GORAK
04-16-2007, 01:49 PM
3 Rogue/ 3 Paladin/ 4 Fighter
Build peaks at level 10.
Batman variant- Evasive survivor tank build.
Requirements: Human, Lawful Good alignment
STATS
STR 18, base 14 +4 str item
DEX 18, base 14 +4 dex item
CON 18, base 14 +4 con item
INT 8, no adjustment
WIS 18, base 14 +1 human wis stat +3 wis item
CHA 18, base 12 +2 stat points (lev 4 & 8) +4 cha item
Hit Points: 138
AC
AC 37= +5 full plate +5 tower shield +2 paladin aura +1 extra paladin aura enhance +1 dodge +2 max dex
SAVES
Fortitude +22
Reflex +22
Will +17
FEATS
General feats: lightning reflexes, iron will, great fortitude, luck of heroes, improved critical- slashing weapon.
Focus is saving throws.
Fighter feats: Weapon focus slashing, dodge, weapon specialization slashing
Focus is weapon skill.
KEY ABILITIES
Evasion, paladin disease & fear immunity, paladin aura of good to AC, paladin divine grace bonus to saves, paladin lay on hands 2x day (about 62hp each time for me), +2d6 sneak attack, Weapon skill (focus, specialization, improved critical, +60% devotion on cure wands, smite evil 2x day
KEY BUILD FACTORS
Evasion, high saving throws, high AC, OL +30, sneak attack, devotion
WEAPON SKILL
Melee: +1 holy longsword of pure good- +12 melee, 1d8+3d6+7 damage per hit, 17-20 threat x2 crit
Ranged: +4 byeshk returning throwing axe- +16 ranged, 1d6+8 damage per hit, 20 threat x3 crit
OTHER POINTS:
Paladin gives access to cure, lesser restoration, remove disease, remove blindness wands. Keep an eye out for any spells or items to boost your CHA to improve your overall saves.
Rogue gives essential evasion to avoid damage entirely and extra 2d6 backstabs on a flank. Since base INT is 8 and humans get extra skill points per level, I recommend dumping points into Open Locks and Balance for the most part. You can be a great asset to groups on those quests that have locked doors and chests when no rogue or caster with knock is available. And having OL into the +20's pretty much assures a success with every pick. The Balance helps to avoid knockdowns.
Fighter gives access to feats and improving your weapon skill with focus, specialization and improved critical is important. Keep to a one handed d8 slashing weapon like the long sword or battleaxe.
Ranged weapons should be limited to thrown returning axes to make best use of your DEX to hit and STR to damage.
For advancement beyond level 10, I recommend going with Fighter levels for the extra feats, increased weapon skill enhancements and better attack scale. Weapon specialization and improved critical in thrown weapons would round out offense very nicely.
.............
Taken from:
Xoriat- Trevarian: Knight of Ravenloft. 4 fighter/ 3 paladin/ 3 rogue
Build peaks at level 10.
Batman variant- Evasive survivor tank build.
Requirements: Human, Lawful Good alignment
STATS
STR 18, base 14 +4 str item
DEX 18, base 14 +4 dex item
CON 18, base 14 +4 con item
INT 8, no adjustment
WIS 18, base 14 +1 human wis stat +3 wis item
CHA 18, base 12 +2 stat points (lev 4 & 8) +4 cha item
Hit Points: 138
AC
AC 37= +5 full plate +5 tower shield +2 paladin aura +1 extra paladin aura enhance +1 dodge +2 max dex
SAVES
Fortitude +22
Reflex +22
Will +17
FEATS
General feats: lightning reflexes, iron will, great fortitude, luck of heroes, improved critical- slashing weapon.
Focus is saving throws.
Fighter feats: Weapon focus slashing, dodge, weapon specialization slashing
Focus is weapon skill.
KEY ABILITIES
Evasion, paladin disease & fear immunity, paladin aura of good to AC, paladin divine grace bonus to saves, paladin lay on hands 2x day (about 62hp each time for me), +2d6 sneak attack, Weapon skill (focus, specialization, improved critical, +60% devotion on cure wands, smite evil 2x day
KEY BUILD FACTORS
Evasion, high saving throws, high AC, OL +30, sneak attack, devotion
WEAPON SKILL
Melee: +1 holy longsword of pure good- +12 melee, 1d8+3d6+7 damage per hit, 17-20 threat x2 crit
Ranged: +4 byeshk returning throwing axe- +16 ranged, 1d6+8 damage per hit, 20 threat x3 crit
OTHER POINTS:
Paladin gives access to cure, lesser restoration, remove disease, remove blindness wands. Keep an eye out for any spells or items to boost your CHA to improve your overall saves.
Rogue gives essential evasion to avoid damage entirely and extra 2d6 backstabs on a flank. Since base INT is 8 and humans get extra skill points per level, I recommend dumping points into Open Locks and Balance for the most part. You can be a great asset to groups on those quests that have locked doors and chests when no rogue or caster with knock is available. And having OL into the +20's pretty much assures a success with every pick. The Balance helps to avoid knockdowns.
Fighter gives access to feats and improving your weapon skill with focus, specialization and improved critical is important. Keep to a one handed d8 slashing weapon like the long sword or battleaxe.
Ranged weapons should be limited to thrown returning axes to make best use of your DEX to hit and STR to damage.
For advancement beyond level 10, I recommend going with Fighter levels for the extra feats, increased weapon skill enhancements and better attack scale. Weapon specialization and improved critical in thrown weapons would round out offense very nicely.
.............
Taken from:
Xoriat- Trevarian: Knight of Ravenloft. 4 fighter/ 3 paladin/ 3 rogue