Hey, everyone!

I'm posting the final version of this build, after a lot of improvement thanks to the members of this guild! Here it is!

HOLY WEAPON MASTER WITH CHEESE

Paladin (20) / Weapon Master (19) / Monk (1)

RACE: Human

ALIGNMENT: Lawful Good

STARTING STATS:

STR - 14 (+2)
DEX - 13 (+1)
CON - 10 (0)
WIS - 14 (+2)
INT - 13 (+1)
CHA - 14 (+2)

ENDING STATS:

STR - 18 (+4)
DEX - 13 (+1)
CON - 10 (0)
WIS - 14 (+2)
INT - 13 (+1)
CHA - 24 (+7)

BASIC STATS:

Hit Points: 398

Skillpoints: 184

Saving Throws: (Fort/Ref/Will): 28/27/25

AC: (naked/full plate): 23/29 (+1 dodge)

BAB: 30

AB (unbuffed with mundane greatsword): 42

Spellcasting: Paladin (20)

LEVELING GUIDE:

1- Paladin - Weapon Focus (Greatsword), Dodge
2- Paladin
3- Paladin - Expertise
4- Paladin - STR +1 (15)
5- Paladin
6- Paladin - Mobility
7- Paladin
8- Paladin - STR +1 (16)
9- Paladin - Improved Critical (Greatsword)
10- Paladin
11- Paladin
12- Paladin - Spring Attack, CHA +1 (15)
13- Paladin
14- Paladin
15- Paladin - Whirlwind Attack (intimidate 4 ranks to qualify for WM)
16- Paladin - CHA +1 (16)
17- Weapon Master
18- Weapon Master - Power Attack
19- Weapon master
20- Weapon Master - CHA +1 (17)
21- Weapon Master - Great Strength I (17)
22- Weapon Master
23- Weapon Master
24- Weapon Master - Great Strength II (18), CHA +1 (18)
25- Weapon Master
26- Weapon Master
27- Paladin - Divine Shield
28- Weapon Master - CHA +1 (19)
29- Weapon Master
30- Paladin - Divine Might
31- Weapon Master - Epic Weapon Focus (Greatsword)
32- Weapon Master - CHA +1 (20)
33- Weapon Master - Great Charisma I (21)
34- Weapon Master - Epic Prowess
35- Weapon Master
36- Weapon Master - Great Charisma II (22), CHA +1 (23)
37- Weapon Master - Armor Skin
38- Paladin
39- Paladin - Extra Smiting
40- Monk - CHA +1 (24)


SKILLS: Concentration (43), Discipline (43), Tumble (40), Persuade (20), Intimidate (4), Heal (20)

ADVANCED STATS & NOTES:

AB: 42

+1 - Aid
+1 - Bless
+1 - Prayer
+1 / 2 - Bull's Strength
+5 - Holy Avenger (or GMW for a more long-lasting buff)
+5 - Divine Favor
+10 / 11 - Smite Evil

this guy's buffed AB should be +56/+57 (+66/+68 VS Evil) depending on rolls from Bull's Strength and Eagle's Splendor.

He should have a damage output of 2-12 +6 (15-20/x3), which could be also buffed with:

+1/3 - Bull's Strength (1.5 for wielding a two-handed weapon)
+1 - Prayer
+1 - Bless
+5 - Holy Avenger (+1d6 VS Evil)
+5 - Divine Favor
+10 / 11 - Divine Might
+20 - Smite Evil (if possible)

You may further increase your damage by 5 with Power Attack

AC with mundane gear: 40 / 41 (+4 VS AoO from mobility, and also +2 deflection VS Good and Evil)

10 - Base
+1 - Dex
+8 - Tumble
+8 - Full Plate
+1 - Dodge (vs current target)
+2 - Armor Skin
+10 / 11 - Divine Shield

You may further increase your AC by 5 with Expertise

Saves:

Fort - 28
Ref - 27
Will - 25

You can increase each by a good 4 points with Aura of Glory + Eagle's Splendor with a good roll.

