Dworkin,
Did you leave this out of your calculations for AC?
Plus, should I be able to save in a wall of fire with evasion? I have a 9/2 Pally with 21 reflex and I get toasted in the desert when the arcanes cast wall of fire. I do have +5 Mithral BP.
Thanks
Last edited by DME543; 04-11-2008 at 05:10 PM.
"People think that I must be a very strange person. This is not correct. I have the heart of a small boy. It's in a glass jar on my desk.” Stephen King
Doken - Human Evasion Paladin 11P/2R/3F
1) Yes, I forgot Dodge in the AC Calculations... This is because, at the time, I was advocating Cleave & Great Cleave as the Fighter Bonus Feats... Now I am more convinced that Dodge and either Weapon Focus or IC: Pierce/Bludgeon or some other combat feat are better choices.
2) I was incorrect on Wall of Fire. There is not a reflex save on it, however, I am usually wearing Greater Fire Resistance Item or have the buff running, which means I basically never take damage from it, so I thought, incorrectly, that there was a Reflex Save.
3) One other "tidbit" thought... on your Rogue Levels, consider dropping 1 Rank into Open Lock (again, I'd take it from Spot). Consider this:
1 (Rank) + 5 (Dex) + 4 (GH) + 7 (+5 Tools) + 13 (Item) = 30 Open Lock.
30 Open Lock, that can also be boosted by HV Boost or Rogue Boost 1... but that is sufficient to open most Doors & Chests in the game... yes, you may have to roll a few times to hit a good D20 roll, but I know, personally, that this can work for PotP, VON 5, Temple of Vol, Trial by Fire, and others.... not too bad for 1 Skill Point! Yes, there are some that you have to roll a 19+ on, or just plain can't manage, but it can help out immensely in many situations where uber-Open Lock is not needed.... just something to think about!
4) And from some PM discussion I have been having, I think the "better" allotment of Skill Ranks for the build is:
19 - Jump
19 - UMD
5 - Balance
16 - Spot
1 - Open Lock
Or something like that.
The Spot Ranks + INT Modifier + Spot Item (like the Goggles from Tor with Spot +13, Wisdom +2, and Automatic Detect Secret Doors) should be enough to Spot most mobs and get a "Spider Sense" on most traps as well.
Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
Founder: Guild of Amber (Mabar/Argo)
Now Living on Orien
Just a note about Green Steel Items for the Holy Avenger:
After doing a lot of work on the Crafting Information, and giving it some thought, I think there are a few Green Steel Items that most Holy Avengers will want to go for.
#1) Green Steel Khopesh:
EDM // +DM // (E/+) DM
Acid, Good Burst, +4 Insight AC Bonus, Mineral 1 (Stoneskin 2/day), Mineral 2 (Transmuting, Keen, Slicing, Enhanced Durability and Hardness)
I think that this would be "the" weapon to use for 95% of the mobs in the game. With this weapon, you really only need it, and then your Power 5 (Vorpal, Banisher, Smiter, Disruptor, Paralyzer), and a few specialty Weapons, like Greater Construct Bane and the like.
#2) Green Steel Goggles:
-EE // +EE // (+/-)EE
Wizardry VI, +150 SP, +5 Cha Skills, +1 Int Skills, +10 Haggle, +10 Diplomacy, +6 Wisdom, Concordant Opposition
#3) Green Steel Helm:
+EM // EEM // (+/E)EM
+45 HP, +6 Con Skills
Mineral 1 (Stoneskin 2/day)
Mineral 2 (Protection +5, Heavy Fortification)
After that, the only other Green Steel Item that seems of interest might be a -OM // -OM // -OM for Disease, Fear, Poison, Blindness Immunity & Deathblock... but the Disease and Fear Immunity are redundant (you are a Paladin after all), and the Poison and Blindness are nice, but not really needed... and same with Deathblock... your saves are so high anyways, there doesn't seem to be much need... plus item space becomes a real issue.
