Piercing and Slashing, Smiting and Fighting the Forces of Evil PvM (1-40) or PvP

THE LIBERATOR (Angel of Redemption)
By Deborah “Tyr” Templar

Concept: This is a Risen Angel, bringer of hope, rescue and freedom.

Strengths and Weaknesses:
• This is a Great Smiter for the forces of good, with very good, highly buffable AB and damage; as such, this character can readily hold his/her own, not being reliant on smite attacks alone;
• At the same time, with Great Smite X (and with what appears to be the highest AB of its class) has the very real potential to dish out some exciting damage (>1100). Saves are very good, with decent AC, hit points, and a nice assortment of feats; on the other hand, skills are lamentably thin (such is the price for balancing smite with combat)

To see this character’s arch-nemesis, The Fallen (Angel of the Apocalypse), bringer of doom, upheaval and destruction, Click Here


The Liberator (Angel of Redemption) – Overview
Champion of Torm (22), Fighter (8), Blackguard(10)
Race: Human
Alignment: Any Evil (Start) / Any Good (End) (Theme: Lawful Evil / Lawful Good)

I. Character Attributes:

STR: 18 (22)
DEX: 8
CON: 8
WIS: 8
INT: 9
CHA: 17 (25)


II. Level Guide

01: Fighter(1): toughness, Weapon Proficiency Exotic, Weapon Focus: Scythe
02: Fighter(2): power attack
03: Fighter(3): cleave
04: Fighter(4): CHA+1, Weapon Specialization: Scythe, (CHA=18)
05: Fighter(5)
06: Fighter(6): knockdown, blind fight
07: Fighter(7)
08: Blackguard(1): CHA+1, (CHA=19)
09: Blackguard(2): extra smiting, {Smite Good}
10: Blackguard(3)
11: Blackguard(4)
12: Blackguard(5): CHA+1, divine might, (CHA=20)
13: Blackguard(6)
14: Blackguard(7)
15: Blackguard(8): divine shield
16: Blackguard(9): CHA+1, (CHA=21)
17: Blackguard(10)
18: Champion of Torm(1): improved critical: scythe, *Alignment Change*
19: Champion of Torm(2): called shot
20: Champion of Torm(3): CHA+1, {Smite Evil}, (CHA=22)
21: Champion of Torm(4): great charisma I, Epic Weapon Focus: Scythe, (CHA=23)
22: Fighter(8): Epic Weapon Specialization: Scythe
23: Champion of Torm(5)
24: Champion of Torm(6): CHA+1, great charisma II, epic prowess, (CHA=25)
25: Champion of Torm(7)
26: Champion of Torm(8): Great Smite I
27: Champion of Torm(9): great smite II
28: Champion of Torm(10): STR+1, Great Smite III, (STR=19)
29: Champion of Torm(11)
30: Champion of Torm(12): great smite IV
31: Champion of Torm(13)
32: Champion of Torm(14): STR+1, Great Smite V, (STR=20)
33: Champion of Torm(15): great smite VI
34: Champion of Torm(16)
35: Champion of Torm(17)
36: Champion of Torm(18): STR+1, great smite VII, Great Smite VIII, (STR=21)
37: Champion of Torm(19)
38: Champion of Torm(20)
39: Champion of Torm(21): great smite IX
40: Champion of Torm(22): STR+1, Great Smite X, (STR=22)

III. Skillpoints: 86
Discipline 36(42), Hide 5(4), Tumble 20(19)

--


IV. The Basics:

A . Hitpoints: 400

B. Saving Throws (Fortitude/Will/Reflex): 42/33/35
Saving Throw bonuses: +9 Divine Wrath, BG Dark Blessing (enhance with cha. boost)


V. Combat Vitals (Mundane Scythe):

a. Attack Bonus
30 BAB
+1 Weapon Focus
+2 Epic Weapon Focus
+1 Epic Prowess
+6 Str Bonus
------
40 AB
+2 BG Bull’s Strength
+7 Smite Bonus
+9 Divine Wrath
------
Self-Buffed AB: +58
--
Capped AB (assuming +20 Weaponry and +12 Str & Cha): AB +79

b. Damage:
2d4 + 15 (crit: 19-20/x4)
+2 BG Bull’s Strength
+ 7 Divine Might
+9 Divine Wrath
+242 Smite Evil Damage*
--
Total (Maximum): 279 damage / smite attack
On a Crit: 1116 damage per critical smite
--
Other:
Smite Good: 137 (crit: 548 damage)
BG Sneak Damage: 3d6 damage
Turn Undead: 15+2d6

