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  1. #1
    Community Member Dworkin_of_Amber's Avatar
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    Default The Basic Paladin Build Guide v1.2

    What Race should I choose for my Paladin?
    This is an important choice for players, and one that comes up quite frequently in the DDO Paladin Forums. All 6 races in DDO (as of Mod 4.2), are quite playable as Paladins, and each have their plusses and minuses. Yes, even Warforged, with their -2 Wisdom & -2 Charisma can make excellent Paladins.

    A quick rundown of the Pros for each Race:

    Human: +1 Feat, +1 Skill Point/Level, +1 to 2 Stats, Human Versatility (Mod 5)
    Dwarf: Axe/Armor/Tactics/Toughness Enhancements, Racial Saves, Con Bonuses
    Warforged: Con Bonuses, Racial Immunities, Follow of Lord of Blades
    Elf: Longsword Enhancements, Follower of Sovereign Host
    Drow: Shortsword Enhancements, Follower of Vulkoorim, Starting 10 CHA, Drow SR
    Halfling: +1 To-Hit, +Dex Bonuses, +1 AC Size Bonus

    And a quick rundown of the Cons for each Race:

    Human: +1 to 2 Stats instead of +2 to 1 stat
    Dwarf: Lower CHA
    Warforged: Body Feat is costly, lower CHA & WIS
    Elf: Lower CON
    Drow: Lower CON
    Halfling: Lower STR usually means Dex-based or TWF, Intimidate Penalty

    A quick rundown of the Dragonmarks available for each Race:

    Human: Mark of Making - Repair Light, Repair Serious, Reconstruct
    Human: Mark of Passage - Expeditious Retreat, Dimension Door, Teleport
    Human: Mark of Sentinel - Shielf of Faith, Protection from Energy, Globe of Invlunerability
    Dwarf: Mark of Warding - Fire Trap, Glyph of Warding, Greater Glyph of Warding
    Elf: Mark of Shadow - Invisibility, Displacement, Shadow Walk
    Halfling: Mark of Healing - Cure Light, Cure Serious, Heal

    But overall, all the races are quite good for Paladins.

    For a quick “generalization” of the Racial differences for Paladins (and these are generalizations for the Races, not hard-rules)

    --------------------
    The Human Paladin
    --------------------

    Often uses Bonus Feat for Exotic Weapon: Kopesh, else goes with Longswords
    Usually Sword-and-Board
    Human Adaptability allows better balance of starting stats vs. Tomes/Items/Class Enhancements
    Usually has the highest CHA of all Paladins
    Mark of Passage is very useful for a Utility-Oriented Paladin

    --------------------
    The Dwarven Paladin
    --------------------

    Usually sticks to Dwarven Axes, but will use other axes, and occasionally 2-handeds
    Often has a higher Dex, due to Racial Armor Mastery
    Usually has the most hitpoints of all Paladins

    --------------------
    The Warforged Paladin
    --------------------

    Usually goes with Greatswords for the Lord of Blades Enhancements
    Lowest CHA and WIS of most Paladins, but Immunities make up for it

    --------------------
    The Elven Paladin
    --------------------

    Elven Paladins are almost exclusively Longsword users, as the Racial Bonus and Sovereign Host make them deal a lot of damage.
    Usually tied with Drow for the lowest Hitpoints of all Paladins, but higher Dex, and occasionally 2-Weapon Fighters
    Mark of Shadow is very powerful mark for Displacement

    --------------------
    The Drow Paladin
    --------------------

    Elven Paladins are almost usually Shortsword users, as the Racial Bonus and Sovereign Host make them deal a lot of damage.
    Usually tied with Elves for the lowest Hitpoints of all Paladins, but higher Dex, and occasionally 2-Weapon Fighters
    Drows also have start with 10 in CHA, INT, and DEX... making a higher Charisma cost less.
    Drow SR can help augment a Paladin's Saves for survivability

    --------------------
    The Halfling Paladin
    --------------------

    Halfling Paladins tend to be Finesse Fighters, and very often 2-Weapon due to Racial Dex, and low starting STR
    Usually have some of the best saves of all Paladins
    Mark of Healing is useful for healing/utility Paladin
    Last edited by Dworkin of Amber; 01-14-2008 at 11:04 AM. Reason: Added Dragonmark Information
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  2. #2
    Community Member Dworkin_of_Amber's Avatar
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    This is an updated version of the Paladin Build Guide. I have edited, reorganized, and reposted this, thus superseding the previous version.

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    1/14/08 - Added Dragonmark Information for all races to Post #2
    1/14/08 - LOTS of Updates throughout the entire guide. All new material is in Yellow.


    Table of Contents:

    Post #1 – “Introduction to the DDO Paladin”,

    Post #2 - “What Race Should I Choose for my Paladin?”

    Post #3 – “Ok, So What Race Should I Choose?”

    Post #4 - “Important ‘Break Points’ for Feats/Enhancements for Paladin Multi-Classing”

    Post #5 - "Items and Equipment of interest to most Paladins?".

    Post #6 – “The Paladin DPS Discussion” – A serious look at Paladin DPS vs. Fighter DPS

    Post #7 - Basic Pure 14 Paladin Template, with translation information for all 6 races.

    Post #8 - Paladin/Fighter Hybrids, including "Intimitanks" and "Max-AC" builds.

    Post #9 – DPS Focus

    Post #10 - The "Basic Human Evasion Paladin" with conversions to other races

    Post #11 – The Evasion Paladin + Rogue Skills.


    Post #12 - Level-20 build-out speculation for the builds.

    Post #13 – Some “other” Paladin-ish builds I have created. A.K.A. Builds that splash a little Paladin, but probably shouldn’t be included in a “Paladin Build Guide”, but I’m going to do it anyways.


    Post #14 – Other contributed builds that I have not personally tested

    Post #15 - Paladin AC Discussion

    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

    IMPORTANT NOTE: REMEMBER THAT IN ORDER TO TAKE PALADIN LEVELS, YOU *MUST* BE LAWFUL GOOD. While it is not stated on each of the builds, remember that any build that does not start with Paladin *MUST* be Lawful Good, otherwise you will not be able to take any Paladin Levels

    What is a Paladin in DDO?

    While many may be familiar with the PnP Paladin, the DDO Paladin is a bit of a different beast. DDO Paladins are, usually, front-line melee characters, with limited spellcasting for buffs, healing wand usage, and Lay on Hands for Emergency Healing. Paladins, in general, will have a higher “standing, unbuffed, unstanced” AC than most other classes, but fully buffed and stanced, the Fighter will usually surpass the Paladin in AC, but the Paladin will still have a respectable AC on his own.

    The Paladin’s Aura is beneficial to the entire party, including himself, providing bonuses to AC, All Saves, and vs. Fear, and possibly even to boost Concentration. Think of the Paladin as a front-line fighter than can self-heal, cast most of his own buffs, and use Lay on Hands for Emergency burst healing to save himself or someone else in the party.

    The Paladin won’t usually be the top of the kills list, but he can be, but they make very good melee fighter-types, and their versatility in spellcasting and wand/scroll usage makes them a boon to every party.


    Think of the Paladin as a Melee Fighter, not bound by Alignment Restrictions, as in PnP, with no mount.

    On the DPS / AC / Saves Chart, here is how an average Paladin matches up against average Fighters & Barbarians (There are always exceptions, but this is the "Average")

    DPS:
    #1 - Barbarian
    #2 - Fighter
    #3 - Paladin (and just barely behind the Fighter)

    AC:
    #1 - Fighter
    #2 - Paladin
    #3 - Barbarian (a VERY distant 3rd)

    Saves:
    #1 - Paladin
    #2 - Fighter
    #3 - Barbarian (Will surpass Fighter on Will Saves when raging)

    So with the Paladin, you are getting a balanced, all-around melee type, with self wand-healing ability, some of the best saves in the game, respectable DPS, and good AC.
    Last edited by Dworkin of Amber; 02-01-2008 at 01:23 PM. Reason: Added DPS/AC/Saves Comparison Chart
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  3. #3
    Community Member miceelf88's Avatar
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    Love this guide, but Dworkin, I didn't see a translation for the basic paladin to halfling, although you billed post 7 as having translation for all six races. Will this be coming?

