shores11
05-29-2019, 12:00 PM
All of your thoughts are welcome.
The Purveyor of Good (Paladin)
Race/Class: Human/Paladin - Pure Paladin level 20
Lawful Good
36 point build
In-game name: Fizikal on Khyber
Why this build? I wanted a melee DPS build that was a paladin. With this type of build I am looking for an above average melee DPS build that can provide support DPS and at times main melee DPS depending on the party mix. He needs to have some defensive ability of course but it is not a main stay for this build.
Ability Score(s):
STR: 18
DEX: 8
CON: 16
INT: 8
WIS: 12
CHA: 14
All level points in Strength.
Ability Tomes: Strength +7, Dexterity +5, Constitution +7, Intelligence +5, Wisdom +5, Charisma +7
Feats:
01 Power Attack
01 Shield Mastery
01 Follower of the Sovereign Host (Class Feat)
03 Exotic Weapon: Bastard Sword
06 Tower Shield Proficiency
06 Unyielding Sovereignty (Class Feat)
09 Improved Critical: Slashing Weapon
12 Improved Shield Mastery
15 Improved Shield Bash
18 Metamagic: Empower Healing Spell
21 Overwhelming Critical
24 Metamagic: Quicken Spell
26 Holy Strike
27 Epic Damage Reduction (+10 Physical Resistance)
28 ?? Not sure here??
29 Dire Charge
30 ?? Not sure here??
30 Scion of Arborea
Comments:
Skills:
Maximize: Balance, Heal, UMD
Partial: Diplomacy 10, Tumble 2
Spell List:
1st: Devine Favor, Resistance, Virtue, Lionheart
2nd: Angelskin, Resist Energy, Remove Paralysis, Owl’s Wisdom
3rd: Cure Moderate Wounds, Prayer, Remove Curse, Remove Blindness
4th: Cure Serious Wounds, Holy Sword, Zeal, Death Ward
Enhancements:
Vanguard: 43 total
Core: 6 total
To the Fore 1 (+1 to hit & damage w/weapon & shield bash)
Shield Combat I 1 (+10% chance to make a secondary shield bash)
Vicious Shield I 1 +10% secondary shield bash, +5% bonus to melee attack speed)
Shield Combat II 1 (+10% secondary shield bash, +5% bonus to melee attack speed, shield gains +1(W))
Vicious Shield II 1 (shield gains +1 critical threat range, +1 critical multiplier and +1(W), +5% melee attack speed)
Shield Champion 1 (+2 attack, +2 damage, +5% double strike, +5% melee attack speed, shield gains +1(W), shield stuns 10% of the time)
Tier 1: 5 total
Shield Specialization I 2 (With shield equipped gain +1 to hit, damage and AC)
Shield Smash 3 (Shield melee +3(W) damage, on damage PRR & MRR are increased by 6 for 12 seconds)
Tier 2: 8 total
Shield Specialization II 2 (With shield equipped gain +1 to hit, damage and AC)
Brutality 3 (+3 to DC for stunning abilities)
Stunning Shield 3 (Shield bash +3 (W) attack, attack stuns enemies unless they make a save)
Tier 3: 9 total
Shield Specialization III 2 (With shield equipped gain +1 to hit, damage and AC)
Follow Up 3 (With a stunning attack your melee power is increase by 9 for 12 seconds)
Fatal Bulwark 2 (Shield gains +1 critical threat range)
Strength 2 (+1 Strength)
Tier 4: 7 total
Shield Specialization IV 2 (With shield equipped gain +1 to hit, damage and AC))
Myrmidon’s Edge 3 (+3 to attack rolls to confirm critical hits & +3 to damage on critical hits (before weapon multiplier)
Strength 2 (+1 to Strength)
Tier 5: 8 total)
Shield to the Face 2 (+10% chance to make a secondary shield bash)
Disorienting Smash 3 (w/shoeld bash damaged enemies gain 1 stack of Vulnerability)
Shielded Rush 3 (Mass shield bash, each opponent is knocked down & takes +6(W) damage shield bash)
Knight of the Chalice: 27 total
Core: 4 total
Slayer of Evil I 1 (+1 to attack evil, 1d4 Slayer of Light damage that scales w/100% melee power, +2 save vs. spells from evil creatures)
Courage of Heaven 1 (+2 sacred saves vs. fear & enhancement, +1 to attack, 1d8 Slayer of Light damage that scales w/100% melee power)
