was playability: the saves, will in partic., having pally immunity to fear and disease helps. It's particularly helpful from the beginning, and not in the end. Also, not much point in waiting 'til the end to bring on pally as they don't get anything close to the bard's pay load in terms of skill dump (as in, no UMD access, or ability to max tumble, or ..., so nothing much to make the wait really worthwhile, ya know?) Plus, need at least two level pally for the aura of courage (fear immunity), and pally 5 for the spell . . .

When all is said and done, though, must admit I much prefer the Marshall, who has his holy sword (and other great spells); even though Enforcer's stats are +2 AB over Marshall (+3 if go power option), this one seems rather, well, bland without at least the holy sword, doesn't s/he? Once you strip it all down, well . . . . Still, if you're wanting a tank (with at least some pally for playability and RP factor, then ... Hey, it's a pally (sorta And it's got dev. crit.

Update: I've another one coming, as noted, which will finish off this law giver/law enforcer series, but gona take a bit of a break from pallys for awhile. I know, I promised a pally/druid or druid/dragon type, but gonna bring out something else, a cleric combo (hey, Tyr likes em clerics, too (right, Avado? )Nots to worry, you'll gets yer druid type but tons of stuff to work out yet on that one (the sheet, we know it lies, but druid/shifters, egads, the sheet's just so wrong as to be beyond frustrating).

Stay tuned, folks: got a nice cleric combo coming up; yeppers, something for everyone coming up

Edited By TyrTemplar on 07/31/06 03:38