I like paladin builds and I like their buffing power. I always try to go for at least 19 lvl, although sometimes 17 can be enough; 15 is the bare minimum to me and I always try to get more. Anyhow, the next step after the full spell allotment is undispellability and I must confess I enjoy my undispellable Paladins. This said, I also enjoy mixing a versatile class like Rogue to melee builds and I simply love Crippling Strike. The result is this build, Fighter added in for WS/EWS and two bonus feats which free up general feat slots for save boosters.

The build has got an XP penalty, but it starts only at 32nd lvl and it's the minimum 20% penalty. I think it's worth it.

Considering I'm going for CS I decided to get Epic Reflexes to put to some good use evasion (with self buffed CHA the ref save is good and more so vs spells). One could drop Epic Reflexes and ESF: Discipline for 2 more Great STRs which might be a feasible variant especially if going for IE instead of CS.

Skill points are alloted to give you full Epic Traps skills plus the usual stuff; customization is open for specific needs. Less traps skills and more Taunt is definitely a possibility, as indicated.

The AB is decent and self buffable at 56-57 (depending on Bull's STR roll), AC is ok for a meleer, saves are ok but for will; CHA buffs and enhancements will definitely help in this department and you've always got PfA in your spellbook.

Overall a versatile melee build: this Paladin surely has got some aces up his sleeve.


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Defender of the Faith - Paladin(26), Rogue(10), Fighter(4)
Human, LG
PvM, playable 1-40


ABILITIES (ending)
STR: 15 (28)
DEX: 8
CON: 14
WIS: 14
INT: 14
CHA: 12


STATS SUMMARY
Hitpoints: 480
Skillpoints: 293
Saving Throws (Fortitude/Will/Reflex): 27/21/25
Saving Throw boni: Spells: +4, Traps: +1, Evasion
BAB: 29
AB: 42 (melee), 29 (ranged)
Buffed AB: 56 (minimum self buffed), 68 (capped AB + STR)
AC (naked/full plate and tower shield): 20/30 (32 with +4 to DEX)
Sneak attacks: 5d6
Spell Casting: Paladin(4)
Spells per level: 4/4/3/3


SKILLS
Concentration 42(44)
Disable Trap 34(38)
Discipline 42(61)
Open Lock 16(15)
Search 1(3)
Set Trap 43(44)
Spellcraft 18(20)
Tumble 40(39)
UMD 39(40)
no points leftover

a nice variant is:

Disable Trap 12(16)
Set Trap 24(25)
Taunt 41(42)


LEVELING GUIDE
01: Rogue(1): Iron Will, Lightning Reflexes
02: Rogue(2): {Evasion}
03: Fighter(1): Weapon Focus, Knockdown
04: Fighter(2): STR+1, Blind Fight, (STR=16)
05: Paladin(1)
06: Paladin(2): Great Fortitude, {Smite Evil}
07: Rogue(3): {Uncanny Dodge I}
08: Paladin(3): STR+1, (STR=17)
09: Paladin(4): Improved Knockdown
10: Paladin(5)
11: Paladin(6)
12: Paladin(7): STR+1, Improved Critical, (STR=18)
13: Paladin(8)
14: Paladin(9)
15: Paladin(10): Extend Spell
16: Fighter(3): STR+1, (STR=19)
17: Rogue(4)
18: Paladin(11): Toughness
19: Paladin(12)
20: Paladin(13): STR+1, (STR=20)
21: Paladin(14): Epic Weapon Focus
22: Paladin(15)
23: Paladin(16)
24: Fighter(4): STR+1, Weapon Specialization, Epic Weapon Specialization, (STR=21)
25: Paladin(17)
26: Paladin(18)
27: Rogue(5): Great Strength I, (STR=22)
28: Paladin(19): STR+1, (STR=23)
29: Paladin(20)
30: Paladin(21): Great Strength II, (STR=24)
31: Paladin(22)
32: Rogue(6): STR+1, (STR=25) XP penalty (20%) starts here
33: Rogue(7): Great Strength III, (STR=26)
34: Paladin(23): Armor Skin
35: Paladin(24)
36: Paladin(25): STR+1, Epic Skill Focus: Discipline, (STR=27)
37: Rogue(8)
38: Rogue(9)
39: Paladin(26): Epic Reflexes, Epic Prowess
40: Rogue(10): STR+1, Crippling Strike, (STR=28)


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Feedback and constructive criticism are, as usual, gladly appreciated.


Cheers,
Kail


Edit: applied for membership at the "Clumsy Paladin Club", went for Extend Spell
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Edited By Kail Pendragon on 08/31/06 23:21

Nicely done. Out of curiosity why DEX 10, CHA 10? Wouldn't DEX 8, CHA 12 give you a +1 to foritude and will at the cost of 1 AC (and seeing as a +4 to DEX is generally about as easy to get as a +2, not much of loss anyway). Also, no still spell? Perhaps not so vital, but I'm a big fan of those extended divine favors. Nothing really to add outside of that.
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Two wrongs don't make a right but three lefts do.
Quote: Posted 08/31/06 18:28:18 (GMT) -- Mithdradates

Nicely done. Out of curiosity why DEX 10, CHA 10? Wouldn't DEX 8, CHA 12 give you a +1 to foritude and will at the cost of 1 AC (and seeing as a +4 to DEX is generally about as easy to get as a +2, not much of loss anyway). Also, no still spell? Perhaps not so vital, but I'm a big fan of those extended divine favors. Nothing really to add outside of that.