But, in the "perfect world" of any item you want, I would suggest the following loadout:
Weapon: Green Steel Khopesh [EDM // +DM // (E/+) DM] - Acid, Good Burst, +4 AC, Transmuting, Keen, Slicing, Stoneskin 2/day
Shield: +5 Heavy Steel Shield / +5 Mithral Tower Shield
Armor: +5 Blueshine Mithral Breastplate
Goggles: Sandstorm Goggles (Marilith Loot: True Seeing, Blindness Immunity)
Helm: Green Steel Helm: [+EM // EEM // (+/E)EM] - +45 HP, +6 Con Skills, Protection +5, Heavy Fortification
Necklace: Green Steel Necklace [-EE // +EE // (+/-)EE] - Wizardry VI, +150 SP, +5 Cha Skills, +1 Int Skills, +10 Haggle, +10 Diplomacy, +6 Wisdom, Concordant Opposition
Cloak: Charisma +6
Belt: Belt of Brute Strength (Titan Loot: Strength +6, Greater False Life)
Gloves: Dexterity +6 / Seven-Fingered Gloves (Titan Loot: +5 UMD, +11 Open Lock, +11 Disable Device, -10% Arcane Spell Failure)
Boots: Boots of the Innocent (Striding +15%, Resistance +5)
Bracers: Chaosguarde (Dodge AC +2)
Trinket: Head of Good Fortune (Good Luck +2, Moderate Fortification)
Ring: Chattering Ring (Dodge AC +3, +13 Spot, -10 Move Silently)
Ring:
Strangely enough, I can't figure out what to put on the Necklace or the 2nd Ring at this point (maybe Seal of the Earth? or a Torc for the Necklace???) I dunno... or maybe take Sandstorm Goggles, then craft the Goggles I listed as your Necklace... I mean, there are
Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
Founder: Guild of Amber (Mabar/Argo)
Now Living on Orien
Dworkin,
Is there a reason why you don't post this feat? I have a bloodstone and would think it would be a great addition for crits? Thoughts...pros, cons?
Thanks
I have all the feats listed except the lesser dragon mark of passage.
I rerolled Dokken as a 32pt build and am about to hit 12th level.
"People think that I must be a very strange person. This is not correct. I have the heart of a small boy. It's in a glass jar on my desk.” Stephen King
Doken - Human Evasion Paladin 11P/2R/3F
Dworkin -
First, thanks and kudos to you for carrying on the good fight. Looks like your patience will pay off when they give you some extra offensive love via smites next mod.
Second, having said that, I do have to question the dragonmarks -- I see some of your points, but... considering that paladins are feat starved to begin with, I'm not 100% sold on the utility there. Perhaps you can speak a bit more about why you think they're so great?
Third, I would without question drop WF: Slash and pick up IC: Piercing for Mod6. I've illustrated everywhere by now why that should be the case, so won't go too deep into it, but there's simply no question that piercing > slashing at this point. That you can keep Khopesh and slash feats, while picking up piercing will be an additional bonus.
So, the feat progression I think that might work better for the new player rolling this up:
1) Skill Focus: UMD
1) Toughness
3) Combat Expertise (after eating a +1 int tome)
6) Power Attack
9) Improved Critical: Slashing
12) Exotic Weapon: Kopesh
14F) Improved Crit: Piercing
15) Force of Personality (16 standing saves is a bit low)
15F) Cleave
Alternatively, 15 can be Cleave, and 15F be Great Cleave. Nice aggro getter, those two things. Lots of clicks though -- Trip, Sunder, Cleave, Great Cleave, Smite, Sacrifice....
Fourth, considering your saves/hp/AC's and the new paladin aggro enhancements... have you considered getting Intimidate along the way? Maybe take the fighter levels earlier to lift the cap, and be a rock solid intimidater along with everything else?
Finally, you left out +1 Int tome in your stats; you need 13 base Int for Combat Expertise, I believe. And your Wisdom stat should take GreenSteel Existential Stalemate item into account --> i.e., no need for +1 Wis tome.
/gren
+2 Tomes are dropping frequently enough that I think you COULD include one in your build which opens up two options.
1) Put INT to 11 and use point in another stat then use a +2 INT tome at level 1.
or
2) Eat +2 Int tome at level one to bring INT to 14 to get extra skill points and CE.
Characters - Brion, Damerchant, Deathbot, Goode-, Minusten, Sepiriz, Spiritstrike, Stee, Steilh, Vorpaal, Wyllye, Yaga, Yagalicious, Yga. RIP - Catpizzle and Qazpe
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Thanks for the kudos, Gren... it is appreciated, and I am hoping that "Operation Paladin 'Lovin" (a.k.a. Mod 7) will make those of us who have held the faith as Paladins, proud.
I know that some people will not agree with all the choices, but I include the Dragonmarks for a couple of reasons.Second, having said that, I do have to question the dragonmarks -- I see some of your points, but... considering that paladins are feat starved to begin with, I'm not 100% sold on the utility there. Perhaps you can speak a bit more about why you think they're so great?
1) Least Dragonmark of Passage (Expeditious Retreat) - This allows you to not wear a Striding Item, instead using your Boots for Dexterity or Feather Fall or Boots of the Innocent, or some other important item. As we become more and more item-slot starved to fit everything we want and need (even with Green Steel Items), I place a good bit of value on this.