  4. #4
    Community Member Dworkin_of_Amber's Avatar
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    Quote Originally Posted by miceelf88 View Post
    Love this guide, but Dworkin, I didn't see a translation for the basic paladin to halfling, although you billed post 7 as having translation for all six races. Will this be coming?
    Wow! I didn't realize that I missed a Halfling conversion... well, I don't have it threshed out, but I'll take a stab at it real quick:

    Pure 14 Paladin:
    Convert Human to Halfling


    Stats
    ----------------
    STR: 15 + 3 (Levels) + 2 (1750 Tome) + 6 (Item) = 26 (+8)
    DEX: 10 + 6 (Item) = 16 (+3)
    CON: 15 + 1 (Tome) + 6 (Item) = 22 (+6)
    INT: 8
    WIS: 11 + 1 (Tome) + 6 (Item) = 18 (+4)
    CHA: 15 + 1 (Tome) + 2 (Paladin Cha 2) + 6 (Item) = 24 (+7)
    ----------------

    Feat/Enhancement Changes
    ----------------
    -Weapon Proficiency Kopesh
    Paladin Charisma 3 Ă* Paladin Charisma 2
    -Human Adaptability 1 & 2
    +Halfling Luck 3 (Will)
    +Follower of the Silver Host
    +Unyielding Soverignty
    ----------------

    Net difference
    ----------------
    -2 STR
    -1 To-Hit (vs. Small Creatures. Equal To-Hit vs. Medium & Large)
    -1 Damage
    -1 Skill Point/Level (Total of 1/level vs. 2/level)
    +1 to Reflex
    +1 to Hit (Wielding Longsword)
    +3 Will Save
    + Halfling Racial Abilities
    ----------------
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  5. #5
    Community Member Dworkin_of_Amber's Avatar
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    Default Updating to Level 16

    I am planning to update the Guide for Level 16, once we have the final Release Notes. But as it stands now, there aren't many changes for the Paladin Builds.

    There have not been many announcements that really interest many of these builds, but a few things are of interest:
    1) Feat: Force of Personality - For builds with enough WIS to cast without an Item, this can beef up Will Save and free an item slot
    2) Enhancement: Extra Lay on Hands - Reduced cost from 2/4/6 --> 1/2/3. This will free 3-6 AP's for most builds
    3) Enhancement: Extra Smite Evil - Adds +2 Extra Smites per Enhancements Level vs. +1. Might make taking Extra Smite 2 or 3 worthwhile
    4) Ability: Paladin's Rally/Remove Disease - Additional uses with Enhancements. Likely no impact.
    6) Enhancement: Unyielding Sovereignty - Only way to rid Death Penalty Negative Levels. Likely a pickup with saved AP's from LoH

    Pure 14 Paladin --> +2 Levels of Paladin.
    Pickup Silver Flame & Unyielding Sovereignty (Do dispel Death Penalty Negative Level)

    11 Paladin / 3 Fighter "Intimitank" --> +2 Levels of Fighter *OR* +2 Levels of Rogue *OR* +1 Fighter +1 Rogue, depending on build.
    +2 Fighter - if planning for 11 Pal / 9 Fighter
    +2 Rogue - for Evasion & Skill Points
    +1 Fighter +1 Rogue - Bonus Feat + Weapon Spec + Skill Points
    Could be a good candidate for Force of Personality, depending on Wis & Cha
    Unyielding Sovereignty is a good pickup

    12 Fighter / 2 Paladin "Intimitank" --> +1 Level Paladin +1 Level Rogue *OR* +2 Paladin *OR* +2 Fighter
    +1 Paladin +1 Rogue - Disease/Fear Immunity & Skill Points
    +2 Paladin - Disease/Fear Immunity & Level 1 Spells
    +2 Fighter - For 18 Fighter / 2 Paladin build
    Force of Personality may be a good choice, as Wis isn't needed for casting

    7 Fighter / 7 Paladin --> +1/+1 *OR* +2 Paladin *OR* +2 Fighter
    +1/+1 - Maintain Balance. Fighter Bonus Feat & Greater Weapon Focus. No real advantages, plan for 10/10 split or 11/9
    +2 Paladin - +3/+3 Divine Favor
    +2 Fighter - ?
    Force of Personality
    Unyielding Sovereignty

    11 Paladin / 2 Rogue / 1 Fighter "Holy Avenger" / "Evasion Paladin" --> +2 Fighter Levels
    +2 Fighter - Bonus Feat, FAM/FTSM 1, STR 1
    Force of Personality - Really depends on reliance of Wis Item for casting
    Unyielding Sovereignty
    Fighter STR 1
    FTSM 1



    Those are my thoughts for now.

    Force of Personality has some merit, mainly in cases where either Paladin is a 3-level or less splash, but CHA bonus is at least 3-4 points more than WIS. Or in cases where WIS is sufficient for casting, or you don't mind putting an item on to cast, then take it back off. Either way, FoP is really good if you can eliminate the need for wearing a WIS Item. Then I think the feat is worthwhile. If you have to keep a WIS Item on for DF, then yes the +2 to +6 Will Save is nice, but Paladin's saves are pretty good already. I see the value in this feat for freeing up an item slot (Neck or Belt, usually)

    Unyielding Sovereignty seems to be an Auto-Include for any Non-Drow Non-Warforged Paladin 9+ (as Drow and WF will take Vulkoorim &* Lord of Blades for Racial Weapon Bonuses)... even Kopesh and other weapon users, as the Removal of all Death-Related Negative Levels, even with the 10-minute cooldown, could be very useful.

    Other than that, there is little new of interest for the Paladin. For the Pure Pallys, Holy Sword will make Holy Burst weapons, but I still don't see that as a driving force to continue past Paladin 11 in most cases.
    Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
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  6. #6
    Community Member miceelf88's Avatar
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    Cool! thanks, Dworkin. I've used the halfling dragonmarks on my paladin, because I'm in a dedicated group with a bard and caster and no cleric, so wanted to help out a bit with healing. But this helps me think about it.

    Appreciate the quick response.

  7. #7
    Community Member Shade's Avatar
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    Quote Originally Posted by Dworkin of Amber View Post

    DPS:
    #1 - Barbarian
    #2 - Fighter
    #3 - Paladin (and just barely behind the Fighter)

    AC:
    #1 - Fighter
    #2 - Paladin
    #3 - Barbarian (a VERY distant 3rd)

    Saves:
    #1 - Paladin
    #2 - Fighter
    #3 - Barbarian (Will surpass Fighter on Will Saves when raging)
    These don't make any sense - first you need to distinguish between a good barbarian (always raged) and a **** one (doesn't rage).. Yet you always give the barbarian third place regardless.

    DPS - yep.

    AC -
    If we assume no feats, no raging
    Barbarian wins - +6 ac for uncanny dodge, and higher base dex as they wear medium armor (tho you only need 3 for mfp)
    If we add feats, the only 2 that matter are combat exp and dodge - barbarian can take both - again barbarian wins.
    Or the perma raged barbarian, he gets -2 AC behind the fighter, but +6 for 2:00 with no cooldown... Hardly "(a VERY distant 3rd)"
    My barbarian gets a fully buffed ac of over 60 - better then most fighters and thats fully raged with no ac feats.

    So without explanation - this category isn't really fair.

    Saves -
    No feats - Barbarian gets +6 reflex for uncanny dodge, and generally higher con then a fighter for better fort saves, will would be equal, as well as far superior trap saves and DR that applies to traps.
    All save feats - again barbarians can take these too. So no difference there, barbarian still wins.
    Perma raged - +9 con for +4 fortitude save, and up to +10 will saves leaves fighters a VERY distant 3rd

    So bump barbarian up to 2nd for that one, no questions asked.

  8. #8
    Community Member Dworkin_of_Amber's Avatar
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    Not to split hairs here, Shade, but let's talk about DPS/AC/Saves without clickies, and buffs, and boosts. Rage is ok, as it a critical part of the Barbarian... and yes, there are Paladins who can out-DPS Fighters, and Barbarians that can tip 60 AC for a few seconds here and there... but the Normal Barbarian is going to have a lower AC than a Fighter (heck, the "rage" nowadays is Robe-Wearing Barbarians anyways... pu intended).

    But your normal Barbarian will have a lot lower Standing, Unbuffed, UnBoosted (or "BAC" - Beholder Armor Class, as it has been dubbed in another post) than your average Fighter. Most Barbarians build for undisputed DPS, and ignore AC. Yes, there are exceptions, but we are talking about general rules. Sure, I can build a Barbarian to have a higher "BAC" than a Fighter if I wanted to... but that is not the "Normal" or "Template" build.

    Now, as for saves, I probably should have clarified. Barbarians usually have better Reflex and Fort saves, but it is the Will Save that I was referring to (as most of the more probematic saves in fights is Will save, such as Greater Command, Hold Person, etc)... and there, a Barbarian is usually going to be a lower standing Will Save than a Fighter... but, as I stated, when Raging, the Barbarian is usually higher in Will Save than the Fighter.