Right observation. My line of reasoning was that with 10 DEX a potion is enough to cap the DEX bonus and that means freeing an item slot. It also helps having a base 45 Set Traps to set Epic Traps on a take 20. Besides, I guess I just didn't want this paladin to be a member of the "Clumsy Paladin Club" DEX 8, CHA 12 is indeed a possibility and DEX 8 is a typical stat for Paladins anyhow.

Still spell? You mean Extended right? I often take it in Paladin builds, but I think that 26 rounds duration should be enough. If you feel you need it swap it for something else, by all means. Out of curiousity, what would you drop to make room for it?


Cheers,
Kail
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Edited By Kail Pendragon on 08/31/06 20:13

Good Pally build Kail.

I'd probably drop Luck of Heroes to make room for the metamagic feat. (You've got some Pally spells like Eagle's and Aura to boost your CHA to get good save boosts, so the loss of 1 on your saves isn't dire).
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It's rogue, dammit, ROGUE!!!
Quote: Posted 08/31/06 20:10:32 (GMT) -- Kail Pendragon

Right observation. My line of reasoning was that with 10 DEX a potion is enough to cap the DEX bonus and that means freeing an item slot. It also helps having a base 45 Set Traps to set Epic Traps on a take 20. Besides, I guess I just didn't want this paladin to be a member of the "Clumsy Paladin Club" DEX 8, CHA 12 is indeed a possibility and DEX 8 is a typical stat for Paladins anyhow.

Aww... come on, were offering a free padded helmet for every new member as part of our membership drive. You know how much those 8 DEX paladins need a good padded helmet, particularly at our annual kegger.

Quote: 
Still spell? You mean Extended right? I often take it in Paladin builds, but I think that 26 rounds duration should be enough. If you feel you need it swap it for something else, by all means. Out of curiousity, what would you drop to make room for it?

Yeah extended (my mind has been elsewhere these days). Divine favor lasts 1 turn per casting so extended makes it 20 rounds. I would probably drop lightning reflexes, with a Nymph's Cloak, Eagles Splendor and Aura of Glory your reflex save should be good and high enough to make use out of evasion.
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Two wrongs don't make a right but three lefts do. I think we take extended, not so much for the extended div fav! I think we take it to have 2 rows of div fav! But thats just me! What do i know, my cleric, right now at lv 26 has somethin like 18-20 div favs to cast per rest.

BTW, its a NICE build! I always in favor of those roguish paladins
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Quote: Posted 07/24/06 22:47:54 (GMT) -- FinneousPJ

You should listen to avado

Thanks all guys! You convinced me, now where's my padded helmet?

My bad about Divine favor duration I always mix it up with Divine power duration for some reason. It's Extend Spell then. I dropped Luck of Heros; the CHA increase makes up for it. A minor DEX enhancing item and a potion of Cat's Grace will take care of DEX and the lost AC and ref save. Luckily we ain't got mounts in NWN1, or my paladin would have problems getting on the horse


Cheers,
Kail
_________________
Looking for a realm of adventure? Check out World of Greyhawk, you won't regret it. Indeed. Since there are no Divine Feats, it's hard not to justify some kind metamagick for the Paladin here. Hell, is there any world where one could find an item that grants a bonus 5th level spell slot for an Extended Holy Avenger?
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Quote: Posted 08/31/06 23:29:45 (GMT) -- Kail Pendragon

Thanks all guys! You convinced me, now where's my padded helmet?

It's in the mail.

Quote: 
Luckily we ain't got mounts in NWN1, or my paladin would have problems getting on the horse

Yes, terrible problem. Last tournament, we had to wait two hours for the first competitors to get on their horses. After the sixth squire had a armored knight fall on him, the union demanded hazard pay and went on strike. Finally we had to get a mage to shrink the horses, get the paladins to straddle them and finally enlarge them again. Would you believe once we did finally get the knights on their horses and positioned for the joust, one of them fell off while waving to a maiden and we had to declare the other the winner.

After that debacle, we just got rid of the horses and had the knights pick up their lances and run at each other. It was going well, until one of them tripped burying his lance into the ground. This turned the lance into spring, and vaulted the knight through the air and into the stands. At this point, the peasants demanded hazard pay and went on strike. There was no point to continuing at that point, so we all went back to the keep and got plastered.
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Two wrongs don't make a right but three lefts do. Mith, why didnt I get my notice! I am sure I got a pal with dex 8 kickin around! That sounded like a party NOT to have missed.... k, i dont get out much, but it is a funny story none the less!

Thanks for the laugh!

Mith, you are just hilarious.
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Do not meddle in the affairs of Dragons, for you are crunchy and taste good with ketchup.