Results 1 to 10 of 10
  1. #1
    Community Member Tydeth's Avatar
    Join Date
    Jul 2009
    Posts
    0

    Question Pint-Sized Brick - A Halfling Paladin Tank(requesting build/equip advice)

    I'm rather new to paladins, and from what I can tell they can make good demon and/or undead slayers or good healing melee tanks. I decided to see about making a tank pally that can heal himself and his party when needed, and here's the result in the char planner:

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Tomeli Redfist
    Level 20 Lawful Good Halfling Male
    (20 Paladin) 
    Hit Points: 382
    Spell Points: 264 
    BAB: 20\20\25\30\30
    Fortitude: 23
    Reflex: 14
    Will: 14
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             14                    15
    Dexterity            12                    12
    Constitution         16                    18
    Intelligence         10                    10
    Wisdom               12                    12
    Charisma             12                    15
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                     1
    Bluff                 1                     2
    Concentration         3                     7
    Diplomacy             1                     2
    Disable Device        n/a                   n/a
    Haggle                1                     2
    Heal                  1                     3
    Hide                  1                     5
    Intimidate            3                    13
    Jump                  2                     4
    Listen                1                     3
    Move Silently         1                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     0
    Search                0                     0
    Spot                  1                     1
    Swim                  2                     2
    Tumble                2                     2
    Use Magic Device      2                    13
    
    Level 1 (Paladin)
    Skill: Intimidate (+2)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Toughness
    
    
    Level 2 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 3 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Least Dragonmark of Healing
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 5 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 6 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Diehard
    
    
    Level 7 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 8 (Paladin)
    Ability Raise: CON
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 9 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Lesser Dragonmark of Healing
    
    
    Level 10 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 11 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 12 (Paladin)
    Ability Raise: CHA
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Dragonmark of Healing
    
    
    Level 13 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 14 (Paladin)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 16 (Paladin)
    Ability Raise: CON
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 17 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 18 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Quicken Spell
    
    
    Level 19 (Paladin)
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    
    
    Level 20 (Paladin)
    Ability Raise: CHA
    Skill: Intimidate (+0.5)
    Skill: Use Magic Device (+0.5)
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Paladin Weapons of Good
    Enhancement: Extra Dragonmark Use I
    Enhancement: Extra Dragonmark Use II
    Enhancement: Extra Dragonmark Use III
    Enhancement: Extra Dragonmark Use IV
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Bulwark of Good III
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Resistance of Good III
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Extra Lay on Hands III
    Enhancement: Paladin Defender of Siberys I
    Enhancement: Paladin Defender of Siberys II
    Enhancement: Paladin Defender of Siberys III
    Enhancement: Paladin Redemption I
    Enhancement: Paladin Redemption II
    Enhancement: Paladin Redemption III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Devotion III
    Enhancement: Paladin Devotion IV
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Toughness IV
    The base idea is to use the high CON, Dragonmarks, US, LOH, and Spells(including pots/wands/scrolls) to stay alive and use intimidate and attack damage to keep the monster wailing on me rather than on the squishy party members. Taking the Redemption enhancements would allow me to try to save the party if the quest goes south and the mobs kill the cleric(s).

    I wanted to add the +hate enhancement, but competition for AP was steep so in the end I went without it. If there's a way I can add room for it without sacrificing the essentials for the concept, please let me know what I can axe for the aggro pull power.

    I didn't account for any items so no equipment mods are in the planned build above. I want to know your thoughts on this build so I can improve it. I would also appreciate any advice regarding equipping this build.

  2. #2
    Community Member Inferno346's Avatar
    Join Date
    Jan 2010
    Posts
    659

    Default

    Diehard is generally considered a waste of a feat.
    Rank IV of toughness enhancements is generally considered too expensive.

    I don't see any DPS feats... consider power attack.
    It is difficult to get intim high enough without splashing rogue or fighter.
    Halfling dragonmarks are very feat intensive and paladins are considered a feat-starved class.
    Getting to a viable AC will also be an interesting challenge. Can't really help you there.

    I would suggest dropping dragonmarks for a paladin. If you are dead set on dragonmarks, consider 18 fighter/ 2 rogue with UMD for heal scrolls/wands.