    Look, while I understand that anyone can build a specific twinked-out-uber-l00ted build to excel in all 3 categories, I am taking a top-down approach of what are the "general and expected" for each class. Barbs are #1 DPS, but trade off with lower AC and lower base (non-raged) saves. Fighters are #1 AC, and good DPS, with moderat Saves. Paladins are #1 Saves, with good AC and decent DPS... that's the way the 3 classes have ALWAYS been in D&D.

    Quote Originally Posted by Shade View Post
    These don't make any sense - first you need to distinguish between a good barbarian (always raged) and a **** one (doesn't rage).. Yet you always give the barbarian third place regardless.

    DPS - yep.

    AC -
    If we assume no feats, no raging
    Barbarian wins - +6 ac for uncanny dodge, and higher base dex as they wear medium armor (tho you only need 3 for mfp)
    If we add feats, the only 2 that matter are combat exp and dodge - barbarian can take both - again barbarian wins.
    Or the perma raged barbarian, he gets -2 AC behind the fighter, but +6 for 2:00 with no cooldown... Hardly "(a VERY distant 3rd)"
    My barbarian gets a fully buffed ac of over 60 - better then most fighters and thats fully raged with no ac feats.

    So without explanation - this category isn't really fair.

    Saves -
    No feats - Barbarian gets +6 reflex for uncanny dodge, and generally higher con then a fighter for better fort saves, will would be equal, as well as far superior trap saves and DR that applies to traps.
    All save feats - again barbarians can take these too. So no difference there, barbarian still wins.
    Perma raged - +9 con for +4 fortitude save, and up to +10 will saves leaves fighters a VERY distant 3rd

    So bump barbarian up to 2nd for that one, no questions asked.
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  9. #9
    Community Member Blackwatch's Avatar
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    You asked for any build requests or spots to touch on in your next update, and might I suggest one, that I hope hasn't been overdone. (searching the boards doesn't yield a lot on this)

    non 32 build point suggestions.

    which stats to tank and what races to work with as a result... that kinda deal. Not whole new builds, just a little blurb that gives thoughts for those of us that haven't unlocked that yet.

    Thanks for all the great work.
    Blackwatch
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  10. #10
    Community Member Dworkin_of_Amber's Avatar
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    Quote Originally Posted by Blackwatch View Post
    You asked for any build requests or spots to touch on in your next update, and might I suggest one, that I hope hasn't been overdone. (searching the boards doesn't yield a lot on this)

    non 32 build point suggestions.

    which stats to tank and what races to work with as a result... that kinda deal. Not whole new builds, just a little blurb that gives thoughts for those of us that haven't unlocked that yet.

    Thanks for all the great work.
    Blackwatch
    Great Suggestion!
    I'll try to include 28-point starting stats for the builds in the next update.

    I'm also planning on clarifying the "Template" nature of the builds, especially the disclaimer on the +1 Tome & +6 Stat Items. I know that many people don't have these items, and want to build without. I have a disclaimer already, but I know it needs to be clarified.

    And I like the idea of more on the various classes, as to which lend themselves to what role more... There are always exceptions, and I have tried to remain class-neutral, but you are right that certain classes tend to lend themselves better to certain roles.

    Thanks for the input... anyone else?
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  11. #11
    Community Member arminius's Avatar
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    Quote Originally Posted by Blackwatch View Post
    You asked for any build requests or spots to touch on in your next update, and might I suggest one, that I hope hasn't been overdone. (searching the boards doesn't yield a lot on this)

    non 32 build point suggestions.

    which stats to tank and what races to work with as a result... that kinda deal. Not whole new builds, just a little blurb that gives thoughts for those of us that haven't unlocked that yet.

    Thanks for all the great work.
    Blackwatch
    I'm not Dworkin but I've built a lot of paladins. In my experience, for a 28 point build, the stat that takes the hit is Con. The stats are just spread too thin otherwise.

    Strength: You can't. Required to perform the role that everyone expects of you--hitting stuff.
    Dexterity: You can't. Already really low, any lower and serious penalties kick in.
    Intelligence: You can't. Already at the bare minimum one can make it (unless you go with Combat Expertise, in which case you still can't lower it because you need it for Combat Expertise).
    Wisdom: You can't, if you want to use any spells. 14 Wisdom is required for the highest Paladin spells. You could get away with a 10 start if you wanted to push it, but I prefer not to.
    Charisma: You can't. Charisma and the benefits one gets from it is what makes a Paladin different from a gimped, low-feat Fighter who can use Cure Serious Wounds wands. Lower Charisma, and that's what you end up with.

    That leaves Constitution. Obviously, it is one of the most important stats to any character. It is unfortunate to lower it, but Paladins are simply stretched super thin when it comes to stats. At level 14, the difference amounts to 2 Fortitude save points and 28 hit points. Not the end of the world.

    Whether 28 or 32 pointer, make sure you have at least 1 Toughness feat, and take all the Toughness enhancements. This doesn't make up for the loss, since you'd do it anyway. But without the Con and the Toughness? You'd be talking serious hit point loss.

    I have 28 and 32 point Paladins, and performance-wise, an observer really couldn't tell the difference.

    _
    Last edited by arminius; 01-24-2008 at 01:30 PM.
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  12. #12
    Community Member Jondallar's Avatar
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    Quote Originally Posted by Dworkin of Amber View Post
    Look, while I understand that anyone can build a specific twinked-out-uber-l00ted build to excel in all 3 categories, I am taking a top-down approach of what are the "general and expected" for each class.
    This build you speak of is called the Tempest ranger.

    I havent seen Dworkin on in months. I suggest someone start a new thread if they wish to see the info carried on and updated.

  13. #13
    Community Member spifflove's Avatar
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    What would a 18 paladin/2 rogue human Defender look like?

    Im thinking
    1. Tower shield (does that negate evasion?) 1. Toughness
    3. CE
    6. dodge
    9. Improved crit
    12-18 dragonmark of sentinel

  14. #14
    Community Member SgtSplacker's Avatar
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    bumping for a friend
    Cannith Server - Old School 2ed Player here for realz...
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  15. #15
    Community Member Dworkin_of_Amber's Avatar
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    Ok, So What Race Should I Choose?
    A lot depends on your play style, and what items you may have banked.
    The Weapons will often choose the Race, as each Race has it’s preferred weapons due to Racial options or the Faith Enhancements. Dwarves, Humans, and Warforged are probably the 3 “best” choices, while Elves/Drow are a very close second. Halflings are a bit less popular, and tend to go towards 2-Weapon, which leaves very little feat room for a Paladin.

    Keep in mind the Weapons that lend themselves one way or another:
    Kopesh – Human
    Axes – Dwarf
    Greatsword – Warforged
    Longsword – Elf
    Shortsword – Drow

    Also, remember the Racial differences:
    Human: +Feat, +1 Skill, +1 Stat to 2 different Stats
    Dwarf: +Con, -Cha
    Warforged: +Con, -Cha, -Wis, Immunities
    Elf: +Dex, -Con
    Drow: +Dex, -Con, SR
    Halfling: +Dex, -Str

    Then consider the Dragonmark differences:
    Human: Mark of Making - Repair Light, Repair Serious, Reconstruct
    Human: Mark of Passage - Expeditious Retreat, Dimension Door, Teleport
    Human: Mark of Sentinel - Shielf of Faith, Protection from Energy, Globe of Invlunerability
    Dwarf: Mark of Warding - Fire Trap, Glyph of Warding, Greater Glyph of Warding
    Elf: Mark of Shadow - Invisibility, Displacement, Shadow Walk
    Halfling: Mark of Healing - Cure Light, Cure Serious, Heal


    One other way to look at Race Recommendations Build Type:
    Pure Paladin: Any Race
    "IntimiTank" Paladin: Human or Dwarf
    Evasion Paladin: Human, Dragonmarked Human, Elf, Dragonmarked Elf, Drow, Dwarf
    DPS Paladin (Pure, IntimiTank, or Other): Dwarf, Warforged, Human
    Two-Weapon Paladin: Halfling, Elf, Dragonmarked Elf, Drow
    Displacement Paladin: Dragonmarked Elf
    Healing Paladin: Dragonmarked Halfling
    Last edited by Dworkin of Amber; 01-14-2008 at 11:13 AM.
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    Community Member Dworkin_of_Amber's Avatar
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    "Break Points" for Paladin Builds"
    Since this also seems to be a recurring question, I figured I would lay out the entire "Break Point" Chart for all the classes, then discuss the Paladin options below.