HP: 398 unbuffed and unbuffable (1d8 from Aid doesn't really count )

Take it EZ!

*EDIT* Please see the end of the topic for a better and finalised version. First posts of page 2 in the thread that is.

Edited By Grimnir77 on 07/03/10 00:41

After having played with this character halfway through the Aielund Saga, I have noticed that the "turning point" for him is at level 9, when you get Improved Critical. Before that you just won't kill thinks fast enough and due to the fact that you won't be wearing shields, you will get hit often.

Having made the proper alterations and greatly increased the AB, I have found myself missing combat feats to disable my opponents. I think that it could be a good idea to exchange 2 Great Charisma feats for KD and IKD. That way, the Charisma will end at 22 instead of 24, but you will have more options than just attacking in combat.

Also, I have created an alternate version of this build with more STR for those who feel that taking KD/IKD would not be worth it because of the low STR modifier. I haven't had much time lately, but there was a holiday on tuesday and it was raining heavily the entire day, so I managed to work a little on my builds then. I'll post it now .

Take it EZ!

Edited By Maximillian Kane on 01/22/09 20:58

Quote: Posted 01/22/09 20:47 (GMT) -- Maximillian Kane
Before that you just won't kill thinks fast enough and due to the fact that you won't be wearing shields, you will get hit often.
My apologize for the kinda off topic, but since you brought it up... My suggestion for those low levels is to use a shield. Seriously. You can. Why not? It makes you more competitive. Just because you intend on ending up w/ a two-hander, doesn't mean you shouldn't take advantage of your abilities as they apply vs. your surroundings. Heck, you oughta have a sword and board quickslotted throughout your entire playing career. Handy things, those shields. They can help you stay alive when you're getting wailed on.
Quote: Posted 01/22/09 20:53 (GMT) -- onion eater

Quote: Posted 01/22/09 20:47 (GMT) -- Maximillian Kane
Before that you just won't kill thinks fast enough and due to the fact that you won't be wearing shields, you will get hit often.
My apologize for the kinda off topic, but since you brought it up... My suggestion for those low levels is to use a shield. Seriously. You can. Why not? It makes you more competitive. Just because you intend on ending up w/ a two-hander, doesn't mean you shouldn't take advantage of your abilities as they apply vs. your surroundings. Heck, you oughta have a sword and board quickslotted throughout your entire playing career. Handy things, those shields. They can help you stay alive when you're getting wailed on.

I haven't had the need to use them, but if I had, then I'd have no problem with that at all. The Cleric henchman has had a little work, yes, but I still kill things a lot faster than with a one-handed weapon (believe me, I made a scimitar version of this guy ). Anyway, here's V2, focusing on STR instead of CHA. Hope you like it as well .

Paladin (20) / Weapon Master (19) / Monk (1)

RACE: Human

ALIGNMENT: Lawful Good

STARTING STATS:

STR - 14 (+2)
DEX - 13 (+1)
CON - 10 (0)
WIS - 14 (+2)
INT - 13 (+1)
CHA - 14 (+2)

ENDING STATS:

STR - 24 (+7)
DEX - 13 (+1)
CON - 10 (0)
WIS - 14 (+2)
INT - 13 (+1)
CHA - 16 (+3)

BASIC STATS:

Hit Points: 398

Skillpoints: 184

Saving Throws: (Fort/Ref/Will): 24/23/21

AC: (naked/full plate): 23/29 (+1 dodge)

BAB: 30

AB (unbuffed with mundane greatsword): 45

Spellcasting: Paladin (20)

LEVELING GUIDE:

1- Paladin (1) - Weapon Focus (Greatsword), Dodge
2- Paladin (2)
3- Paladin (3) - Expertise
4- Paladin (4) - STR +1 (15)
5- Paladin (5)
6- Paladin (6) - Mobility
7- Paladin (7)
8- Paladin (8) - STR +1 (16)
9- Paladin (9) - Improved Critical (Greatsword)
10- Paladin (10)
11- Paladin (11)
12- Paladin (12) - Spring Attack, STR +1 (17)
13- Paladin (13)
14- Paladin (14)
15- Paladin (15) - Whirlwind Attack (intimidate 4 ranks to qualify for WM)
16- Paladin (16) - STR +1 (18)
17- Weapon Master (1)
18- Weapon Master (2) - Power Attack
19- Weapon master (3)
20- Weapon Master (4) - STR +1 (19)
21- Weapon Master (5) - Knockdown
22- Weapon Master (6)
23- Weapon Master (7)
24- Weapon Master (8) - Improved Knockdown, STR +1 (20)
25- Weapon Master (9)
26- Weapon Master (10)
27- Paladin (17) - Divine Shield
28- Weapon Master (11) - STR +1 (21)
29- Weapon Master (12)
30- Paladin (18) - Divine Might
31- Weapon Master (13) - Epic Weapon Focus (Greatsword)
32- Weapon Master (14) - STR +1 (22)
33- Weapon Master (15) - Great Charisma I (15)
34- Weapon Master (16) - Epic Prowess
35- Weapon Master (17)
36- Weapon Master (18) - Great Charisma II (16), STR +1 (23)
37- Weapon Master (19) - Armor Skin
38- Paladin (19)
39- Paladin (20) - Extra Smiting
40- Monk (1) - STR +1 (24)


SKILLS: Concentration (43), Discipline (43), Tumble (40), Persuade (20), Intimidate (4), Heal (20)

ADVANCED STATS & NOTES:

AB: 45

+1 - Aid
+1 - Bless
+1 - Prayer
+1 / 2 - Bull's Strength
+5 - Holy Avenger (or GMW for a more long-lasting buff)
+5 - Divine Favor
+6 / 7 - Smite Evil

this guy's buffed AB should be +59/+60 (+65/+67 VS Evil) depending on rolls from Bull's Strength and Eagle's Splendor.

He should have a damage output of 2-12 +10 (15-20/x3), which could be also buffed with:

+1/3 - Bull's Strength (1.5 for wielding a two-handed weapon)
+1 - Prayer
+1 - Bless
+5 - Holy Avenger (+1d6 VS Evil)
+5 - Divine Favor
+6 / 7 - Divine Might
+20 - Smite Evil (if possible)

You may further increase your damage by 5 with Power Attack

AC with mundane gear: 36 / 37 (+4 VS AoO from mobility, and also +2 deflection VS Good and Evil)

10 - Base
+1 - Dex
+8 - Tumble
+8 - Full Plate
+1 - Dodge (vs current target)
+2 - Armor Skin
+6 / 7 - Divine Shield

You may further increase your AC by 5 with Expertise

Saves:

Fort - 24
Ref - 23
Will - 21

You can increase each by a good 4 points with Aura of Glory + Eagle's Splendor with a good roll.

HP: 398 unbuffed and unbuffable (1d8 from Aid doesn't really count )

Edited By Maximillian Kane on 01/22/09 21:06

Since this is a PvM build, that is to be played up from 1-40, I don't really see great value to that Monk level in the very end. I see much more value in 1 of 2 fighter levels pre-epic to help your feat problem.

What 2 fighter pre-epic gains over 1 monk at lvl 40:
Divine might/- shield pre-epic, and way earlier than now.

+1 AC at lvl 10, +2 at lvl 20, +3 at lvl 30.

2 more Great Strengths in epics.

It loses, as far as I can see:
4 AC at lvl 40.
WM and Pally spellslots will be 2 lvls later than current build.

I have played similar builds, I did it with 2 fighter.

In your build, specifically, I would do that too. Then take DS/DM pre epic as said, take all General Epic feats for Great STR and Great CHA.
Use the 3 Epic bonus feats from WM just like you do.

