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Laeelin
05-12-2010, 01:18 AM
This character will never play outside the static group. We always run quests on the hardest setting available to us. We do not use the auction house.

I could be wrong but with an intimitank that NEVER (not rarely, but truly never) plays outside of a static group personal DPS is unimportant. My reasoning for this is that the loss in my personal dps is made up by the additional SA damage from our rogue and will also allow our cleric to focus more on DPS when we are running anywhere that doesn't actually need an intimitank.

I went with 18 Paladin/2 Fighter because it brings paladin buffs to the group with the 2 fighter levels for maxing intimidate and 2 additional feats. I'm willing to change the classes as needed though if something else would be better. I'd prefer to be a halfling because I like the idea of a halfing tank. If another race would make a large difference I'd be interested in hearing the reasoning.


Below is my current plan. I went with 14 int to give me enough skill points to keep UMD, Intimidate, and Balance all maxed. If I pick up a +2 int tome at some time I can lesser reincarnate removing 2 int and add another point to strength. I do assume that I can pick up a +2 cha tome sooner or later even with our "no auction house rule" so that I can finish out Paladin Divine Might III.

I am still thinking about dropping a feat (extend?) for force of personality to improve my will save.


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Halfling Female
(2 Fighter \ 18 Paladin)
Hit Points: 322
Spell Points: 178
BAB: 20\20\25\30\30
Fortitude: 26
Reflex: 20
Will: 16

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 12 18
Dexterity 14 16
Constitution 14 14
Intelligence 14 14
Wisdom 8 8
Charisma 16 20

Tomes Used
+2 Tome of Charisma used at level 19

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 4 14
Bluff 3 5
Concentration 2 5
Diplomacy 3 5
Disable Device n/a n/a
Haggle 3 5
Heal -1 -1
Hide 2 5
Intimidate 7 28
Jump 5 11
Listen -1 1
Move Silently 2 5
Open Lock n/a n/a
Perform n/a n/a
Repair 2 2
Search 2 2
Spot -1 -1
Swim 1 4
Tumble n/a 3.5
Use Magic Device 5 16

Level 1 (Fighter)
Skill: Balance (+2)
Skill: Intimidate (+4)
Skill: Jump (+4)
Skill: Use Magic Device (+2)
Feat: (Fighter Bonus) Combat Expertise
Feat: (Selected) Exotic Weapon Proficiency: Khopesh


Level 2 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)


Level 3 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Toughness


Level 4 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)


Level 5 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)


Level 6 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Dodge


Level 7 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)


Level 8 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Tumble (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons


Level 9 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Power Attack


Level 10 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)


Level 11 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)


Level 12 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Extend Spell


Level 13 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)


Level 14 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)


Level 15 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Shield Mastery


Level 16 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)


Level 17 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)


Level 18 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Shield Mastery


Level 19 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+0.5)


Level 20 (Paladin)
Ability Raise: STR
Skill: Intimidate (+1)
Skill: Jump (+1)
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Halfling Dexterity I
Enhancement: Halfling Dexterity II
Enhancement: Halfling Luck (Reflex) I
Enhancement: Halfling Luck (Will) I
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Bulwark of Good II
Enhancement: Paladin Bulwark of Good III
Enhancement: Paladin Bulwark of Good IV
Enhancement: Paladin Focus of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Resistance of Good II
Enhancement: Paladin Resistance of Good III
Enhancement: Paladin Divine Righteousness I
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Divine Sacrifice II
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Exalted Smite II
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Lay on Hands II
Enhancement: Paladin Extra Lay on Hands III
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Extra Smite Evil III
Enhancement: Paladin Defender of Siberys I
Enhancement: Paladin Defender of Siberys II
Enhancement: Paladin Defender of Siberys III
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Paladin Charisma I
Enhancement: Paladin Charisma II
Enhancement: Fighter Strength I
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Divine Might I
Enhancement: Paladin Divine Might II
Enhancement: Paladin Divine Might III


Suggestions are welcome.