    Toughness Enhancements (Fighter, Barbarian, Paladin Only):
    1 - Toughness 1 (+5 Hit Points)
    4 - Toughness 2 (+15 Hit Points)
    7 - Toughness 3 (+30 Hit Points)
    10 - Toughness 4 (+50 Hit Points)


    Class Stat Enhancements (Fighter's Str, Paladin's Cha, Barbarian's Con, etc):
    2 - Stat +1
    6 - Stat +2
    10 - Stat +3


    Paladin Break Points:
    Pal 1 - Limited Divine Wand Usage, Paladin Aura (+1 AC, +1 Saves)
    Pal 2 - Divine Grace (Cha Bonus to Saves), Lay on Hands, Enhancement: CHA +1
    Pal 3 - Divine Health (Disease Immunity) & Fear Immunity, Enhancement: Resistance/Bulwark of Good 1, Enhancement: +1 Lay On Hands
    Pal 4 - Level 1 Spells, Turn Undead, Divine Favor +1/+1
    Pal 6 - Enhancement: CHA +2, Divine Favor +2/+2
    Pal 7 - Enhancement: Resistance/Bulwark of Good 2
    Pal 8 - Level 2 Spells, Enhancement: +1 Lay on Hands
    Pal 9 - Divine Favor +3/+3 (Cap)
    Pal 10 - Enhancement: CHA +3
    Pal 11 - 30-point Resist Energy, Enhancement: Resistance/Bulwark of Good 3
    Pal 12 - Level 3 Spells, Enhancement: +1 LoH
    Pal 14 - Level 4 Spells


    Fighter Break Points (Not Including Fighter Bonus Feats @ 1/2/4/6/8/10/12/14)
    Fgt 1 - Weapon/Tower Shield Proficiencies, Enhancement: Tactics Level 1
    Fgt 2 - Enhancement: STR +1
    Fgt 3 - Enhancement: Fighter Armor Mastery & Tower Shield Mastery 1
    Fgt 4 - Avail Feat: Weapon Specialization, Enhancement: Tactics Level 2
    Fgt 6 - Enhancement: STR +2
    Fgt 7 - Enhancement: Fighter Armor Mastery & Tower Shield Mastery 2, Enhancement: Tactics Level 3
    Fgt 8 - Avail Feat: Greater Weapon Focus
    Fgt 10 - Enhancement: STR +3, Enhancement: Tactics Level 4
    Fgt 11 - Enhancement: Fighter Armor Mastery & Tower Shield Mastery 3
    Fgt 12 - Avail Feat: Greater Weapon Specialization


    Barbarian Break Points:
    Bbn 1 - Fast Movement, Rage 1/rest (+4 Str, +4 Con, +2 Will)
    Bbn 2 - DR 1/-, Uncanny Dodge, Enhancement: CON +1, Extend Rage 1, Extra Rage 1
    Bbn 3 - Enhancement: Hardy Rage 1, Power Rage 1
    Bbn 4 - Rage 2/rest,
    Bbn 5 - DR 2/-, Improved Uncanny Dodge, Enhancement: Extend Rage 2
    Bbn 6 - Enhancement: CON +2, Extra Rage 2, Hardy Rage 2, Power Rage 2
    Bbn 8 - Rage 3/rest, DR 3/-, Enhancement: Extend Rage 3
    Bbn 9 - Enhancement: Hardy Rage 3, Power Rage 3, Critical Rage 1
    Bbn 10 - Enhancement: CON +3
    Bbn 11 - Greater Rage (+6/+6/+3), DR 4/-, Enhancement: Extend Rage 4, Extra Rage 3
    Bbn 12 - Rage 4/rest, Enhancement: Power Rage 4
    Bbn 13 - Enhancement: Critical Rage 2
    Bbn 14 - Indominable Will (+4 Will), DR 5/-


    Rogue Break Points:
    Rog 1 - UMD as Class Skill, 1d6 Sneak Attack (SA), Enhancement: Rogue Skills 1 (Disable, Open, Search, Spot, etc)
    Rog 2 - Evasion, Enhancement: DEX +1
    Rog 3 - 2d6 SA
    Rog 4 - Uncanny Dodge, Enhancement: Rogue Skills 2
    Rog 5 - 3d6 SA
    Rog 6 - Rogue Specialty Enhancements, Enhancement: DEX +2
    Rog 7 - 4d6 SA
    Rog 8 - Improved Uncanny Dodge, Enhancement: Rogue Skills 3
    Rog 9 - 5d6 SA
    Rog 10 - Improved Evasion, Enhancement: DEX +3
    Rog 11 - 6d6 SA
    Rog 12 - Enhancement: Rogue Skills 4
    Rog 13 - 7d6 SA, Crippling Strike

    ***NOTE: As of Mod 6, Rog 10 - Improved Evasion, and Rog 13 - Crippling Strike, will change to "Rog 10 - Rogue Specialty Feat 1" and "Rog 13 - Rogue Specialty Feat 2", with the options of Improved Evasion, Crippling Strike, and Skill Mastery.***


    Ranger Break Points:
    Rng 1 - Limited Divine Wand Usage, Bow Strength, Favored Enemy #1, Enhancement: Favored Damage 1
    Rng 2 - Two-Weapon Fighting, Rapid Shot, Enhancement: DEX +1
    Rng 4 - Level 1 Spells
    Rng 5 - Favored Enemy #2, Enhancement: Favored Damage 2
    Rng 6 - Improved Two-Weapon Fighting, Manyshot, Enhancement: DEX +2, Enhancement: Favored Attack 1
    Rng 8 - Level 2 Spells
    Rng 9 - Evasion, Enhancement: Favored Damage 3
    Rng 10 - Favored Enemy #3, Enhancement: DEX +3
    Rng 11 - Precise Shot, Improved Precise Shot, Greater Two-Weapon Fighting
    Rng 12 - Level 3 Spells, Enhancement: Favored Attack 2
    Rng 13 - Enhancement: Favored Damage 4


    Cleric Break Points:
    Clr 1 - Divine Wand Usage, Turn Undead, Enhancement: Life Magic 1, Energy of the Zealot 1 (EotZ), Divine Vitality 1
    Clr 2 - Enhancement: WIS +1, CHA +1
    Clr 3 - Enhancement: Spell Critical Chance 1
    Clr 4 - Enhancement: CHA +2, Life Magic 2
    Clr 5 - Enhancement: Spell Critical Multiplier 1, EotZ 2
    Clr 6 - Enhancement: WIS +2
    Clr 7 - Enhancement: Life Magic 3, Spell Critical Chance 2
    Clr 9 - Enhancement: Spell Critical Multiplier 2, EotZ 3
    Clr 10 - Enhancement: WIS +3, Life Magic 4
    Clr 11 - Enhancement: Spell Critical Chance 3
    Clr 13 - Enhancement: Spell Critical Multiplier 3, EotZ 4


    Wizard Break Points: (Not Counting New spells @ Odd Levels & Spell Slots @ Even Levels)
    Wiz 1 - Arcane Wand Usage, Metamagic Feat, Enhancement: Spell Damage 1, Energy of the Scholar 1 (EotS)
    Wiz 2 - Enhancement: INT +1, Improved Metamagic 1
    Wiz 3 - Enhancement: Spell Critical Chance 1
    Wiz 4 - Enhancement: Spell Damage 2
    Wiz 5 - Metamagic Feat, Enhancement: Spell Critical Multiplier 1, Spell Penetration 1, EotS 2
    Wiz 6 - Enhancement: INT +2, Improved Metamagic 2
    Wiz 7 - Enhancement: Spell Damage 3, Spell Critical Chance 2
    Wiz 9 - Enhancement: Spell Critical Multiplier 2, Spell Penetration 2, EotS 3
    Wiz 10 - Metamagic Feat, Enhancement: INT +3, Improved Metamagic 3, Spell Damage 4
    Wiz 11 - Enhancement: Spell Critical Chance 3
    Wiz 13 - Enhancement: Spell Critical Multiplier, Spell Penetration 3, EotS 4


    Sorcerer Break Points: (Not Counting New spells @ Even Levels & Spell Slots @ Odd Levels)
    Sor 1 - Arcane Wand Usage, Enhancement: Spell Damage 1, Energy of the Dragonblooded 1 (EotD)
    Sor 2 - Enhancement: CHA +1, Improved Metamagic 1
    Sor 3 - Enhancement: Spell Critical Chance 1
    Sor 4 - Enhancement: Spell Damage 2
    Sor 5 - Enhancement: Spell Critical Multiplier 1, Spell Penetration 1, EotD 2
    Sor 6 - Enhancement: CHA +2, Improved Metamagic 2
    Sor 7 - Enhancement: Spell Damage 3, Spell Critical Chance 2
    Sor 9 - Enhancement: Spell Critical Multiplier 2, Spell Penetration 2, EotD 3
    Sor 10 - Enhancement: CHA +3, Improved Metamagic 3, Spell Damage 4
    Sor 11 - Enhancement: Spell Critical Chance 3
    Sor 13 - Enhancement: Spell Critical Multiplier, Spell Penetration 3, EotD 4