2) Lesser Dragonmark of Passage (Dimension Door) - Dimension Door is becoming more and more important in the game. The Shroud, the Vale Quests, the Titan (which I run every 3 days right now), all make a good use of DD. As many Sorcs do not carry DDoor, and you cannot buy scrolls of it, except on the AH, it is an important spell, and a good thing to have.
Now, I know that some will not see the utility of these 2 feats, and that is why I usually provide 2 optional feats to choose, but for me, the Dragonmark is a keeper.
I am defiantly leaning towards IC: Pierce as being more and more important, and I agree that it is probably a much better choice for the Mod 6 Environment. I am not lucky enough to yet pull a Banisher or a W/P Rapier, but maybe one day!Third, I would without question drop WF: Slash and pick up IC: Piercing for Mod6. I've illustrated everywhere by now why that should be the case, so won't go too deep into it, but there's simply no question that piercing > slashing at this point. That you can keep Khopesh and slash feats, while picking up piercing will be an additional bonus.
So, the feat progression I think that might work better for the new player rolling this up:
1) Skill Focus: UMD
1) Toughness
3) Combat Expertise (after eating a +1 int tome)
6) Power Attack
9) Improved Critical: Slashing
12) Exotic Weapon: Kopesh
14F) Improved Crit: Piercing
15) Force of Personality (16 standing saves is a bit low)
15F) Cleave
Alternatively, 15 can be Cleave, and 15F be Great Cleave. Nice aggro getter, those two things. Lots of clicks though -- Trip, Sunder, Cleave, Great Cleave, Smite, Sacrifice....
As for Force of Personality, I have toyed around with it, but even with a standing 16 Will Save (which is almost permanently 20 with GH), I still have so rarely failed any Will Saves except on the ill-timed "1", I am not sure that the extra +6 - +8 to Will Saves is really needed. I think a few times on Elite I may have failed on a 2 or 3, but that is VERY rare, and I think I have only seen it happen once or twice on my Holy Avenger. I agree that the extra assurance of knowing 100% that you won't fail except on a 1 is nice, but balanced against everything else, I personally think that a little utility or diversity might be worth it.
Cleave is also a feat I have been playing with, and while it is nice, I really think that Cleave/Great Cleave is far better served on a Two-Handed Fighter than a Sword-and-Board type.... but, your mileage may vary.
I think that to revise the list, I would go for the Dragonmarked Version:
1) Skill Focus: UMD*
1) Least Dragonmark of Passage
3) Toughness
6) Power Attack
9) Improved Critical: Slashing
12) Exotic Weapon: Kopesh*
14F) Improved Crit: Piercing
15) Lesser Dragonmark of Passage
15F) Combat Expertise (using INT Tome)
If you have good low-level Khopeshes, then swap SF:UMD and EW: Khopesh levels.
And for the Non-Dragonmarked Version I would go with your list, except possibly changing Cleave for Dodge, as this is a decently high-AC build, and every point can matter.
10 - Base
10 - +5 Mithral Breastplate
5 - Dexterity
9 - +5 Mithral Tower Shield
5 - Protection
2 - Chaosguarde
1 - Aura
3 - Bulwark of Good
1 - Dodge
5 - Combat Expertise
4 - Green Steel Khopesh
--------------------------------
55 Beholder-Proof StandingAC (Add Chattering Ring for 58, add Seal of the Earth for 61)
--------------------------------
3 - Barkskin Pot
1 - Haste Spell
--------------------------------
59 "Reasonable Duration" AC (62 with Chattering Ring)
--------------------------------
2 - Recitation
4 - Inspire Heroics
--------------------------------
65 "Fully Buffed" AC (68 with Chattering Ring)
--------------------------------
5 - Human/Paladin Armor Boost
--------------------------------
70 "Short-Buffed" AC (73 with Chattering Ring)
That is another good point... I think that would really require 13 base + 1 tome (or 12 base + 2 Tome) to have the skill points, but properly equipped, this is certainly a great candidate for Intimidating as well... let me think about how to work this in. The only real problem I see is fittinf in any feats or items. I don't know if 25-27 Intimidate is enough on it's own (19 Ranks + 6-8 Charisma)... you would know better than I do on that point.Fourth, considering your saves/hp/AC's and the new paladin aggro enhancements... have you considered getting Intimidate along the way? Maybe take the fighter levels earlier to lift the cap, and be a rock solid intimidater along with everything else?
****, ok, I guess it's about time to repost the whole thing... call it the Mod 6.5 Holy Avenger!Finally, you left out +1 Int tome in your stats; you need 13 base Int for Combat Expertise, I believe. And your Wisdom stat should take GreenSteel Existential Stalemate item into account --> i.e., no need for +1 Wis tome.