The monk level at the end ONLY gives you tumble. Other classes can do that too. Rogue seem to me a better choice, since it also gives UMD and 1d6 sneak attack. OR cross class skills and take SD. That is, if you want that 1 cheese level at the end, although I find it.... pointless.
_________________
We are sons of Odin, and the fire that we burn inside
is the legacy of warrior-kings who reign above in the sky
I will lead the charge, my sword into the wind
Sons of Odin fights to die and live again
Quote: Posted 01/22/09 23:05 (GMT) -- Grimnir77

Since this is a PvM build, that is to be played up from 1-40, I don't really see great value to that Monk level in the very end. I see much more value in 1 of 2 fighter levels pre-epic to help your feat problem.

What 2 fighter pre-epic gains over 1 monk at lvl 40:
Divine might/- shield pre-epic, and way earlier than now.

+1 AC at lvl 10, +2 at lvl 20, +3 at lvl 30.

2 more Great Strengths in epics.

It loses, as far as I can see:
4 AC at lvl 40.
WM and Pally spellslots will be 2 lvls later than current build.

I have played similar builds, I did it with 2 fighter.

In your build, specifically, I would do that too. Then take DS/DM pre epic as said, take all General Epic feats for Great STR and Great CHA.
Use the 3 Epic bonus feats from WM just like you do.

The monk level at the end ONLY gives you tumble. Other classes can do that too. Rogue seem to me a better choice, since it also gives UMD and 1d6 sneak attack. OR cross class skills and take SD. That is, if you want that 1 cheese level at the end, although I find it.... pointless.

Thanks for the comment, Grim. I will explain to you my reasons for doing this the way it was described, whether they are or not right, that will be for you to judge. 20 Paladin levels for the much needed spell slots (I know you're not disputing that point ). 19 WM levels for the +3 AB / bonus feats. Those are the "must haves" in this build so that it maintains its concept. That leaves me with ONLY ONE extra level.

The way I see it, no class would give me more than the Monk in that last little "unimportant" level: 40 Tumble, Evasion, Cleave. Even the 2 Fighter (and I only have 1 available) you suggested won't give me as much, since I'd sacrifice 2 very good feats (Cleave and Evasion) for +1 STR modifier (2 Great Strengths). That is just the way I see it. I know it sucks to have to wait that long for that little Monk level (which could be anticipated to 37th if you wish to get the CHEESE sooner), but I've played it and it has been effective so far.

By all means I'm not "defending" this build, just pointing out the reasons for doing it this way. Actually, now that I think of it, it may be worth to sacrifice 3 Listen (the reason why I took Monk at 40 instead of 37) for earlier Cleave and Evasion. So there you go. 37th level CHEESE it is!

Take it EZ!

Edited By Maximillian Kane on 01/23/09 02:57

or 1 more paladin level for your duration for spells? Or Rogue for 1d6 sneak? cleave isnt that great, especially at lv 37! evasion?? in full plate! LOL sorry always thought of evasion as a dexterity thingy! what do i know...
Quote: Posted 01/23/09 05:41 (GMT) -- avado

or 1 more paladin level for your duration for spells? Or Rogue for 1d6 sneak? cleave isnt that great, especially at lv 37! evasion?? in full plate! LOL sorry always thought of evasion as a dexterity thingy! what do i know...

Does this mean that Evasion doesn't work with a Full Plate?
Quote: Posted 01/23/09 10:47 (GMT) -- Maximillian Kane

Does this mean that Evasion doesn't work with a Full Plate?
It does,* though some think it shouldn't. In PnP, I believe, it does not, but that's mostly irrelevant. I think Evasion is pretty delicious in this build, but personally, I'd rather use two rogue levels, and lose one pally level. One pally worth of spells and duration aint gonna matter much.

Edit: *er... by which I mean, it doesn't. It doesn't mean that evasion won't work in full plate.

Edited By onion eater on 01/23/09 11:27

Quote: Posted 01/23/09 11:25 (GMT) -- onion eater

Quote: Posted 01/23/09 10:47 (GMT) -- Maximillian Kane

Does this mean that Evasion doesn't work with a Full Plate?
It does,* though some think it shouldn't. In PnP, I believe, it does not, but that's mostly irrelevant. I think Evasion is pretty delicious in this build, but personally, I'd rather use two rogue levels, and lose one pally level. One pally worth of spells and duration aint gonna matter much.