    Bard Break Points:
    Brd 1 - Limited Divine Wand Usage, UMD as Class Skill, Bardic Music, Fascinate Song, Inspire Courage Song, Level 1 Spells, Enhancement: Extra Song 1, Energy of the Music 1 (EotM)
    Brd 2 - Enhancement: CHA +1, Inspired Damage 1, Lingering Song 1
    Brd 3 - Inspire Competence Song, Enhancement: Inspired Attack 1
    Brd 4 - Level 2 Spells, Enhancement: Extra Song 2
    Brd 5 - Enhancement: EotM 2
    Brd 6 - Suggestion Song, Enhancement: CHA +2, Bard Specialties, Lingering Song 2, Music of the Dead
    Brd 7 - Level 3 Spells, Enhancement: Extra Song 3, Inspired Damage 2
    Brd 8 - Improved Inspire Courage (+1), Enhancement: Inspired Attack 2
    Brd 9 - Inspire Greatness Song, Enhancement: Music of the Makers, EotM 3
    Brd 10 - Level 4 Spells, Enhancement: CHA +3, Extra Song 4, Lingering Song 3
    Brd 11 -
    Brd 12 - Song of Freedom, Enhancement: Inspired Damage 12, EotM 4
    Brd 13 - Enhancement: Inspired Attack 3
    Brd 14 - Improved Inspire Courage (+2), Enhancement: Lingering Song 4



    NOTES ON MULTICLASSING A PALADIN:
    I have included all 9 Classes in this guide, as it is useful to everyone, but remember that Barbarian and Bard are not allowed due to alignment restrictions.

    Common Options for Multiclassing:
    Fighter 1-3 - Splash for Bonus Feats & Enhancements, a little more DPS focus
    Fighter 7 - Max AC build or 2Handed with moderate AC & Saves
    Fighter 10 or 12 - Primary Fighter with Paladin Splash for Wand Usage (1), Divine Grace (2), Divine Health(3), Spell Casting (4)
    Ranger 1-2 - Dex Based/Ranged Build for Bow Strength(1), or Free TWF(2)
    Ranger 12 - Paladin 2 Splash for Saves & Heavy Armor
    Rogue 2 - Evasion, +1 Dex, +1d6 Sneak Attack, +Skill Points (UMD)
    Sorcerer 1 - SP, 3x L1 Spells, Arcane Wand Usage

    Uncommon Options for Multiclassing
    Cleric 1 - More Turn Undead, Full Divine Wand Usage, Divine Vitality 1, More SP
    Wizard 1 - Same as Sorcerer, but uncommon due to lower INT than CHA for most Paladins


    -----------------------------


    So, looking at that, the "really" important break points for Paladin are Pal 2, Pal 7, and Pal 11. Paladin 2 is used for a Paladin Splash for the Paladin base Aura and Divine Grace. Paladin 11 is the most popular mostly-Paladin build. Paladin 7 is a newer development, mostly for a Paladin/Fighter hybrid (DPS or Intimtanks), to leverage BoG/RoG 2 with the FAM/FTSM 2 Enhancements for MAX AC, or a Maximized Standing AC, with Divine Favor for DPS.

    Don't discount the power of Divine Favor... while it can be dispelled, it gives the To-Hit Equivalent of +2 STR & Weapon Focus & Greater Weapon Focus, and the Damage Equivalent of +2 STR & Weapon Specialization!

    A lot of the "break point" depends on what you want your Paladin to do, and what items/tomes/equipment you have available. 7/7 Splits tend to be very demanding on items and tomes, so I don't recommend them for less experienced players.
    Last edited by Dworkin of Amber; 01-14-2008 at 11:27 AM. Reason: Included entire Break Point Chart, added to MC discussion
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  17. #17
    Community Member Dworkin_of_Amber's Avatar
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    Default Items and Equipment of interest to most Paladins?

    Items and Equipment of interest to most Paladins?

    Note: While it is true that many Paladin builds are very Item-Dependent, and can have some steep requirements, do not let that turn you off to my build templates. Yes, most of my build include multiple +1 Tomes and +6 Stat Items, but they all work just as well with no Tome and a +5 Stat Item (which are VERY easy to pull or cheap to get on the AH). Take any of my Build Templates, and subtract the +1 Tome and the +6 Item, and put a +5 in it's place, and you will still have an Even Number, or with the addition or subtraction of a Racial or Class Stat Enhancement. This means it is perfectly acceptable to build these, as listed, without the uber gear, and plan for +5 Stat Items and No Tome... then if, down the road, you get a Tome or a +6 Stat Item, then BONUS!!! Equip/Eat it, and tinker with your Enhancements to make use of it. Don't be scared off by the high-end stuff.


    The Definitive Static Loot List is full of interesting loot for all classes, but there are some items that are of special interest to many Paladin Builds. I will not list all of the Static/Raid gear that is of interest to a Paladin, but more a 'guidline' of what most Paladins will end up with item/slot wise. I am going to avoid Raid Loot in this list.

    Armor: +5 Full Plate / +5 Mithral Full Plate / +5 Mithral Breastplate (Evasion)

    Shield: +5 Mithral Heavy Shield / +5 Adamantine Heavy Shield / Sorrel / Fanion / Bulwark of Storm's Fist

    Goggles: Spectacular Optics / Sandstorm Goggles

    Helm: +WIS / Minos Legens / Tradusor

    Necklace: +WIS / +CON / Nightforge Gorget

    Trinket: Mummified Bat / Bloodstone / Pearl / Magi

    Cloak: +CHA / Greater Resistance Item

    Belt: +CON / +STR / Heavy Fort / Greater False Life

    Gloves: +DEX / +STR / Rabbit Gloves (Rogue Skills)

    Boots: Feather Fall / +DEX / Striding

    Bracers: Chaosguarde / Ethereal Bracers / +STR

    Ring: STR/DEX/CON/WIS/CHA / Ring of Shadows / Ring of the Ancestors / Greater False Life / Feather Falling


    Here is the loadout and some of my carried optional items for my Level 14 Holy Avenger (11 Pal / 2 Rog / 1 Fighter)
    Armor: +5 Ice Guard Mithral Breastplate of Lesser Cold Resistance
    Shield: +5 Mithral Heavy Shield
    Goggles: Spectacular Optics, Kundarak Delving Goggles
    Helm: Minos Legens
    Necklace: Wisdom +5, Golden Cartouche
    Trinket: Pearl of Power X, Pharlian Pendant of Time
    Cloak: +5 Cha w/ False Life Clicky, Greater Fire Resist, Greater Electric Resist
    Belt: +6 Con, Planar Gird
    Gloves: +5 Dex
    Boots: +25% Striders, Feather Falling Boots, Switchblade Boots (Bluff +10)
    Bracers: Chaosguarde
    Ring 1: +6 Str
    Ring 2: Greater False Life, Ring of the Ancestors, Feather Falling Ring, Underwater Action Ring

    As for Raid Loot and upgrades, I would look to upgrade as follows:
    Armor to KDS (No net AC change, but it is nice armor, and leaves room for future Dex growth)
    Shield to Fanion/Sorrel
    Goggles to Sandstorm Goggles
    Necklace to +6 Wis
    Trinket to Good Luck Stone / Battle Coin / Pouch of Jerky / Bloodstone / Mummified Bat
    Cloak to Wretched Twilight / +6 Cha
    Gloves to +6 Dex / Vile Blasphemy / Seven-Fingered Gloves
    Boots to Kundarak Delving Boots / Boots of the Innocent
    Bracers to Ethereal Bracers


    Now, the only real difference between my current loadout and the desired loadout for a Pure Paladin or a Paladin/Fighter type is the armor. These build would look for +5 Full Plate / +5 Adamantine Full Plate / +5 Mithral Full Plate, or something like that. They probably would not be interested in the +UMD Items (Seven Fingered Gloves or Golden Cartouche), and a few other minor tweaks, but I would think this would be a really desired load-out for any Paladin-based build (with the Armor being the one real exception).
    Last edited by Dworkin of Amber; 01-14-2008 at 11:32 AM.
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  18. #18
    Community Member Dworkin_of_Amber's Avatar
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    Default The Paladin DPS Discussion

    Ok, now lets see some Build Templates!