Thank you

Gercho
05-12-2010, 09:54 AM
Well, i think one of your premises is flawed, personal dps is never unimportant. And the fact that you can have both options: be a good intimi tank, and to be able to have good dps too, makes just focusing on the tank part a really bad idea. So, what i m saying is that you dont really need to sacrifice any tank to be able to have decent dps, so you should try to have it.
I think humans are better suited for what you want, an extra feat and extra skill points and extra str are all really nice to have, i would go:

Str 15 (lvl up points here)
dex 12 (1 dex tome for dodge, you dont really need dodge anyway)
con 14
int 12 (you will need a +1 int tome to qualify for CE, if you dont want to depend on the tome, drop 1 in con. alternatively get str 14 dex 13 int 13)
wis 8
cha 16 (1750 favor will get you the tome you need for DM III)

I would go 1 fighter 1 rogue (rogue at first level) that will allow you to get max umd and intimidate, spare points to balance (wont be maxed unless you start with int 13 and get a +1 int tome fast) 1 fighter will give you 1 extra feat and Tower shield proficiency.

Feats:

pa, toughness, ic: slashing, ewp: bastard sword, 3 from the THF line, CE, dodge, extend spell.

Bastard sword will get the benefits from the thf line and glancing blows when using it with a shield.

So, you still have a THF option when you are required to be full dps, you only lost the shield feats that are not that good anyway, you have more str, and full umd.
FoP is not really needed in a paladin, your st will be stellar anyway.

Ralmeth
05-12-2010, 10:02 AM
Playing an intimitank in a static group is a good idea, IMHO. I ran my own static group a while back (and played the intimitank) and this worked really well. In fact, our group ended up working so well together that we bored our cleric to death (who was playing a healbot).

Playing in a static group is about having fun so I think if you want to play a halfling, even though you get the -4 to intimidate, then go for it. As for DPS, there will still be many situations where you want to DPS things so I wouldn't completely ignore DPS. Power attack and a good two handed weapon can be the easiest way to get there. Having said that I would recommend a few tweaks to your build:

-I would increase strength to 14 for more DPS. You can drop dex to 10.
-Also Dodge is a really expensive feat IMHO (1 precious feat for only 1 AC), so I wouldn't worry about not taking this.
-As you will have a -4 to intimidate, perhaps take SF-intimidate to make up for it? When you get to higher level you could always swap this to SF-UMD. If this is the case, I would probably rearrange your feats to:

Level 1 - SF-Intimidate & Toughness
Level 3 - Khopesh
Level 6 - Combat Experise (in my experience, you don't really need CE until this level)
Level 8 - IC-Slash
Level 9 - Power Attack
Level 12 - Extend
Level 15 & 18 - Your choice

Good luck with it!

Laeelin
05-12-2010, 01:37 PM
Following the advice so far (+1 for you two) I have made several changes - I'm still tempted to change back to a halfling, but will probably resist because of the -4 to intimidate. I forgot about that. Hmm....

How does this look? Any other suggestions?

Thank you


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Human Female
(1 Fighter \ 18 Paladin \ 1 Rogue)
Hit Points: 318
Spell Points: 178
BAB: 19\19\24\29\29
Fortitude: 23
Reflex: 16
Will: 13

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 15 21
Dexterity 10 10
Constitution 14 14
Intelligence 14 14
Wisdom 8 8
Charisma 16 19

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 4 14
Bluff 3 4
Concentration 4 7
Diplomacy 3 4
Disable Device n/a n/a
Haggle 7 8
Heal -1 -1
Hide 4 4
Intimidate 7 28
Jump 6 9
Listen 3 3
Move Silently 4 4
Open Lock n/a n/a
Perform n/a n/a
Repair 2 2
Search 2 2
Spot 3 3
Swim 2 5
Tumble 4 4
Use Magic Device 7 27

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Concentration (+2)
Skill: Haggle (+4)
Skill: Hide (+4)
Skill: Intimidate (+4)
Skill: Jump (+4)
Skill: Listen (+4)
Skill: Move Silently (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Human Bonus) Toughness
Feat: (Selected) Two Handed Fighting


Level 2 (Fighter)
Skill: Balance (+1)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Feat: (Fighter Bonus) Combat Expertise


Level 3 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Exotic Weapon Proficiency: Bastard Sword


Level 4 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)


Level 5 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)


Level 6 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Power Attack


Level 7 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)


Level 8 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)


Level 9 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Critical: Slashing Weapons