Slayer of Evil II 1 (+2 to attack evil, 2d6 Slayer of Light damage that scales w/100% melee power, +2 save vs. spells from evil creatures, weapons gain ghost touch)
Improved Courage of Heaven 1 (+2 sacred saves vs. fear & enhancement, +2 to attack, 3d6 Slayer of Light damage that scales w/100% melee power)
Tier 1: total 5
Extra Remove Disease 3 (+6 additional remove diseases)
Extra Smite 2 (4 additional Smite Evil)
Tier 2: total 3
Exalted Cleave 3 (Sweeping weapon attack +3(W) damage)
Tier 3: total 11
Exalted Smite 6 (Improved smite evil +2 to critical threat range & damage multiplier)
Vigor of Life 2 (+20 positive healing amplification)
Improved Restoration 3 (applies a greater restoration)
Tier 4: total 4
Vigor of Life 2 (+20 positive healing amplification)
Empowered Smite 2 (Smites increase melee power by 5 for 10 seconds)
Sacred Defender: 4 total
Core: 1 total
Holy Bastion 1 (+1 hit point, +1 positive energy spell power per point spent in tree)
Tier 1: 3 total
Extra Lay on Hands 3 (+3 lay on hands)
Human: 1 total
Core: 1 total
Human Versatility: Melee & Ranged Power Boost 1 (+20 to melee & ranged power for 20 seconds)
Falconry: 7 total
Core: 1 total
Summon Snow Owl 1 (+2 spot & +2 listen)
Tier 1: 6 total
Rugged 3 (+6 to Physical Resistance)
Out of Nature 3 (+15 to healing amplication)
Epic destiny:
Divine crusader
Tier 1: 5 total
Bane of undeath 2 (2 to hit and 2d6 damage vs undead)
Purge the wicked 1 (2 seeker, purification on crits)
Charisma 2
Tier 2: 5 total
Consecration 3 (28d6 damage to enemies when on consecrated ground)
Charisma 2
Tier 3: 4 total
Sacred ground 2 (heal 101 hp every 3 seconds when on consecrated ground)
Charisma 2
Tier 4: 4 total
Crusade 2 (10% damage when on consecrated ground)
Charisma 2
Tier 5: 4 total
Celestial champion 2 (+1 crit range, celestial fervor - 1% doublestrike on crit, stacks 10 times, lasts 6 seconds)
Charisma 2
Tier 6: 2 total
Charisma 2
Alternatively, you could drop 1-3 charisma and pick up any or all of castigation, heavenly presence, and strike down.
Note: Fatesinger is also a good option that allows you to maintain the CC potential of the build. Fury of the wild and legendary dreadnaught could work as well, but you'd lose 3 DCs in either destiny.
Twists:
1) Critical Damage (Legendary Dreadnought tier 3, +6 damage on critical hits (before weapon multipliers)
2) Improved Power Attack (Legendary Dreadnought tier 2, +0.5(W) damage with weapons)
3) Purge the Wicked (Divine Crusader tier 1, +2 confirm critical hits, +2 confirm critical hit damage)
4) Rejuvenation Cocoon (Primal Avatar tier 1, 150 temporary HP for 9 seconds, Heals 5d6 every 2 seconds)
The Purveyor of Good (Paladin)
Race/Class: Human/Paladin - Pure Paladin level 20
Lawful Good
36 point build
In-game name: Fizikal on Khyber
Why this build? I wanted a melee DPS build that was a paladin. With this type of build I am looking for an above average melee DPS build that can provide support DPS and at times main melee DPS depending on the party mix. He needs to have some defensive ability of course but it is not a main stay for this build.
Ability Score(s):
STR: 18
DEX: 8
CON: 16
INT: 8
WIS: 12
CHA: 14
All level points in Strength.
Ability Tomes: Strength +7, Dexterity +5, Constitution +7, Intelligence +5, Wisdom +5, Charisma +7
Feats:
01 Power Attack
01 Shield Mastery
01 Follower of the Sovereign Host (Class Feat)
03 Exotic Weapon: Bastard Sword
06 Tower Shield Proficiency
06 Unyielding Sovereignty (Class Feat)
09 Improved Critical: Slashing Weapon
12 Improved Shield Mastery
15 Improved Shield Bash
18 Metamagic: Empower Healing Spell
21 Overwhelming Critical
24 Metamagic: Quicken Spell
26 Holy Strike
27 Epic Damage Reduction (+10 Physical Resistance)
28 ?? Not sure here??
29 Dire Charge
30 ?? Not sure here??