    After seeing person after person post Paladin builds requesting feedback, and most of them making similar mistakes, over and over, I figured it was time to put together a "Paladin Template Build" for people to work from.

    These are not the most Min/Maxed-uber-l33t builds (but some are close), but an attempt at a solid Paladin Build, for the races most suited to Paladins (Human, Elf/Drow, Dwarf, Warforged), and provide a simple starting-point for most builds. I will also attempt to cover some of the more popular variations, to give everyone a starting point.

    Important Things to remember:
    1) Paladin spell-casting is based on current WIS, not base WIS. So 8 Wis + 3 Item allows casting of Level 1 Spells

    Assumptions:
    1) All builds will be 32-point or Drow
    2) All Build will use +6 Stat Items, +1 Tomes, and a 1750 Favor Tome.
    3) No Build will be based around Raid Loot, but some may show some as optional.
    4) Hit Points are reported without False Life Items, but include Draconic Vitality (Agents of Argonnessen Favor rank 2)
    5) Saves, To-Hit & Damage scores will include Greater Heroism, potions, and other self-buffs. They will NOT include Cleric/Bard/Wizard buffs that cannot be self-cast (i.e. Recitation, Good Hope, etc)
    6) Many of these builds are geared towards +5 Mithral Full Plate. If you don't have this, then target 12 Dex (+1) to max out +5 Full Plate.

    +1 Tomes are easy to come by, as are +6 Stat Items. If you don't want to plan for them, then just modify your personal build. Remember that dropping the +1 Tome and down to a +5 Stat Item will still result in an Even Ability Score, so that’s one easy way to drop the high equipment/tome requirements of some of these builds.




    Basic Human Paladin
    Level 14 Human Paladin

    Stats
    ----------------
    STR: 17 + 3 (Levels) + 2 (1750 Tome) + 6 (Item) = 28 (+9)
    DEX: 8 + 1 (Tome) + 1 (Human Adapt Dex 1) + 6 (Item) = 16 (+3)
    CON: 15 + 1 (Tome) + 6 (Item) = 22 (+6)
    INT: 8
    WIS: 11 + 1 (Tome) + 6 (Item) = 18 (+4)
    CHA: 15 + 1 (Tome) + 1 (Human Adapt Cha 1) + 3 (Paladin Cha 3) + 6 (Item) = 26 (+8)
    ----------------


    Feats
    ----------------
    1) Weapon Focus: Slashing
    1) Exotic Weapon Proficiency: Kopesh
    3) Power Attack
    6) Toughness
    9) Improved Critical: Slashing
    12) Power Critical
    ----------------


    Hit Points
    ----------------
    10 - Heroic Durability
    140 - Paladin 14
    84 - Con Bonus
    16 - Toughness
    50 - Paladin Toughness 4
    10 - Draconic Vitality
    ----------------
    320 Hit Points


    Spell Points
    ----------------
    145 – Paladin 14 Base
    92 – Wis Bonus
    ----------------
    237 Spell Points – Without Enhancements or Items



    Saves
    ----------------
    9 / 4 / 4 - Paladin 14 Base
    6 / 3 / 4 - Stat Mods
    4 / 4 / 4 - Resistance +4 Item
    8 / 8 / 8 - Divine Grace
    3 / 3 / 3 - Paladin Aura (w/ RoG 2)
    4 / 4 / 4 - Greater Heroism
    ----------------
    34 / 26 / 27


    To-Hit
    ----------------
    14 - BAB
    9 - Strength
    5 - +5 Weapon
    4 - Paladin Attack Boost 3 / Human Versatility Attack 3
    4 - Greater Heroism
    1 - Weapon Focus
    1 - Haste
    1 - Rage Potion
    3 - Divine Favor
    ----------------
    +42 to hit
    ----------------
    -5 - Power Attack
    ----------------
    +37 to hit w/ Power Attack


    Damage
    ----------------
    9 - Strength
    5 - +5 Weapon
    3 - Divine Favor
    1 - Rage Potion
    ----------------
    +18 Damage
    ----------------
    5 - Power Attack
    ----------------
    +23 Damage w/ Power Attack


    AC
    ----------------
    10 - Base
    13 - +5 Mithral Full Plate
    3 - Dexterity
    7 - +5 Mithral Heavy Shield
    3 - Spectacular Optics
    2 - Chaosguarde
    1 - Paladin Aura
    2 - Bulwark of Good
    2 - Ring of Balance (Invaders)
    ----------------
    43 AC Standing
    ----------------
    2 - Defensive Fighting
    1 - Haste Potion/Spell
    1 - Shield of Faith +3
    4 - Human Versatility AC Boost
    ----------------
    51 AC Buffed


    Enhancements
    ----------------
    Bulwark of Good 2
    Resistance of Good 2
    Paladin Toughness 4
    Human Versatility 3 / Paladin Attack Boost 3
    Paladin Charisma 3
    Human Adaptability 1 – Dexterity
    Human Adaptability 2 – Charisma
    Extra Lay On Hands 2
    ----------------


    Items
    ----------------
    Goggles: Spectacular Optics
    Helm: +6 WIS
    Necklace: +6 CON / BAM Necklace (100% Fortification)
    Trinket: Mummified Bat / Pearl of Power / Wizardry Trinket
    Cloak: +6 CHA
    Belt: +6 CON
    Gloves: +6 STR
    Boots: +6 DEX
    Bracers: Chaosguarde
    Ring: Ring of Shadows
    Ring: +4 Resistance
    ----------------

    --------------------------------------------------------------------------------

    Convert Human to Dwarf:

    Starting Stats
    ----------------
    STR: 17 + 3 (Levels) + 2 (1750 Tome) + 6 (Item) = 28 (+9)
    DEX: 9 + 1 (Tome) + 6 (Item) = 16 (+3)
    CON: 17 + 1 (Tome) + 2 (Dwarven Con 2) + 6 (Item) = 26 (+8)
    INT: 8
    WIS: 10 + 6 (Item) = 16 (+3)
    CHA: 13 + 1 (Tome) + 2 (Paladin Cha 2) + 6 (Item) = 22 (+6)
    ----------------

    Feat/Enhancement Changes
    ----------------
    -Weapon Proficiency: Kopesh
    Paladin Charisma 3 à Paladin Charisma 2
    Human Adaptability 1 & 2 à Dwarven Constitution 2
    +Dwarven Toughness 1
    +Dwarven Axe Attack 2
    +Dwarven Axe Damage 2
    ----------------

    Net difference
    ----------------
    -1 Skill Point/Level (Total of 1/level vs. 2/level)
    -2 Reflex Save
    -3 Will Save
    +33 Hit Points
    +2 to Hit (Wielding Axe)
    +2 Damage (Wielding Axe)
    + Dwarven Racial Abilities
    ----------------


    --------------------------------------------------------------------------------

    Convert Human to Warforged


    Starting Stats
    ----------------
    STR: 17 + 3 (Levels) + 2 (1750 Tome) + 6 (Item) = 28 (+9)
    DEX: 8 + 6 (Item) = 14 (+2)
    CON: 17 + 1 (Tome) + 2 (Dwarven Con 2) + 6 (Item) = 26 (+8)
    INT: 8
    WIS: 9 + 1 (Tome) + 6 (Item) = 16 (+3)
    CHA: 13 + 1 (Tome) + 2 (Paladin Cha 2) + 6 (Item) = 22 (+6)
    ----------------

    Feat/Enhancement Changes
    ----------------
    -Weapon Proficiency: Kopesh
    -Power Critical Feat
    +Adamantine Body
    Paladin Charisma 3 à Paladin Charisma 2
    Human Adaptability 1 & 2 à Warforged Constitution 2
    +Warforged Healers Friend
    +Follower of Lord of Blades
    +Bladesworn Transformation
    ----------------

    Net Difference
    ----------------
    -1 Skill Point/Level (Total of 1/level vs. 2/level)
    -3 to Reflex Save
    -2 to Will Save
    +28 Hit Points
    +1 To Hit (Greatswords)
    -2 AC (Adamantine Body)
    +Bladesworn Transformation - +4 STR, +4 Damage, +4 AC
    +DR 2/Adamantine
    +Warforged Immunities
    ----------------



    --------------------------------------------------------------------------------

    Convert Human to Drow

    Starting Stats
    ----------------
    STR: 17 + 3 (Levels) + 2 (1750 Tome) + 6 (Item) = 28 (+9)
    DEX: 10 + 6 (Item) = 16 (+3)
    CON: 13 + 1 (Tome) + 6 (Item) = 20 (+5)
    INT: 10
    WIS: 10 + 6 (Item) = 16 (+3)
    CHA: 15 + 1 (Tome) + 2 (Paladin Cha 2) + 6 (Item) = 24 (+7)
    ----------------