/gren
Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
Founder: Guild of Amber (Mabar/Argo)
Now Living on Orien
Dworkin,
Dworkin,
Is there a reason why you don't post this feat? I have a bloodstone and would think it would be a great addition for crits? Thoughts...pros, cons?
Thanks
I have all the feats listed except the lesser dragon mark of passage.
I rerolled Dokken as a 32pt build and am about to hit 12th level.
"People think that I must be a very strange person. This is not correct. I have the heart of a small boy. It's in a glass jar on my desk.” Stephen King
Doken - Human Evasion Paladin 11P/2R/3F
Prophits of the New Republic-- Khyber--PnP Vetren of more years then I wish to admit
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Hi Dworkin,
Love you're post and build so far...I've gotten a lot of great ideas from it. As for intimidate, I run a Pali/Fighter Intimitank, and I can tell you that you're going to want an intimidate item. 25-27 point will not be enough to make sure your intimidate goes off. You're going to want a good 10+ points higher with an intim. item.
Ralmeth
Power Critical adds to the Confirm Critical Roll, but does not add the +4 to damage on a Critical, so it is not that powerful. Additionally, even with Power Attack running, I rarely have trouble hitting much of anything other than the Elite Orthon Defenders in the Shroud (and even Pure 16 Fighters and Barbarians don't hit them all that well), so confirming the Critical is usually not a problem either. You can certainly take Power Critical as a feat (I did for a while on my Holy Avenger, then specced it out, and haven't noticed any real difference), I think fitting it in is very hard to do, as there really aren't any feats I would want to drop on the build... but, as always, YMMV.
Dworkin, Benedict, Gerard, Vialle, Beldin... too many to list
Founder: Guild of Amber (Mabar/Argo)
Now Living on Orien
With a high UMD toon, using lvl 10 wands of expeditious retreat is betterfeat usage..of course you cant get the DD mark, but i have yet to run a quest pugging where some caster did not have DD mem'd or someone had a scroll
I like the build, but I prefer Warforged characters, so here's my version of your build. What do you think?
The Holy Avenger
Level 16 Warforged
12 Paladin / 2 Rogue / 2 Fighter
Stats:
----------------------
STR: 14 + 2 (Levels 8 and 12) + 2 (1750 Tome) + 6 (Item) = 24 (+7)
DEX: 13 + 1 (Tome) + 6 (Item) = 20 (+5)
CON: 15 + 1 (Tome) + 2 (Warforged CON 2) + 6 (Item) = 24 (+7)
INT: 12 + 1 (Tome) = 13 (+1)
WIS: 12 + 1 (Level 16) + 1 (Tome) = 14 (+2)
CHA: 12 + 1 (Level 4) + 1 (Tome) + 2 (Paladin CHA 2) + 6 (Item) = 22 (+6)
----------------------
Level Progression:
----------------------
L1 - Rogue
L2-L4 - Paladin
L5 - Rogue
L6-L7 - Fighter
L8-L16 - Paladin
----------------------
Feats:
----------------------
1) Mythril Body
3) Toughness
6) Force of Personality
6F) Exotic Weapon Proficiency (Khopesh)
7F) Combat Expertise
9) Improved Critical (Slashing)
12) Skill Focus: UMD
15) PLAYER'S CHOICE
----------------------
Skill Points:
----------------------
Level 1 - Max Balance, Jump, Tumble, UMD. Spread the rest around.
Level 2-4 - Max Concentration. The rest go into Heal.
Level 5 - Max Balance and UMD. The rest go into Tumble
Level 6-7 - Max UMD, then Jump.
Level 8-16 - Max UMD, then Concentration. The rest go into Balance, Jump, and Tumble
----------------------
Hit Points:
----------------------
20 - Heroic Durability
120 - Paladin 12
20 - Fighter 2
12 - Rogue 2
112 - Con Bonus
18 - Toughness
18 - Minos Legens
50 - Paladin Toughness 4
50 - Warforged Toughness 4
10 - Draconic Vitality
30 - Greater False Life
----------------------
460 Hit Points
Saves:
----------------------
8 / 4 / 4 – Paladin 12 Base
0 / 3 / 0 – Rogue 2 Base
3 / 0 / 0 – Fighter 2 Base
7 / 5 / 6 – Stat Mods
6 / 6 / 6 – Divine Grace
1 / 1 / 1 – Paladin Aura
3 / 3 / 3 – Resistance of Good 3
5 / 5 / 5 – Boots of the Innocent
2 / 2 / 2 – Head of Good Fortune
----------------------
35 / 29 / 27 – Standing Saves
39 / 33 / 31 – w/Greater Heroism
To-Hit:
----------------------
15 - BAB
7 - STR
5 - +5 Weapon
4 - Greater Heroism
1 - Haste
1 - Rage Potion
3 - Divine Favor
----------------------
+36 To-Hit
----------------------
Damage:
----------------------
7 - STR
5 - +5 Weapon
1 - Rage Potion
3 - Divine Favor
----------------------
+16 Damage
UMD:
----------------------
19 - Ranks
3 - Skill Focus: UMD
6 - Charisma
4 - Greater Heroism
3 - Golden Cartouche
2 - Head of Good Fortune
----------------------
37 UMD - Auto Success on Raise Dead. Heal on a 3 or better.
----------------------
2 - Seven-Fingered Gloves
----------------------
39 UMD - Auto Success on Heal. Resurrection on a 5 or better!
AC:
----------------------
10 - Base
5 - Mythril Body Feat
9 - White Dragonscale Docent
5 - Dexterity
7 - +5 Mithral Heavy Shield
2 - Ring of Balance
2 - Chaosguarde
1 - Paladin Aura
3 - Bulwark of Good 3
----------------------
44 AC Standing & Unbuffed
----------------------
5 - Combat Expertise
----------------------
49 AC - Stanced & Unbuffed
----------------------
3 - Potion of Barkskin (+3)
2 - Recitation
1 - Haste Potion
----------------------
55 AC Buffed & Stanced
----------------------
3 - Chattering Ring
----------------------
58 AC Buffed, Stanced, with Raid Loot
Last edited by Skyrender; 04-19-2008 at 12:42 PM. Reason: Math Errors.
"Learn like you'll never die. Live like you'll never see tomorrow. Watch porn cause you've never had a girlfriend."
-me
"I hereby place my curse on you: for the rest of your life, anything that can go wrong, will go wrong!"
-Murphy the Magician
"Ya know, that boy Murphy has always been such an incurable optimist!"
-"Stumpy," the blind, quadriplegic leper who taught Murphy to curse, right before he got hit by a 100-ton meteor
dece build, not real groudbreaking but all around a dece build
I was recently considering resetting the enhancements on my 16 paladin. For one, the
virtues of unyielding soveriegnty has been sung to me. But reviewing the compendium,
I see that taking the path of the silver flame has a greater faith that allows extraplanar
creature banishment. I realized then that I've never even seen what unyielding
soveriegnty or the other are. Are they like lay on hands or action boosts? That is, a
clickable ability that you have some number of uses of? How many? If only one or one
per rest, I doubt I wanna waste six action points on either line. But if as I suspect it
uses a use of turn undead like blinding light, then an envestment in the extra turning
line and either one could be incredibly useful. Still have no idea whether banishment
would work via the faith enhancement any more effectively than the banishing weapons
do. If not, that would tip the scales to unyielding soveriegnty.
On a new build I started that originally was to be 11 paladin/4 fighter/one something, I
went with rogue. I took the first level as rogue for all the skill points that could be
maxed out initially. I had thought to go an extra fourth level of fighter at level 16 for
the bonus of an extra feat making ten total, but after reading your post about the
evasion feats applicability to many dangerous spells, some of the few true banes of an
AC intensive build, I've decided I might just bite the bullet on that extra feat and take
the second rogue. More skill points and the chance to max out a skill. Besides, if I had
the evasion feat available with any regular feat taken, I'd gladly use one of those slots
on it. You've also made me a believer in the UMD max. The only things I can't decide
now are when to take the levels of each non-paladin class for most effect. Obviously a
rogue level first with someone that has high enough int for combat expertise and human
versatility line full could stand a good chance of using most of the good wands and scrolls.
What level up strategy would you suggest for the 11 paladin/3 fighter/2 rogue that is
made to be high on AC, but not as completely as to sacrifice some good dps? I skewed
the initial skill point spend to allow for the 17 of two-weapon fighting for a dps option
(figured with good AC, a non-squishy two hander may not keep up with a barbarian
version or someone who poured more AP into pure dps, but could basically intimidate with
damage).
Last edited by WorldTraveler; 04-30-2008 at 07:18 AM.
I am 11 Pally 2 Rogue and am taking the fighter 1 level. I am not getting the choice to take the dodge feat. Is it because I have a 12 base dex and a +1 feat = 13 dex?
Thanks
"People think that I must be a very strange person. This is not correct. I have the heart of a small boy. It's in a glass jar on my desk.” Stephen King
Doken - Human Evasion Paladin 11P/2R/3F
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