30 Scion of Arborea
Comments:
Skills:
Maximize: Balance, Heal, UMD
Partial: Diplomacy 10, Tumble 2
Spell List:
1st: Devine Favor, Resistance, Virtue, Lionheart
2nd: Angelskin, Resist Energy, Remove Paralysis, Owl’s Wisdom
3rd: Cure Moderate Wounds, Prayer, Remove Curse, Remove Blindness
4th: Cure Serious Wounds, Holy Sword, Zeal, Death Ward
Enhancements:
Vanguard: 43 total
Core: 6 total
To the Fore 1 (+1 to hit & damage w/weapon & shield bash)
Shield Combat I 1 (+10% chance to make a secondary shield bash)
Vicious Shield I 1 +10% secondary shield bash, +5% bonus to melee attack speed)
Shield Combat II 1 (+10% secondary shield bash, +5% bonus to melee attack speed, shield gains +1(W))
Vicious Shield II 1 (shield gains +1 critical threat range, +1 critical multiplier and +1(W), +5% melee attack speed)
Shield Champion 1 (+2 attack, +2 damage, +5% double strike, +5% melee attack speed, shield gains +1(W), shield stuns 10% of the time)
Tier 1: 5 total
Shield Specialization I 2 (With shield equipped gain +1 to hit, damage and AC)
Shield Smash 3 (Shield melee +3(W) damage, on damage PRR & MRR are increased by 6 for 12 seconds)
Tier 2: 8 total
Shield Specialization II 2 (With shield equipped gain +1 to hit, damage and AC)
Brutality 3 (+3 to DC for stunning abilities)
Stunning Shield 3 (Shield bash +3 (W) attack, attack stuns enemies unless they make a save)
Tier 3: 9 total
Shield Specialization III 2 (With shield equipped gain +1 to hit, damage and AC)
Follow Up 3 (With a stunning attack your melee power is increase by 9 for 12 seconds)
Fatal Bulwark 2 (Shield gains +1 critical threat range)
Strength 2 (+1 Strength)
Tier 4: 7 total
Shield Specialization IV 2 (With shield equipped gain +1 to hit, damage and AC))
Myrmidon’s Edge 3 (+3 to attack rolls to confirm critical hits & +3 to damage on critical hits (before weapon multiplier)
Strength 2 (+1 to Strength)
Tier 5: 8 total)
Shield to the Face 2 (+10% chance to make a secondary shield bash)
Disorienting Smash 3 (w/shoeld bash damaged enemies gain 1 stack of Vulnerability)
Shielded Rush 3 (Mass shield bash, each opponent is knocked down & takes +6(W) damage shield bash)
Knight of the Chalice: 27 total
Core: 4 total
Slayer of Evil I 1 (+1 to attack evil, 1d4 Slayer of Light damage that scales w/100% melee power, +2 save vs. spells from evil creatures)
Courage of Heaven 1 (+2 sacred saves vs. fear & enhancement, +1 to attack, 1d8 Slayer of Light damage that scales w/100% melee power)
Slayer of Evil II 1 (+2 to attack evil, 2d6 Slayer of Light damage that scales w/100% melee power, +2 save vs. spells from evil creatures, weapons gain ghost touch)
Improved Courage of Heaven 1 (+2 sacred saves vs. fear & enhancement, +2 to attack, 3d6 Slayer of Light damage that scales w/100% melee power)
Tier 1: total 5
Extra Remove Disease 3 (+6 additional remove diseases)
Extra Smite 2 (4 additional Smite Evil)
Tier 2: total 3
Exalted Cleave 3 (Sweeping weapon attack +3(W) damage)
Tier 3: total 11
Exalted Smite 6 (Improved smite evil +2 to critical threat range & damage multiplier)
Vigor of Life 2 (+20 positive healing amplification)
Improved Restoration 3 (applies a greater restoration)
Tier 4: total 4
Vigor of Life 2 (+20 positive healing amplification)
Empowered Smite 2 (Smites increase melee power by 5 for 10 seconds)
Sacred Defender: 4 total
Core: 1 total
Holy Bastion 1 (+1 hit point, +1 positive energy spell power per point spent in tree)
Tier 1: 3 total
Extra Lay on Hands 3 (+3 lay on hands)
Human: 1 total
Core: 1 total
Human Versatility: Melee & Ranged Power Boost 1 (+20 to melee & ranged power for 20 seconds)
Falconry: 7 total
Core: 1 total
Summon Snow Owl 1 (+2 spot & +2 listen)
Tier 1: 6 total
Rugged 3 (+6 to Physical Resistance)
Out of Nature 3 (+15 to healing amplication)
Epic destiny:
Divine crusader
Tier 1: 5 total
Bane of undeath 2 (2 to hit and 2d6 damage vs undead)
Purge the wicked 1 (2 seeker, purification on crits)
Charisma 2
Tier 2: 5 total
Consecration 3 (28d6 damage to enemies when on consecrated ground)
Charisma 2
Tier 3: 4 total
Sacred ground 2 (heal 101 hp every 3 seconds when on consecrated ground)
Charisma 2
Tier 4: 4 total
Crusade 2 (10% damage when on consecrated ground)
Charisma 2
Tier 5: 4 total
Celestial champion 2 (+1 crit range, celestial fervor - 1% doublestrike on crit, stacks 10 times, lasts 6 seconds)
Charisma 2
Tier 6: 2 total
Charisma 2
Alternatively, you could drop 1-3 charisma and pick up any or all of castigation, heavenly presence, and strike down.
Note: Fatesinger is also a good option that allows you to maintain the CC potential of the build. Fury of the wild and legendary dreadnaught could work as well, but you'd lose 3 DCs in either destiny.
Twists:
1) Critical Damage (Legendary Dreadnought tier 3, +6 damage on critical hits (before weapon multipliers)
2) Improved Power Attack (Legendary Dreadnought tier 2, +0.5(W) damage with weapons)
3) Purge the Wicked (Divine Crusader tier 1, +2 confirm critical hits, +2 confirm critical hit damage)
4) Rejuvenation Cocoon (Primal Avatar tier 1, 150 temporary HP for 9 seconds, Heals 5d6 every 2 seconds)