Level 10 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)


Level 11 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)


Level 12 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Improved Two Handed Fighting


Level 13 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)


Level 14 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)


Level 15 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Greater Two Handed Fighting


Level 16 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)


Level 17 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)


Level 18 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Extend Spell


Level 19 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)


Level 20 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Use Magic Device (+1)
Enhancement: Paladin Armor Class Boost I
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Human Adaptability Strength I
Enhancement: Human Greater Adaptability Charisma I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Bulwark of Good II
Enhancement: Paladin Bulwark of Good III
Enhancement: Paladin Bulwark of Good IV
Enhancement: Paladin Focus of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Resistance of Good II
Enhancement: Paladin Resistance of Good III
Enhancement: Paladin Divine Righteousness I
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Divine Sacrifice II
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Exalted Smite II
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Lay on Hands II
Enhancement: Paladin Extra Lay on Hands III
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Extra Smite Evil III
Enhancement: Paladin Defender of Siberys I
Enhancement: Paladin Defender of Siberys II
Enhancement: Paladin Defender of Siberys III
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Fighter Intimidate I
Enhancement: Paladin Charisma I
Enhancement: Paladin Charisma II
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Divine Might I
Enhancement: Paladin Divine Might II

Gercho
05-12-2010, 02:01 PM
Looks much better :)

Laeelin
05-12-2010, 05:20 PM
I'm still thinking about a halfling - because I love the idea of a halfling tank.

It's a lot to give up for it, but basically:

-UMD (in a static group, UMD is less important?)
-1 Intimidate
-1 Str
-1 Cha

+1 AC
+2 save vs. all
+1 to hit
+being a Halfling THF Intimitank (big plus for me)

Arrrgh... lol


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Halfling Female
(2 Fighter \ 18 Paladin)
Hit Points: 332
Spell Points: 178
BAB: 20\20\25\30\30
Fortitude: 26
Reflex: 16
Will: 15

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 14 20
Dexterity 10 10
Constitution 14 14
Intelligence 14 14
Wisdom 8 8
Charisma 16 18

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 11
Bluff 3 4
Concentration 2 5
Diplomacy 3 4
Disable Device n/a n/a
Haggle 3 4
Heal -1 -1
Hide 0 2
Intimidate 7 31
Jump 5 11
Listen -1 1
Move Silently 0 2
Open Lock n/a n/a
Perform n/a n/a
Repair 2 2
Search 2 2
Spot 1 9
Swim 2 5
Tumble 0.5 1
Use Magic Device n/a n/a

Level 1 (Fighter)
Skill: Balance (+2)
Skill: Intimidate (+4)
Skill: Jump (+3)
Skill: Spot (+2)
Skill: Tumble (+0.5)
Feat: (Fighter Bonus) Combat Expertise
Feat: (Selected) Toughness


Level 2 (Paladin)
Skill: Balance (+0.5)
Skill: Jump (+1)
Skill: Spot (+0.5)


Level 3 (Paladin)
Feat: (Selected) Exotic Weapon Proficiency: Bastard Sword


Level 4 (Fighter)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+3)
Feat: (Fighter Bonus) Two Handed Fighting


Level 5 (Paladin)
Skill: Balance (+1)
Skill: Intimidate (+1)


Level 6 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)
Feat: (Selected) Skill Focus: Intimidate


Level 7 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)


Level 8 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)


Level 9 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)
Feat: (Selected) Improved Critical: Slashing Weapons


Level 10 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)


Level 11 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)


Level 12 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)
Feat: (Selected) Power Attack


Level 13 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)


Level 14 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)


Level 15 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)
Feat: (Selected) Improved Two Handed Fighting


Level 16 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)


Level 17 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)


Level 18 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)
Feat: (Selected) Greater Two Handed Fighting


Level 19 (Paladin)
Skill: Balance (+0.5)
Skill: Intimidate (+1)
Skill: Spot (+0.5)