    Feat/Enhancement Changes
    ----------------
    -Weapon Proficiency Kopesh
    Paladin Charisma 3 à Paladin Charisma 2
    -Human Adaptability 1 & 2
    +Drow Melee Attack 2
    +Drow Melee Damage 2
    +Follower of Vulkoor
    Weapon Focus: Slashing à Weapon Focus: Piercing
    Improved Critical: Slashing à Improved Critical: Piercing
    ----------------

    Net difference
    ----------------
    -1 to Fort
    -14 Hit Points
    +3 to Hit (Wielding Shortsword)
    +2 Damage (Wielding Shortsword)
    +Drow Racial Abilities
    +Drow SR
    ----------------


    --------------------------------------------------------------------------------

    Convert Human to Elf

    Stats
    ----------------
    STR: 17 + 3 (Levels) + 2 (1750 Tome) + 6 (Item) = 28 (+9)
    DEX: 10 + 6 (Item) = 16 (+3)
    CON: 13 + 1 (Tome) + 6 (Item) = 20 (+5)
    INT: 8
    WIS: 11 + 1 (Tome) + 6 (Item) = 18 (+4)
    CHA: 15 + 1 (Tome) + 2 (Paladin Cha 2) + 6 (Item) = 24 (+7)
    ----------------

    Feat/Enhancement Changes
    ----------------
    -Weapon Proficiency Kopesh
    Paladin Charisma 3 à Paladin Charisma 2
    -Human Adaptability 1 & 2
    +Elven Melee Attack 2
    +Elven Melee Damage 2
    +Follower of the Silver Host
    ----------------

    Net difference
    ----------------
    -1 Skill Point/Level (Total of 1/level vs. 2/level)
    -1 to Fort
    -14 Hit Points
    +3 to Hit (Wielding Longsword)
    +2 Damage (Wielding Longsword)
    + Elf Racial Abilities
    ----------------
    Last edited by Dworkin of Amber; 11-08-2007 at 10:04 AM.
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  19. #19
    Community Member Dworkin_of_Amber's Avatar
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    Default

    The Paladin DPS Discussion

    Since there seems to be a constantly recurring theme of discussing DPS and comparisons to Fighters and other classes, I figured it was time to try to take a definitive look at Paladin DPS vs. the other classes.

    Assumptions: 32-point builds, 1750 Favor Tomes, +6 Stat Items, Min/Max-style builds based on the predominate “build templates” found on the forums. We are also going to ignore the Action Boosts, as both Fighters and Paladin get them equally, and they are 20-second buffs. Additionally, I am going to skip things like Greater Heroism, and Recitation, and the like, as they are party-buffs, not self-buffs (ignoring UMD as well), and they hit both classes equally. I want to look at “What can a Paladin do on his own and what can the fighter do on his own” scenario. I am also looking at Sword-And-Board builds here.

    ---------------------------------

    “Template Builds”

    Paladin: L14 Pure Human Paladin w/ Kopesh [STR: 17 + 3 (Levels) + 2 (1750 Tome) + 6 (Item) = 28 (+9)]
    Human Fighter: L14 Pure Human Fighter w/ Kopesh: [STR: 18 + 3 (Levels) + 2 (1750 Tome) + 1 (Human STR 1) + 2 (Fighter’s STR 2) + 6 (Item) = 32 (+11)
    Dwarven Fighter: L14 Pure Dwarven Fighter w/ Dwarven Axe: [STR: 17 + 3 (Levels) + 2 (1750 Tome) + 2 (Fighter’s STR 2) + 6 (Item) = 30 (+10)

    NOTE: The “Dwarven Fighter” can also be a Elf with Longswords or Drow with Rapiers.

    ---------------------------------
    To-Hit:

    Paladin:
    ----------------
    14 – BAB
    9 – STR
    5 - +5 Weapon
    1 – Weapon Focus
    ----------------
    +29 To Hit (Standing)
    ----------------
    3 – Divine Favor
    -5 – Power Attack
    ----------------
    +27 To Hit

    Human Fighter:
    ----------------
    14 – BAB
    11 – STR
    5 - +5 Weapon
    1 – Weapon Focus
    1 – Greater Weapon Focus
    ----------------
    +32 To Hit
    ----------------
    -5 – Power Attack
    ----------------
    +27 To Hit

    Dwarven Fighter:
    ----------------
    14 – BAB
    10 – STR
    5 - +5 Weapon
    1 – Weapon Focus
    1 – Greater Weapon Focus
    2 – Dwarven Axe Attack
    ----------------
    +33 To Hit (Standing)
    ----------------
    -5 – Power Attack
    ----------------
    +28 To Hit

    ---------------------------------


    Damage

    Paladin:
    ----------------
    9 – Str
    5 – Weapon
    ----------------
    +14 Damage
    ----------------
    3 – Divine Favor
    5 – Power Attack
    ----------------
    +22 Damage

    Human Fighter:
    ----------------
    11 – Str
    5 – Weapon
    2 – Weapon Specialization
    2 – Greater Weapon Specialization
    ----------------
    +20 Damage
    ----------------
    5 – Power Attack
    ----------------
    +25 Damage

    Dwarven Fighter:
    ----------------
    10 – Str
    5 – Weapon
    2 – Weapon Specialization
    2 – Greater Weapon Specialization
    2 – Dwarven Axe Damage 2
    ----------------
    +21 Damage
    ----------------
    5 – Power Attack
    ----------------
    +26 Damage

    ---------------------------------

    Ok, so the tally:

    Paladin: +27 To Hit / +22 Damage
    Human Fighter: +27 To Hit / +25 Damage
    Dwarven Fighter: +28 To Hit / +26 Damage

    Now some will argue that the Paladin score should be -3/-3 due to Divine Favor being a buff, but as it is an important part of the Paladin’s arsenal (and yes, I know the whole argument about vs. Beholders and other mobs that dispel buffs), but most Paladins have enough SP for DF to be running for most all melee encounters.

    So, what’s the verdict… +1 To Hit and +3/+4 to Damage difference on a Paladin vs. a Fighter. That is really a tie in To-Hit, and a small difference in Damage, so you really cannot say that a Paladin is inferior in DPS vs. a 14 Fighter. Additionally, if you look at a Elf/Drow/Dwarf Paladin, you add +2/+2, and the Racial Paladin is now +1 To Hit and -1/-2 damage vs. the Fighter and the Racial Fighter… again, making it a dead heat. (and actually, the Elf and Drow Paladin can be +2 To Hit due to the Faith Tenants (Follower of Vulkoorim/Silver Flame/etc)

    Now, if you look at 2HF Paladin vs. 2HF Fighter, you will end up with basically the same numbers, and the same with TWF, so the reality is that as of Level 14, the DPS potential from a Paladin and a Fighter are basically equal.

    Now, when it comes to Burst DPS with clickies and short-term buffs, the Fighter can pull ahead with a DF clickie, while all other buffs hit both of them equally… so best case, fully buffed and fluffed, the Fighter is +4 To hit and +8 to Damage over the Paladin, for 20-30 seconds. That is pretty minimal to me.

    NOTE: Both Divine Favor and Recitation are Luck bonuses, so they do not stack. Divine Favor caps at +3/+3 for a Level 9 Paladin (or L9 Caster Level), Recitation from a L14 Cleric is +2/+2
    Last edited by Dworkin of Amber; 01-14-2008 at 11:33 AM.
    Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
    Founder: Guild of Amber (Mabar/Argo)
    Now Living on Orien

  20. #20
    Community Member Dworkin_of_Amber's Avatar
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    Feb 2006
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    Default AC & IntimiTank Builds

    AC & IntimiTank Builds

    These are Paladin/Fighter mixes, with Combat Expertise and Power Attack for both DPS and Intimidate/Tanking roles. These are built for Humans and Dwarves only... while they could be adapted, I am not going to work out the details here.

    Intimidate is not required on these, if you don't want. Simply put the skill points elsewhere.

    Interestingly, the builds all come out very close in AC and To-Hit/Damage... if with 11P/3F, 12F/2P, and 7P/7F splits, they are all very similar in scores. I think the 7/7 Split is the most interesting, in that it allows the Level 2 Paladin Aura Enhancements, as well as STR 2 / CHA 2, +2/+2 Divine Favor, Weapon Specialization, and FAM/DAM 2 & FTSM2. In theory, this build should have one of the highest attainable Armor Classes, given the access to +6 to Max Dex Bonus on Armor (That could make +5 MFP with +9 Dex Bonus!!!), as well as a balanced DPS approach.