Edit: *er... by which I mean, it doesn't. It doesn't mean that evasion won't work in full plate.
That was funny.

I prefer Cleave, but I think it's a personal thing. I agree that one less pally level won't make that much of a difference spellwise, but to me what makes Monk the right choice is the fact that you get BOTH Cleave and Evasion with just one level. The good damage buffs are short-term ones (Divine Might + Divine Favor), so one extra attack while buffed can be more devastating than 1d6 Sneak Attack for a guy who has no Hide, Move Silently or Invisibility of any kind. More skill points are good, but not worth my while in the end.

Take it EZ!
Quote: Posted 01/23/09 02:54 (GMT) -- Maximillian Kane
20 Paladin levels for the much needed spell slots (I know you're not disputing that point ). 19 WM levels for the +3 AB / bonus feats. Those are the "must haves" in this build so that it maintains its concept. That leaves me with ONLY ONE extra level.
The Paladin gets many slots in the levels from 15-20, so point taken. You could though, drop WM to 16, adding 4 fighter(2-3 pre-epic) getting the same amount of epic feats(3), same AB, 1 more damage, same Pally slots. And the benefits I told in my last post. All at the cost of a level you probably won't even play. In any case, the slots from Pal20 is of less worth than opening up some good feats pre-epic.


Quote: Posted 01/23/09 02:54 (GMT) -- Maximillian Kane
The way I see it, no class would give me more than the Monk in that last little "unimportant" level: 40 Tumble, Evasion, Cleave. Even the 2 Fighter (and I only have 1 available) you suggested won't give me as much, since I'd sacrifice 2 very good feats (Cleave and Evasion) for +1 STR modifier (2 Great Strengths). That is just the way I see it. I know it sucks to have to wait that long for that little Monk level (which could be anticipated to 37th if you wish to get the CHEESE sooner), but I've played it and it has been effective so far.
Getting cleave at lvl 40 is just as valuable as never getting it, so I do not agrre to this point. Also, if you really mean those feats are so useful to the build that it trumps the fighter levels, then at least take it so it can be enjoyed. At lvl 22 f.ex.. You'll have 3 AC less at lvl 40, but 5 more from 22->39. That's a good stretch. That goes for the other Monk feats as well. And read my last reply again, 2 fighter does way more than "+1 STR modifier".


Quote: Posted 01/23/09 02:54 (GMT) -- Maximillian Kane
By all means I'm not "defending" this build, just pointing out the reasons for doing it this way. Actually, now that I think of it, it may be worth to sacrifice 3 Listen (the reason why I took Monk at 40 instead of 37) for earlier Cleave and Evasion. So there you go. 37th level CHEESE it is!

You are defending what I say is a useless level of a third class in most cases. I still say 22 at the latest. If you want that lvl 40 top-it off I still think 1 Pally level is expendable.

All my suggestions gives you way more to enjoy the ride in, rather than have the nice horse waiting for you when the ride is over.

I guarantee you, it's better to have tumble x-classed throughout the build for the little extra AC, rather than getting 4 extra at lvl 40. Or having 5 extra (monk at 22) for 17 levels rather than 3 more at lvl 40. It's your choice. Say, Aielund f.ex. you won't even get to that Monk level. 99/100 cases of PvM you won't.
_________________
We are sons of Odin, and the fire that we burn inside
is the legacy of warrior-kings who reign above in the sky
I will lead the charge, my sword into the wind
Sons of Odin fights to die and live again @ Grim

I understand and agree with you in everything that you said. It will be more playable in both cases, if I add Fighter 4 or if I sacrifice 1 Pally for Rogue 2.

In the first alternative, I'd lose Cleave and get UMD and earlier Tumble drops, plus 1d6 Sneak Attack and more final Skillpoints.

In the second one, however, if I go Fighter, why not just go CoT instead? I get Save bonuses and bonus feats as well! OH If I did go Fighter I'd get WS and EWS, right? Then yeah, it'd be worth it (forgot about that ).