    Also: most good "tanks" can switch to some sort of DPS mode because intimitanking is not always necessary... consider being able to switch to THF or TWF.

    Do not put lvl-ups into constitution. STR, and at most one in CHA if you need it to reach the next tier of divine might.

    I would also suggest dumping wisdom.

    Hope this helps.

  3. #3
    Community Member AylinIsAwesome's Avatar
    Join Date
    Oct 2009
    Posts
    2,968

    Default

    Many Paladin tanks splash two levels of Fighter in for full ranks in Intimidate and 3 bonus feats (Tower Shield + 2 Fighter bonus ones), and you may want to consider that. This also nets you Haste Boost 1.

    Others splash in 2 Rogue for Evasion and full UMD (and also gets Haste Boost 1).

    Without either of those (and especially as a Halfling, as you have a -4 size penalty) your Intimidate will never reach meaningful levels.


    I'm going to second what Inferno said; level-ups in STR (DPS = good!), get Power Attack, Improved Critical, ect. Getting the Dragonmarks costs you too many feats, and you don't actually need them at all.

  4. #4
    Community Member Tydeth's Avatar
    Join Date
    Jul 2009
    Posts
    0

    Default

    Quote Originally Posted by Inferno346
    Diehard is generally considered a waste of a feat.
    Rank IV of toughness enhancements is generally considered too expensive.
    I probably grabbed that as I got spoiled from my ranger having it for free; it had proven itself useful at times when I get incap'd but the monsters didn't bother to check and make sure I'm dead. To be fair, the monsters do seem to do exactly that at mid-to-higher levels so I'll axe Diehard for this guy.

    I have definitely felt the expense of pally toughness 4 when I added it in the planner, so I agree with the consensus. I only grabbed it because more HP = good.

    Quote Originally Posted by Inferno346
    I don't see any DPS feats... consider power attack.
    It is difficult to get intim high enough without splashing rogue or fighter.
    Quote Originally Posted by AylinIsAwesome
    Many Paladin tanks splash two levels of Fighter in for full ranks in Intimidate and 3 bonus feats (Tower Shield + 2 Fighter bonus ones), and you may want to consider that. This also nets you Haste Boost 1.

    Others splash in 2 Rogue for Evasion and full UMD (and also gets Haste Boost 1).

    Without either of those (and especially as a Halfling, as you have a -4 size penalty) your Intimidate will never reach meaningful levels.


    I'm going to second what Inferno said; level-ups in STR (DPS = good!), get Power Attack, Improved Critical, ect.
    Does fighter level 1 or 2 get a "Fighter Toughness I" enhancement? If so, I can dump paladin toughness 4 for it and use the saved up AP on more stuff.

    Fighter 2/Pally 18 is looking tempting. Though splashing rogue would allow me to consider locks/traps skills as a bonus, not to mention the UMD for better wand/scroll usage, the Evasion feat wouldn't really work in the full plate that I imagine paladin tanks to wear. I could use the fighter bonus feats for Power Attack and Improved Crit: Slash, and the slot opened by removing Diehard could be used for THF feat or something. The full ranks in intimidate would afford me better success in drawing monsters off my party to me so I can wail on them with a greatsword or whatever.

    Is the paladin capstone simply not as good as it sounds, or is it just not good for the build I am intending to make?

    Quote Originally Posted by Inferno346
    Getting to a viable AC will also be an interesting challenge. Can't really help you there.
    I'm thinking DR and +Stat/+HP/immunity/h-fort items would be easier to get and more helpful. I'm just not sure which ones exactly to aim for besides that one +HP & heavy fort hat that has something to do with Necropolis. If I can get enough items that allow me to tank things and have high AC for avoiding damage viably, that'll be a bonus. For the most part, however, I figured my luck for rng'd items won't improve much with this guy so he'll use high HP, DR, and self-healing to perform his tanking duty.

    Quote Originally Posted by Inferno346
    Halfling dragonmarks are very feat intensive and paladins are considered a feat-starved class.

    [...]