    --------------------------------------------------------------------------------

    Basic Human Paladin/Fighter Hybrids
    Level 11 Paladin / Level 3 Fighter “IntimiTank”

    Stats
    ----------------
    STR: 17 + 3 (Levels) + 2 (1750 Tome) 1 (Fighter’s STR 1) + 1 (Human Adaptability 1) + 6 (Item) = 30 (+10)
    DEX: 13 + 1 (Tome) + 6 (Item) = 20 (+5)
    CON: 13 + 1 (Tome) + 6 (Item) = 20 (+5)
    INT: 13 + 1 (Tome) = 14 (+2)
    WIS: 8 + 6 (Item) = 14 (+2)
    CHA: 12 + 1 (Tome) + 1 (Human Adapt Cha 1) + 2 (Paladin Cha 2) + 6 (Item) = 22 (+6)
    ----------------


    Level Progression
    ----------------
    L1-L2 – Fighter
    L3-L13 – Paladin
    L14 - Fighter


    Feats
    ----------------
    1) Weapon Focus: Slashing
    1) Exotic Weapon Proficiency: Kopesh
    1B) Combat Expertise
    2B) Dodge
    3) Power Attack
    6) Improved Trip
    9) Improved Critical: Slashing
    12) Toughness
    ----------------


    Skills
    ----------------
    Intimidate +1/level
    Jump +1/level
    Balance +0.5/level
    ----------------


    Hit Points
    ----------------
    10 - Heroic Durability
    110 - Paladin 11
    30 – Fighter 3
    70 - Con Bonus
    16 - Toughness
    50 - Paladin Toughness 4
    10 - Draconic Vitality
    ----------------
    306 Hit Points


    Spell Points
    ----------------
    140 – Paladin 11 Base
    40 – Wis Bonus
    ----------------
    180 Spell Points – Without Enhancements or Items



    Saves
    ----------------
    7 / 3 / 3 - Paladin 11 Base
    3 / 1 / 1 – Fighter 3 Base
    5 / 5 / 2 - Stat Mods
    4 / 4 / 4 - Resistance +4 Item
    6 / 6 / 6 - Divine Grace
    3 / 3 / 3 - Paladin Aura (w/ RoG 2)
    4 / 4 / 4 - Greater Heroism
    ----------------
    32 / 26 / 23


    To-Hit
    ----------------
    14 - BAB
    11 - Strength
    5 - +5 Weapon
    4 - Paladin Attack Boost 3 / Human Versatility Attack 3
    4 - Greater Heroism
    1 - Weapon Focus
    1 - Haste
    1 - Rage Potion
    3 - Divine Favor
    ----------------
    +44 to hit
    ----------------
    -5 - Power Attack / Combat Expertise
    ----------------
    +39 to hit w/ Power Attack or Combat Expertise


    Damage
    ----------------
    11 - Strength
    5 - +5 Weapon
    3 - Divine Favor
    1 - Rage Potion
    ----------------
    +20 Damage
    ----------------
    5 - Power Attack
    ----------------
    +25 Damage w/ Power Attack


    AC
    ----------------
    10 - Base
    13 - +5 Mithral Full Plate
    5 – Dexterity
    9 - +5 Mithral Tower Shield
    3 - Spectacular Optics
    1 – Dodge
    2 - Chaosguarde
    1 - Paladin Aura
    2 - Bulwark of Good
    2 - Ring of Balance (Invaders)
    ----------------
    48 AC Standing
    ----------------
    5 – Combat Expertise
    1 - Haste Potion/Spell
    1 - Shield of Faith +3
    ----------------
    55 AC Self-Buffed
    ----------------
    1 – Seal of the Earth (+1 over Invaders Ring)
    3 – Chattering Ring
    1 – “Of Parrying” Item
    ----------------
    60 AC Self-Buffed w/ Raid Gear
    ----------------
    2 – Ranger’s Barkskin (over Seal of the Earth)
    1 – Halfling’s Heroes Companion
    2 – Recitation
    4 – Human Versatility AC Boost 3
    1 – L12+ Paladin Aura
    ----------------
    70 AC w/ Party Buffs & Raid Gear


    Enhancements
    ----------------
    Bulwark of Good 2
    Resistance of Good 2
    Paladin Toughness 4
    Human Versatility 3 / Paladin Attack Boost 3
    Paladin Charisma 3
    Human Adaptability 1 – Strength
    Human Adaptability 2 – Charisma
    Extra Lay On Hands 2
    Fighter Strength 1
    Fighter Critical Accuracy 1
    Fighter Item Defense 1
    Fighter Armor Mastery 1
    ----------------


    Items
    ----------------
    Goggles: Spectacular Optics
    Helm: +6 WIS
    Necklace: +6 CON / BAM Necklace (100% Fortification)
    Trinket: Mummified Bat / Pearl of Power / Wizardry Trinket
    Cloak: +6 CHA
    Belt: +6 CON
    Gloves: +6 STR
    Boots: +6 DEX
    Bracers: Chaosguarde
    Ring: Ring of Shadows
    Ring: +4 Resistance
    ----------------

    --------------------------------------------------------------------------------

    Convert Human to Dwarf:

    Same Starting Stats

    Feat/Enhancement Changes
    ----------------
    -Weapon Proficiency: Kopesh
    Paladin Charisma 2
    Ă* Paladin Charisma 1
    Human Adaptability 1 & 2
    Ă* Dwarven Constitution 2
    -Fighter STR 1
    +Dwarven Toughness
    +Dwarven Axe Attack 2
    +Dwarven Axe Damage 2
    ----------------

    Net difference
    ----------------
    -1 Skill Point/Level (Total of 4/level vs. 5/level) – Split Jump & Balance Points
    Saves: 32 / 25 / 23
    Hit Points 306-356
    To Hit: 42 (w/ Axe) (35 w/ Power Attack / Combat Expertise)
    Damage: 22 (w/ Axe) (26 w/ Power Attack)






    This Build can also be reversed to a 12 Fighter / 2 Paladin Build.

    Starting Stats
    ----------------
    Increase Dex to 14
    Drop INT to 12
    Use INT Tome before Level 2
    ----------------

    Feat/Enhancement Changes
    ----------------
    Take Combat Expertise @ Level 2
    Take Dodge @ Level 1
    +Weapon Specialization: Slashing
    +Greater Weapon Focus: Slashing
    +Stunning Blow
    +Shield Mastery
    +Improved Shield Mastery
    Paladin Charisma 2
    Ă* Paladin Charisma 1
    +Fighter Strength 3
    Human Adaptability Charisma
    Ă* Strength 1
    Paladin Toughness 4
    Ă* Fighter Toughness 4
    -All other Paladin Enhancements
    +Standard Fighter Enhancements
    +Fighter Armor Mastery 3
    +Fighter Tower Shield Mastery 2
    ----------------

    Net difference
    ----------------
    -1 Skill Point/Level (Total of 4/level vs. 5/level) – Split Jump & Balance Points
    Saves: 32 / 25 / 22
    Hit Points 320-370
    To Hit: 41 (w/ Axe) (36 w/ Power Attack / Combat Expertise)
    Damage: 24 (w/ Axe) (29 w/ Power Attack)
    AC: 49 Standing, 71 Max
    ----------------







    Also, this can be built as a Fighter 7 / Paladin 7 Split
    Recommended Race: Dwarf

    Starting Stats
    ----------------
    17 / 15 / 11 / 12 / 8 / 12
    ----------------

    Feat/Enhancement Changes
    ----------------
    -Shield Mastery
    -Improved Shield Mastery
    -Greater Weapon Focus
    Fighter Strength 3
    Ă* 2
    Paladin Charisma 1
    Ă*2
    +Dwarven Armor Mastery 1
    +Dwarven Toughness
    +Paladin Resistance of Good 2
    +Paladin Bulwark of Good 2
    +Extra Lay on Hands ½
    +Dwarven Axe Attack
    +Dwarven Axe Damage

    Net difference
    ----------------
    -1 Skill Point/Level (Total of 4/level vs. 5/level) – Split Jump & Balance Points
    Saves: 31 / 26 / 22
    Hit Points 306-356
    To Hit: 44 (w/ Axe) (39 w/ Power Attack / Combat Expertise)
    Damage: 22 (w/ Axe) (27 w/ Power Attack)
    AC: 50 Standing, 71 Max
    ----------------


    Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
    Founder: Guild of Amber (Mabar/Argo)
    Now Living on Orien

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