Originally Posted by
Rerednaw
Has anyone broken this down to a level progression? What to get when? Start with Toughness and THF? Or start with Power Attack?
This build looks interesting and I am going to try it.
With a 32 point build where would you distribute the extra points?
Thanks!
One more thing: can paladins solo? Maybe not as well at custom builds or pure spellcasters...just curious.
Here you go:
Code:
Character Plan by DDO Character Planner Version 3.14
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Level 20 Lawful Good Human Male
(20 Paladin)
Hit Points: 322
Spell Points: 246
BAB: 20\20\25\30\30
Fortitude: 20
Reflex: 11
Will: 11
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 16 23 24
Dexterity 8 8 8
Constitution 13 14 14
Intelligence 8 8 8
Wisdom 8 8 8
Charisma 17 20 21
Tomes Used
+1 Tome of Constitution used at level 19
+3 Tome of Charisma used at level 19
+2 Tome of Strength used at level 19
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 0 10 10
Bluff 3 5 5
Concentration 1 2 2
Diplomacy 3 5 5
Disable Device n/a n/a n/a
Haggle 3 5 5
Heal -1 -1 -1
Hide -1 -1 -1
Intimidate 3 5 5
Jump 3 6 6
Listen -1 -1 -1
Move Silently -1 -1 -1
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 -1 -1
Search -1 -1 -1
Spot -1 -1 -1
Swim 3 6 6
Tumble 0 0 0
Use Magic Device 5 16 19
Level 1 (Paladin)
Skill: Balance (+1)
Skill: Tumble (+1)
Skill: Use Magic Device (+2)
Feat: (Human Bonus) Toughness
Feat: (Selected) Two Handed Fighting
Feat: (Automatic) Attack
Feat: (Automatic) Aura of Good
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Smite Evil
Feat: (Automatic) Sneak
Feat: (Automatic) Sunder
Feat: (Automatic) Trip
Level 2 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Divine Grace
Feat: (Automatic) Lay on Hands
Level 3 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Power Attack
Feat: (Automatic) Aura of Courage
Feat: (Automatic) Divine Health
Feat: (Automatic) Fear Immunity
Level 4 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Automatic) Turn Undead
Spell (1): Bless
Spell (1): Cure Light Wounds
Spell (1): Divine Favor
Spell (1): Lesser Restoration
Spell (1): Lionheart
Spell (1): Protection From Evil
Spell (1): Resistance
Spell (1): Seek Eternal Rest
Spell (1): Virtue
Level 5 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Level 6 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Extend Spell
Feat: (Automatic) Remove Disease
Level 7 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Level 8 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Spell (2): Angelskin
Spell (2): Bull's Strength
Spell (2): Eagle's Spendor
Spell (2): Owl's Wisdom
Spell (2): Remove Paralysis
Spell (2): Resist Energy
Level 9 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Handed Fighting
Level 10 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Level 11 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Spell (3): Cure Moderate Wounds
Spell (3): Dispel Magic
Spell (3): Magic Circle Against Evil
Spell (3): Prayer
Spell (3): Remove Blindness
Spell (3): Remove Curse
Level 12 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 13 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Level 14 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Spell (4): Break Enchantment
Spell (4): Cure Serious Wounds
Spell (4): Deathward
Spell (4): Holy Sword
Spell (4): Neutralize Poison
Spell (4): Restoration
Spell (4): Stalwart Pact
Spell (4): Zeal
Level 15 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Two Handed Fighting
Level 16 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Level 17 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Level 18 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Skill Focus: Use Magic Device
Level 19 (Paladin)
Skill: Balance (+0.5)
Skill: Use Magic Device (+0.5)
Level 20 (Paladin)
Ability Raise: STR
Skill: Balance (+1)
Enhancement: Paladin Weapons of Good
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Human Adaptability Strength I
Enhancement: Human Improved Recovery I
Enhancement: Human Improved Recovery II
Enhancement: Paladin Courage of Good I
Enhancement: Paladin Courage of Good II
Enhancement: Paladin Divine Sacrifice I
Enhancement: Paladin Divine Sacrifice II
Enhancement: Paladin Divine Sacrifice III
Enhancement: Paladin Exalted Smite I
Enhancement: Paladin Exalted Smite II
Enhancement: Paladin Exalted Smite III
Enhancement: Paladin Exalted Smite IV
Enhancement: Paladin Extra Lay on Hands I
Enhancement: Paladin Extra Lay on Hands II
Enhancement: Paladin Extra Lay on Hands III
Enhancement: Paladin Extra Smite Evil I
Enhancement: Paladin Extra Smite Evil II
Enhancement: Paladin Extra Smite Evil III
Enhancement: Paladin Extra Smite Evil IV
Enhancement: Paladin Knight of the Chalice I
Enhancement: Paladin Knight of the Chalice II
Enhancement: Paladin Knight of the Chalice III
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Paladin Energy of the Templar I
Enhancement: Paladin Energy of the Templar II
Enhancement: Paladin Charisma I
Enhancement: Paladin Toughness I
Enhancement: Paladin Toughness II
Enhancement: Paladin Divine Might I
Enhancement: Paladin Divine Might II
Enhancement: Paladin Divine Might III
Enhancement: Paladin Divine Might IV
For 32-points, I'd put CON to 14 from the start and pump STR to 17. You won't need a +1 CON tome or a +2 STR tome (a +1 would be acceptable), but you'd get better benefit from a +3 STR tome.
Paladins can solo, and I think it's easier to do it with Paladins than Fighters, Rangers or Barbarians because of the good self-healing, DR, and UMD. Plus your saves will be through the roof.
EDIT: Alternatively with a 32-point human, you could go the TWF route instead, having starting stats of 15/15/14/8/8/16. Put one level-up into CHA, use a +3 tome for Divine Might 4, rest into STR. Also drop SF: UMD for Khopesh Prof. You would need a +2 DEX tome at some point before level 15 in order to get ITWF and GTWF though.