    I would suggest dropping dragonmarks for a paladin. If you are dead set on dragonmarks, consider 18 fighter/ 2 rogue with UMD for heal scrolls/wands.
    Quote Originally Posted by AylinIsAwesome
    Getting the Dragonmarks costs you too many feats, and you don't actually need them at all.
    The idea of taking Dragonmarks was part of why I grabbed Halfling for this pally, to allow more healing options before needing to dip into my limited LoH charges, so I can try to save them for the Rez power. Do paladins get Rez and Heal as normal spells?

    How many CLWs/CSWs/Heals would I get from enhancement-maxed dragonmarks per day? This would be more influencial on my decision to keep/drop these. If the charges are not enough for dungeons, any idea what I should replace them with?

    Quote Originally Posted by Inferno346
    Also: most good "tanks" can switch to some sort of DPS mode because intimitanking is not always necessary... consider being able to switch to THF or TWF.
    Way ahead of you there. THF = main fighting style on this guy. Intimidate draws them in, greatsword/etc. smacks them in the face repeatedly to KEEP them on me via hate. I didn't bother with tower shield proficiency in the original plan because T-Shields I figured would be for emergency turtling purposes only.

    Quote Originally Posted by Inferno346
    Do not put lvl-ups into constitution. STR, and at most one in CHA if you need it to reach the next tier of divine might.
    I've lurked the forums quite a bit before I posted, and I kept seeing posts along the lines of "MORE CON," "Con is not a dump stat," and "Not enough HP" in response to some people's build ideas. And now when I post a build featuring high con and taking more of it, I get "Less Con" as a response? Lol.

    In all seriousness, Halfling's STR nerf really can put the pain in raising STR to meaningful amounts for a melee character, so I may drop the initial STR by 2 and use the freed points in cha or whatever while applying all leveling points in STR to have more net STR than he would have with the initial plan.

    Quote Originally Posted by Inferno346
    I would also suggest dumping wisdom.
    He's a healing tank; the plan is he casts heals so the cleric doesn't have to. I don't see how dumping the stat that lets me be not so much a burden on clerics can be a good idea. Perhaps there is a reason you guys are familiar with that I am not due to being new to pallies? If so, please shed some light into this matter as I wish to make a useful self-sufficient tank that can benefit whatever party he runs with.

    Quote Originally Posted by Inferno346
    Hope this helps.
    I do thank you both for your advice. Hopefully with further answers I can post a revised build that will produce a better Pint-sized Self-sufficient Brick to group with.

  5. #5
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    First off, I'll say I think your build idea is flawed: IMHO you won't get enough out of the Healing Marks to make them worth the feat investment on a feat-starved build, especially if you honestly want to tank. Also, tanks do not usually try to be healers and vice versa, though I've seen some interesting attempts at Intimitanking battle clerics. Now that my bias is out of the way...
    Quote Originally Posted by Tydeth View Post
    Does fighter level 1 or 2 get a "Fighter Toughness I" enhancement?
    Lvl 1 - however, you can only take Toughness enhs from a single class, so you won't be able to take it from both ftr & pally.
    Though splashing rogue would allow me to consider locks/traps skills as a bonus, not to mention the UMD for better wand/scroll usage, the Evasion feat wouldn't really work in the full plate that I imagine paladin tanks to wear.
    You won't have enough skill points for trap skills (beyond maybe 10-11 ranks in Open Lock); but full ranks in UMD are definitely useful and Evasion can be useful if you spec yourself for light armor. Or do rogue 1 / ftr 1: rogue for UMD, ftr for extra feat and tower shield proficiency.
    Is the paladin capstone simply not as good as it sounds, or is it just not good for the build I am intending to make?
    Pally capstone is great for DPS, but a pally tank really needs Intimidate as a class skill to be any good at it; that means a rogue or ftr splash. And once you give up pally 20, you might as well give up pally 19, unless you really want Redemption or Divine Sacrifice III.
    I'm just not sure which ones exactly to aim for besides that one +HP & heavy fort hat that has something to do with Necropolis.
    I presume you're talking about Minos Legens, which you get by farming for tapestries in the Orchard of the Macabre (lvl 14 wilderness area N of Necropolis).
    Do paladins get Rez and Heal as normal spells?
    No.
    He's a healing tank; the plan is he casts heals so the cleric doesn't have to. I don't see how dumping the stat that lets me be not so much a burden on clerics can be a good idea.
    Most paladin builds dump-stat WIS so they can spend those points elsewhere and rely on a WIS item (or item + tome) to hit WIS 14: WIS 8 + 6 item and you're set.