Level 20 (Paladin)
Ability Raise: STR
Skill: Intimidate (+1)
Skill: Spot (+0.5)
Skill: Tumble (+0.5)
Enhancement: Paladin Armor Class Boost I
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Halfling Luck (Fortitude) I
Enhancement: Halfling Luck (Reflex) I
Enhancement: Halfling Luck (Will) I
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Bulwark of Good II
Enhancement: Paladin Bulwark of Good III
Enhancement: Paladin Bulwark of Good IV
Enhancement: Paladin Focus of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Paladin Resistance of Good II
Enhancement: Paladin Resistance of Good III
Enhancement: Paladin Divine Righteousness I
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Divine Sacrifice II
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Exalted Smite II
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Lay on Hands II
Enhancement: Paladin Extra Lay on Hands III
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Extra Smite Evil III
Enhancement: Paladin Extra Smite Evil IV
Enhancement: Paladin Defender of Siberys I
Enhancement: Paladin Defender of Siberys II
Enhancement: Paladin Defender of Siberys III
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Fighter Intimidate I
Enhancement: Paladin Charisma I
Enhancement: Paladin Charisma II
Enhancement: Fighter Strength I
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Toughness III
Enhancement: Paladin Divine Might I
Enhancement: Paladin Divine Might II

Ralmeth
05-12-2010, 09:56 PM
Again, I think if you want to play a Halfling, then go for it! They aren't the most optimized tank due to the penalty to intimidate, but IMHO it's more important to have fun and play the character that you want. You will have more fun, and that's the most important thing.

tkneip1874
05-12-2010, 10:28 PM
i didnt look too hard at the build but if thinking about halfling then might want to think about goin 2 rog for evasion. personally i would try to get the twf line in there (which requires 15 dex with a +2 tome or lvl up points). just throwing ideas at ya. good luck and have fun

Gercho
05-13-2010, 07:21 AM
If you ask me from an power level point of view, umd is a big deal, and i would think that static group makes no difference, having one more player that can do most things with umd is a plus in any group.
Now, as Ralmeth said, if you really want to be a halfling, go for it, you enjoying your char is more important, i particularly wouldnt sacrifice umd.
I see that you are sacrificing Extend Spell aswell, that can be annoying, but wont break your char...

Laeelin
05-13-2010, 09:10 AM
Does extend spell work with the main paladin enhancements?

Thank you

Gercho
05-13-2010, 09:12 AM
no, its just for divine favor and zeal.

Ralmeth
05-13-2010, 10:25 AM
Actually, as I ran my own static group for a while, I found two things about playing in a static group that are different than normal play:
1) 1st and most important, I found playing in a static group was a ton of fun! It had the closest feel to playing PnP. If anyone is interested in static play I recommend trying it out.
2) Unfortunately due to RL issues occasionally once in a while someone would drop out of the group. This wasn't a big deal for a while, but as we got to higher and higher levels it became more difficult to replace people. So eventually the group broke up. Having said that, my recommendation for someone making up a character for a static group shouldn't specifically plan on playing at end game. Play for the here and now. Have fun and enjoy the group! So I think a two fighter splash would be better in this case as the extra feat and strength point would be more helpful early on.

Stuttrboy
05-13-2010, 10:42 AM
TWF on an paladin is fine if going for a pure DPS paladin, but an intimitank Paladin is both build point and feat starved TWF is not optimal for such. THF is a much better option due to the impending changes to D axes and B swords, since those can be used with a shield in your tanking role.

Halfling would be great for a DPS paladin due to their halfling SA enhancements but not as an intimitank. Dwarf or human would be the way to go I think. I would take the fighter level later. I haven't seen a need to really tank up and intimidate till around level 8ish.

I think fighter is a better way to go with an Intimitank, the extra feats will let you pick up some useful feats to help with intimidate. bull headed, dragon mark of sentinel (Least gives a +2 to intim and opens Deneith intimidate line, which appears to stack with fighter intimidate.) SF Intimidate and UMD, and using your fighter feats for THF and IC PA CE etc.

jmonty
05-13-2010, 10:47 AM
I think fighter is a better way to go with an Intimitank, the extra feats will let you pick up some useful feats to help with intimidate. bull headed, dragon mark of sentinel (Least gives a +2 to intim and opens Deneith intimidate line, which appears to stack with fighter intimidate.) SF Intimidate and UMD, and using your fighter feats for THF and IC PA CE etc.

ya it is unfortunate that paladins cannot reach the highest levels of intimidate.. but they do make excellent hate-tanks :)