The only problem is that my builds sort of transcend playing just a module. I can't help but think in terms of level 40 power. So as much as I agree with everything you said (and I really do), to me it is sufficient to know that IF I had been able to level it up all the way to 40, I'd get that result. I can perfectly see your point and it is taken. It's good that you posted your suggestions so that other people that aren't as mentally ill as I am can incorporate them into this build if they decide to play it.

As for me, if I run into an impassable barrier (something that this build can't kill this way), I will go for your suggestions.

I think of it as creating a build and "hanging" it in a wall like a college degree. You're never going to use it again, but it's certainly nice to know it's there

Take it EZ! I've always seen paladin wms as difficult builds to make. Too many feats and too many stats to compromise with. I'd rather go for a low charisma paladin (yes those exist aswell you know) and pump str and maybe some con to increase survival odds abit. The lack of ac can be fixed with improved expertise when you need it at the cost of the ab you gain from str boost instead of all that charisma.

As mentioned somewhere in the topic, divine shield and might comes in too late to be effective. sure some epic foes resist almost all physical dmg without the right weapon, but WMs should think physical dmg for the sake of doing high Ki dmg (and for those of us who loves to vorpalize our enemies). I understand why the charisma boost is there tho, saves are low for a build like this but that can also be fixed with feats (think epic reflex, epic will for example).

Compromising between charisma and strength on a twohanded juggernaut is just not right IMO.

/arvut I don't remember the name of the build, but the Dwarflord came up with a really nice pally/WM that capitolized on taunt, WM artifical weapon of choice AB and divine feats.
Quote: I've always seen paladin wms as difficult builds to make. Too many feats and too many stats to compromise with. I'd rather go for a low charisma paladin (yes those exist aswell you know) and pump str and maybe some con to increase survival odds abit. The lack of ac can be fixed with improved expertise when you need it at the cost of the ab you gain from str boost instead of all that charisma.

As mentioned somewhere in the topic, divine shield and might comes in too late to be effective. sure some epic foes resist almost all physical dmg without the right weapon, but WMs should think physical dmg for the sake of doing high Ki dmg (and for those of us who loves to vorpalize our enemies). I understand why the charisma boost is there tho, saves are low for a build like this but that can also be fixed with feats (think epic reflex, epic will for example).

Compromising between charisma and strength on a twohanded juggernaut is just not right IMO.

/arvut

There is a strength-based version of this build in this thread. I prefer the charisma one, and about the saves, you're forgetting that he still gets items, so with a Cloak of Fortification +5 and stuff like that he'd be all set.

Quote: I don't remember the name of the build, but the Dwarflord came up with a really nice pally/WM that capitolized on taunt, WM artifical weapon of choice AB and divine feats.

Ironically, I've been playing this build lately, and had already made the switch even before reading this. I found out that Taunt is EXTREMELLY USEFUL. I dropped Heal (20) and Persuade (20), and reduced Concentration from 43 to 40 for Taunt (43) .

I have taken a few conclusions that apply at least to the environment I play in:

1- This guy really needs AC, so not having a shield makes it 10 times more difficult to play with him. Also, all his damage bonuses multiply on criticals, so a weapon of choice with a wider threat range (a scimitar or rapier) would be preferrable.

2- Divine Might should be taken at level 21, and Divine Shield at level 24, they're really useful.

3- As previously mentioned, taunt is AWESOME in this build. Heal and Persuade aren't really missed.

Anyway, that's pretty much it. I find that there's way too much synergy between Pally and WM (Increased multiplier and Ki Critical with Divine Might, Divine Favor, Bull's Strength and Taunt) to make this build very solid overall. Monk only adds to the cheese and compensates for the severe lack of feats / skill points that it suffers from. Thanks for the comments

Take it EZ!

Edited By Maximillian Kane on 02/05/09 20:44

I have been authorized by Grim to post this addendum. I have grown as a builder in the last couple of years, and also have had a lot of chances to play with this build. The only bad thing about it is the feat starvation, but the synergy between Paladin damage buffs and the Weapon Master critical hit improvements is just amazing. Now after having played on a very hard PW and 2 different campaigns with it, I would like to share the few adjustments I made to make it even more effective.