Lay-on-Hands (Negative Energy):
154 vs. undead (note: also serves as healing for self and/or allies)



VI. Defense Vitals

AC
13 Naked
+8 Mundane Plate
+7 Divine Shield
--
28 (note: mundane shield would add +3, or AC 31)


VII. Spell Casting:
Use Poison, Contagion
Bull's Strength, Dark Blessing, Smite Good
Create Undead, Summon Fiend
Inflict Serious Wounds, Inflict Critical Wounds
Lay-on-Hands (Healing)


Fixed capped AB - Kail Pendragon

Edited By Kail Pendragon on 10/13/06 08:58

Special thanks and acknowledgments must go out to everyone here who commented on my builds in the Templar series, and including (but not limited to) Mick Dagger, Dwarflord, Mith, Avarielo, Thax, Avado, Cinn, Xylo, Nimueh, Samphus (and so, so many others). Special thanks must go out to Finn, Grim and Kail, for their ongoing encouragement and own very inspirational smiting characters (we know who they are , which inspired me on these latest two characters - thanks, everyone.

As always, I welcome your eyes, thoughts, and continuing feedback. ~ Tyr

Edited By TyrTemplar on 10/13/06 05:39

Start with STR 16 or even 15 and pump up INT and CON. INT 9 btw is useless, DEX 9 makes more sense to help you achieve 12 with a potion of Cat's Grace. Something like STR 16, DEX 9, CON 12, INT 10 for example or even STR 15 and either INT 12 or CON 14

Also, I'd drop some Great Smites and get in AS and Great STR to make up for the loss with changing starting stats. Something like Great Smite VI should do: you get AS; 2 Great STR (starting STR at 16) and one Great CHA to round up CHA. Scythe is really stylish but I think that Greatsword or Scimitar would be better.

You can feel the lack of Paladin and all the good buffs in this smiter. Nice concept anyhow.


Cheers,
Kail
_________________
Quote: Posted 09/25/06 11:58:10 (GMT) by xitooner

I find its better to be flexible, THINK, and know your enemy.
As with your other build, I'm not 100% sure why this is an align-changer. Using paladin instead of blackguard would preserve the base AB and cha-to-saves aspect, and actually result in stronger smites as well (stacking with COT levels). Using rogue would open up a much wider skillset and stronger sneak attacks (though at the cost of hitpoints).

But I like the focus on getting great smite 9 or 10 on a character with a base 40+ AB.
_________________
Experience is the mother of good judgement; bad judgement is the father of experience. Thanks, guys

OK, maybe you're right re: paladin; thinking was, on the pair, one angel rises, the other falls - but you both make great points. And so, here it is: with pally and other adjustments (i.e., start stats (more HPs, more skills, and even higher saves, too As for AC, picked up bastard sword so as to enable board use (oh, but that scythe, indeed, so very stylish -and crit multiplier was nice, too --as such, doesn't get the 1100 on one crit smite, but *only* near-700 on a crit w. bastard sword instead (yeah, yeah ... over it )

Otherwise, same great AB (highest for a great smiter still), and other goodies ... (gonna repost this one anew, since the combo's changed, but thought I'd puts it here first, so we can have us a gander -- and yeah, pally works better me thinks, too (thanks, guys -- appreciate your thoughts, as always - look forward to your continuing thoughts

Revised
Champion of Torm(22), Fighter(10), Paladin(8)
Race: Human / Alignment: Lawful Good

I. Character Attributes:

STR: 17 (22)
DEX: 8
CON: 10
WIS: 8
INT: 10
CHA: 17 (25)


