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  1. #1
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    Default Please critique my two handed dwarven paladin

    I want to make a paladin. I've never had much luck with them. If you could correct any glarring problems it would be much appreciated.

    A few thoughts:

    1. I do not want to base this on finding any tomes. I could toss in a single +1 tome, but that is it. I have horrible luck finding tomes and never do. I would bite the bullet and buy a single +1 tome if it is vital.

    2. I do not want to make it a TWF. I just do not want another TWF. I've played so many that they are boring.

    3. Okay to play before level 18. I understand that my character is not going to be optimal to begin with since I am not making a dual wielder, but I am a horrible alt-aholic, so I want the character to be playable before he reaches a high level.

    4. I will not be feeding them cash or items from another character. I might feed a bit at the very start for basic equipment but beyond that, nothing. I do not like having to farm equipment on my other characters for my alts.

    I am thinking either a two handed dwarf, or a khopesh wieldering human or drow. This build I cobbled together is for a two handed dwarf, greataxe. I would not mind splashing a level or 2 of fighter or even rogue if that would help, but I had thought about going pure class.


    I have it planned out till level 12.

    Dwarf
    Lawfull good
    Str: 16
    Dex: 12
    Con: 14
    Int: 8
    Wis: 12
    Cha: 14

    Skills:
    Jump


    Ability increases from level:
    4: +1 strength(for improved two handed fighting)
    8: +1 charisma
    12: +1 charisma
    16: +1 charisma


    Feats:
    1: Two handed fighting
    3: Toughness
    6: Improved two handed fighting
    9: Improved critical slashing
    12: Greater to handed fighting





    Enhancements:

    Dwarven axe attack 1
    Dwarven axe damage 1, 2
    Dwarven armored agility 1
    Dwarven constitution 1, 2
    Dwarven spell defense 1, 2, 3

    Paladin charisma 1, 2
    Paladin exhauled smite 1
    Paladin extra smile evil 1, 2, 3
    Paladin extra lay hands 1
    Paladin toughness 1, 2
    Paladin bulwark of good 1
    Paladin resistance of good 1

    Racial toughness 1, 2

  2. #2
    Community Member BeardBeard's Avatar
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    Default

    Seems fairly solid. Only thing that I need to ask is: Are you not going PrC Enhancements?

  3. #3
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    Default

    Which are worth getting?

  4. #4
    Community Member BeardBeard's Avatar
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    Quote Originally Posted by Euthorcize View Post
    Which are worth getting?
    If you want some dps go for Knight of the Chalice. At the endgame content you will tear through most monsters. KotC Gives extra damage against evil outsiders and you fight a lot of them starting around level 12. Defender of Siberys is for tanking and gives you some stances you can enter for super AC bonuses and some other nifty tricks. Hunter of the Dead's last enhancement can allow you to one KO undead the ability to use Greater Restoration in place of TU and some nice immunities. Look at the compendium for more info though I recommend taking KotC.

    http://compendium.ddo.com/wiki/Compendium_Home

  5. #5
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    Ah. Read about it, nice. I'll make sure to work that in.

    I want to work in power attack an early level if possible, how harmful do you think it would be to take 1 fighter level for the feats?

    I know a number of builds take a 2 fighter splash but why do they? What level is optimial to get them in?
    Last edited by Euthorcize; 12-25-2009 at 12:49 PM.

  6. #6
    Community Member rjedi's Avatar
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    you might want to stay pure paladin

    the capstone is great IMO

  7. #7
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    What sort of UMD do you need to use worth while wands? Is it possible to just dump all of your points into it with 8 int and no rogue levels and get it high enough with items to use wands, or just put it into jump?

    What about:

    Str: 17
    Dex: 12
    Con: 14
    Int: 8
    Wis: 10
    Charisma: 15

    Ability increases: +1 to strength at 4, rest into charisma.

    Fighter at 4 for power attack, rest paladin.

    Feats:
    1: Toughness
    3: Two handed fighting
    4(fighter): Power attack
    6: Improved two weapon fighting
    9: Improved critical slashing
    12: Extend spell or greater two handed fighting, extend spell I think.


    One of the big paladin guide threads said that holy weapon does not work with great axes. Did they mean they are at a disadvantage because of the chance to double-hit with two weapons, or, that you actually cannot turn greataxes into holy weapons?

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