1- A 2-handed weapon is indeed a waste, STR is too low. A Weapon / Shield give you much needed early AC and playability, plus you have SO MANY damage buffs that the 1.5x STR is irrelevant. The shield (especially a magic one) is much more useful.

2- I thought initially that the best suited weapon for this build was either a rapier or scimitar, but on the PW I played there were no good ones, so I switched to a Battleaxe. Now, at first I thought it was harder, because I was critting a lot less, but as I levelled up, I was missing on 10s, 11s, 12s, 13s unbuffed, which made the extra threat range kind of redundant, and since most of your good buffs are short duration ones, you really gotta enjoy them while you can. The AB was high enough, but like I said, the PW was hard (Rogue players were always complaining that they couldn't hit anything). Anyway, that change was a blessing in disguise, because from the moment this build reaches lvl 20 up until lvl 27, it just flourishes rapidly from a mediocre build to a wrecking machine. At lvl 20 you get the increased multiplier, at 21 you get Divine Might, at 23 Ki Critical, at 24 Extra Smiting and at 27 Divine Shield. Then all the waiting then starts to make sense.

2- You could relinquish a couple of spells for even more playability, making it Pal 19 / Monk 2 / WM 19. I, however, have not felt the need to do that, even on the PW I was playing. The end result will be a bit worse, but it'll be a lot more playable. If you choose to do this, I suggest taking that Monk lvl after 27, because all the feats you get from 20-27 are more important than that Monk Cheese. Cleave is nice to have, but taking monk at 22 would mean delaying WM 7 for 2 lvls, and Ki Critical is more important. The earliest you may take it is at 25, but then you'll still get the same Tumble score than at 22. Your call

3- Just taking a little moment here to discribe the potential:

- Damage output with a Keen Battleaxe (where I play, you can get one) and Capped CHA(also attainable with merely a Nymph's Cloak +6): 1-8 +4 (15-20/x4)

+3 from Deafening Clang
+13 from Divine Might
+5 from Divine Favor
+1 from Bless
+1 from Aid
+1 from Prayer
+5 from Holy Sword (or GMW)
+1 or 2 from Bull's Strength

That add up to 34-35 bonus damage, plus your STR-enhancing gear. You'll crit over 120 EVERY SINGLE TIME while buffed.

Furthermore, you have the following enhancements that only work against Evil monsters:

+20 from Smite Evil (or 19 if you go for that 2nd Monk lvl)
+2d6 from Holy Sword

Your total MAX BONUS DAMAGE on a successful critical hit against an evil monster is a whopping 102. That makes you average 350 on a Critical hit with a Smite. Oh those evil bosses better watch out!!

Your criticals will HURT! Your smites, WOW! Crit immune monsters are a pain, but not so much that you can't handle them. Also, since you can kill many things very quickly, I chose to drop KD and IKD for 2 Great Charismas.

Anyway, here's the final product. Hope you like it Paladin(20), Weapon Master(19), Monk(1), Human

STR: 14 (18)
DEX: 13
CON: 10
WIS: 14
INT: 13
CHA: 14 (24)