II. Level Guide:

01: Fighter(1): weapon proficiency exotic*, power attack, weapon focus: bastard sword*
02: Fighter(2): cleave
03: Fighter(3): toughness
04: Fighter(4): CHA+1, weapon specialization: bastard sword, (CHA=18)
05: Paladin(1)
06: Paladin(2): lightning reflexes**, {Smite Evil}
07: Paladin(3)
08: Champion of Torm(1): CHA+1, (CHA=19)
09: Champion of Torm(2): extra smiting, blind fight
10: Champion of Torm(3)
11: Champion of Torm(4): knockdown
12: Paladin(4): CHA+1, extra turning, (CHA=20)
13: Champion of Torm(5)
14: Fighter(5)
15: Paladin(5): divine might
16: Fighter(6): CHA+1, improved critical: bastard sword, (CHA=21)
17: Paladin(6)
18: Paladin(7): divine shield
19: Fighter(7)
20: Paladin(8): CHA+1, (CHA=22)
21: Fighter(8): great charisma I, epic weapon focus: bastard sword, (CHA=23)
22: Fighter(9)
23: Champion of Torm(6): epic weapon specialization: bastard sword
24: Champion of Torm(7): CHA+1, great charisma II, (CHA=25)
25: Champion of Torm(8): Great Smite I
26: Champion of Torm(9)
27: Champion of Torm(10): great strength I***, Great Smite II, (STR=18)
28: Champion of Torm(11): STR+1, (STR=19)
29: Champion of Torm(12)
30: Champion of Torm(13): great smite III
31: Champion of Torm(14): Great Smite IV
32: Champion of Torm(15): STR+1, (STR=20)
33: Champion of Torm(16): great smite V
34: Champion of Torm(17)
35: Champion of Torm(18): Great Smite VI
36: Champion of Torm(19): STR+1, great smite VII, (STR=21)
37: Champion of Torm(20)
38: Champion of Torm(21)
39: Champion of Torm(22): great smite VIII, Great Smite IX
40: Fighter(10): STR+1, epic prowess, (STR=22)

* Weapon Note: WPE/Bastard Sword permits shield use while doing good damage (being 1-10, as compared to e.g. the 2-12 output of a greatsword, and sharing the same crit. factor)

** Connotes that feat may be exchanged for another of your choosing without detracting from the overall build.

*** MORE SMITE POWER? The last (and final) GS 10 is yours to be had simply by dropping Great Strength (level 27), and choosing the great smite instead; this will net you an additional 30 smite damage, but at a cost of -1 AB/Damage; conversely, if you want less in favor of something else, feel free to adjust

---
III. Skillpoints (129)
Concentration 43(43), Discipline 43(49), Heal 3(2), Tumble 20(19)
--

IV. The Basics

a. Hitpoints: 440

b. Saving Throws (Fortitude/Will/Reflex): 43/32/37
Saving Throw bonuses: +9 Divine Wrath; Divine Grace (enhance with Cha.)
Immunities: Fear, Disease


V. Combat Vitals (Mundane Bastard Sword):

a. Attack Bonus
30 BAB
+1 Weapon Focus
+2 Epic Weapon Focus
+1 Epic Prowess
+6 Str Bonus
------
40 AB
+7 Smite Bonus
+9 Divine Wrath
------
Self-Buffed AB: +56
--
Capped AB (assuming +20 Weaponry and +12 Str & Cha): AB +79


b. Damage:
1-10 + 15 (crit: 17-20/x2)
+7 Divine Might
+9 Divine Wrath
+ 300 Smite Damage *
--
Total (Max.): 341 damage/smite (assumes two-handed; -3 damage if also equipping a shield) On a Crit: 682 (double damage)
--

Weapon note: if desirous of forcing more crits, select a scimitar (1d6+12 crit: 16-20/x2); on the other hand, if wanting more damage and uninterested in using a shield, consider greataxe (1d12+15 crit: 19-20/x3) or greatsword (2d6+15 crit: 17-20/x2)

Other:
* Turn Undead: 13+2d6
* Lay-on-Hands (Positive Energy): 210 vs. undead (also serves as healing power)



VI. Defense Vitals

a. AC
13 Naked
+8 Mundane Plate
+3 Mundane Shield
+7 Divine Shield
--
31 (with +5 magic items (cloak, plate, shield, amulet) and +12 Cha., AC 57)


b. Damage Reduction: 15/+3


VII. Other – Divine Healing
Remove Disease, Lay-on-Hands (self-healing)

Edited By TyrTemplar on 10/14/06 09:18