Human: (Quick to Master)
01: Paladin(1): Weapon Focus: Battleaxe, Expertise
02: Paladin(2): {Smite Evil}
03: Paladin(3): Dodge
04: Paladin(4): STR+1, (STR=15)
05: Paladin(5)
06: Paladin(6): Mobility
07: Paladin(7)
08: Paladin(8): STR+1, (STR=16)
09: Paladin(9): Improved Critical: Battleaxe
10: Paladin(10)
11: Paladin(11)
12: Paladin(12): CHA+1, Spring Attack, (CHA=15)
13: Paladin(13)
14: Paladin(14)
15: Paladin(15): Whirlwind Attack
16: Weapon Master(1): CHA+1, Weapon of Choice: Battleaxe, (CHA=16)
17: Weapon Master(2)
18: Weapon Master(3): Power Attack
19: Weapon Master(4)
20: Weapon Master(5): CHA+1, (CHA=17)
21: Paladin(16): Divine Might
22: Weapon Master(6)
23: Weapon Master(7)
24: Paladin(17): CHA+1, Extra Smiting, (CHA=18)
25: Weapon Master(8)
26: Weapon Master(9)
27: Paladin(18): Divine Shield
28: Weapon Master(10): CHA+1, (CHA=19)
29: Weapon Master(11)
30: Paladin(19): Great Charisma I, (CHA=20)
31: Weapon Master(12)
32: Weapon Master(13): CHA+1, Armor Skin, (CHA=21)
33: Weapon Master(14): Great Charisma II, (CHA=22)
34: Weapon Master(15)
35: Weapon Master(16): Epic Weapon Focus: Battleaxe
36: Weapon Master(17): CHA+1, Great Strength I, (STR=17), (CHA=23)
37: Monk(1): {Cleave, Evasion, Improved Unarmed Strike, Stunning Fist}
38: Weapon Master(18)
39: Weapon Master(19): Great Strength II, Epic Prowess, (STR=18)
40: Paladin(20): CHA+1, (CHA=24)

Hitpoints: 398
Skillpoints: 174
Saving Throws (Fortitude/Will/Reflex): 27/25/27
Saving Throw bonuses:
BAB: 30
AB (max, naked): 42 (melee), 32 (ranged)
AC (naked/mundane armor/shield only): 23/32
Spell Casting: Paladin(4)
Alignment Changes: 0

Concentration 40(40), Discipline 43(47), Intimidate 4(11), Taunt 43(50), Tumble 40(41)

Edited By Maximillian Kane on 07/01/10 21:53

Here's the skill chart:

01: Concentration(4), Discipline(4), Intimidate(2), Taunt(4),
02: Concentration(1), Discipline(1), Taunt(1), Save(1),
03: Concentration(1), Discipline(1), Intimidate(1), Taunt(1),
04: Concentration(1), Discipline(1), Taunt(1), Save(1),
05: Concentration(1), Discipline(1), Intimidate(1), Taunt(1),
06: Concentration(1), Discipline(1), Taunt(1), Save(1),
07: Concentration(1), Discipline(1), Taunt(1), Save(2),
08: Concentration(1), Discipline(1), Taunt(1), Save(3),
09: Concentration(1), Discipline(1), Taunt(1), Save(4),
10: Concentration(1), Discipline(1), Taunt(1), Save(5),
11: Concentration(1), Discipline(1), Taunt(1), Save(6),
12: Concentration(1), Discipline(1), Taunt(1), Save(7),
13: Concentration(1), Discipline(1), Taunt(1), Save(8),
14: Concentration(1), Discipline(1), Taunt(1), Save(9),
15: Concentration(1), Discipline(1), Taunt(1), Save(10),
16: Discipline(1), Save(13),
17: Discipline(1), Save(16),
18: Discipline(1), Save(19),
19: Discipline(1), Save(22),
20: Discipline(1), Save(25),
21: Concentration(5), Discipline(1), Taunt(6), Save(17),
22: Discipline(1), Save(20),
23: Discipline(1), Save(23),
24: Concentration(3), Discipline(1), Taunt(3), Save(20),
25: Discipline(1), Save(23),
26: Discipline(1), Save(26),
27: Concentration(3), Discipline(1), Taunt(3), Save(23),
28: Discipline(1), Save(26),
29: Discipline(1), Save(29),
30: Concentration(3), Discipline(1), Taunt(3), Save(26),
31: Discipline(1), Save(29),
32: Discipline(1), Save(32),
33: Discipline(1), Save(35),
34: Discipline(1), Save(38),
35: Discipline(1), Save(41),
36: Discipline(1), Save(44),
37: Concentration(6), Discipline(1), Tumble(40), Save(3),
38: Discipline(1), Save(6),
39: Discipline(1), Save(9),
40: Concentration(2), Discipline(1), Taunt(10),

Take it EZ!