  6. #6
    Community Member Tydeth's Avatar
    Join Date
    Jul 2009
    Posts
    0

    Default Pint-Sized Brick v1.1

    Thanks for answering my questions. It sucks that I can only get one class version of toughness, but meh.

    I appreciate that link about the Minos Legens(yes, that was the hat I was thinking of); now I know how and when I can go get that headgear.



    Ok, I have taken all responses into consideration and built what I think is a much-improved tank.

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Pint-Sized Brick
    Level 20 Lawful Good Halfling Male
    (1 Fighter \ 18 Paladin \ 1 Rogue) 
    Hit Points: 348
    Spell Points: 205 
    BAB: 19\19\24\29\29
    Fortitude: 24
    Reflex: 17
    Will: 18
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             13                    18
    Dexterity            12                    12
    Constitution         16                    16
    Intelligence         14                    14
    Wisdom                8                     8
    Charisma             14                    16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                     6
    Bluff                 2                     3
    Concentration         3                     6
    Diplomacy             2                     3
    Disable Device        n/a                   n/a
    Haggle                6                     7
    Heal                 -1                    -1
    Hide                  2                     6
    Intimidate            6                    29
    Jump                  5                    11
    Listen                3                     5
    Move Silently         3                     5
    Open Lock             5                     5
    Perform               n/a                   n/a
    Repair                2                     2
    Search                6                     6
    Spot                  3                     3
    Swim                  1                     4
    Tumble                2                     2
    Use Magic Device      6                    26
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Haggle (+4)
    Skill: Hide (+1)
    Skill: Intimidate (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Move Silently (+2)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Toughness
    
    
    Level 2 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Skill: Use Magic Device (+1)
    Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
    
    
    Level 3 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Combat Expertise
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 5 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 6 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Power Attack
    
    
    Level 7 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 8 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 9 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Bullheaded
    
    
    Level 10 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 11 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 13 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 14 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 15 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Extend Spell
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 17 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 18 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Force of Personality
    
    
    Level 19 (Paladin)
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Level 20 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Use Magic Device (+1)
    
    
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Fighter Attack Boost I
    Enhancement: Rogue Damage Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Rogue Skill Boost I
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Fighter Armored Agility I
    Enhancement: Fighter Critical Accuracy I
    Enhancement: Paladin Item Defense I
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Bulwark of Good II
    Enhancement: Paladin Bulwark of Good III
    Enhancement: Paladin Focus of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Resistance of Good II
    Enhancement: Paladin Resistance of Good III
    Enhancement: Paladin Divine Righteousness I
    Enhancement: Paladin Exalted Smite I
    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 Defender of Siberys I
    Enhancement: Paladin Defender of Siberys II
    Enhancement: Paladin Defender of Siberys III
    Enhancement: Paladin Redemption I
    Enhancement: Paladin Redemption II
    Enhancement: Paladin: Rally
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Rogue Balance I
    Enhancement: Fighter Intimidate I
    Enhancement: Paladin Devotion I
    Enhancement: Paladin Devotion II
    Enhancement: Paladin Devotion III
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Toughness III
    Enhancement: Paladin Divine Light I
    Enhancement: Paladin Divine Light II
    First thing to note, no Dragonmarks. I dropped them for damage feats and thus had AP to spare for more enhancements as well as feats to bolster damage ability. I took the power attack and improved critical slashing, as well as weapon focus since I won't be drawing hate aggro if I'm not hitting often enough.

    Bullheaded was primarily for the +2 to intimidate, though the +1 will save boost is welcome as well. Speaking of will save, dumping Wis for more Cha = take force of personality so I don't get hit with ridiculous mind-affecting spells to be turned useless.

    Since I needed 14 int to raise intimidate and UMD to full ranks(they were still cross-class despite my rogue1/fighter1 splashing), I took Combat Expertise as I passed the int requirement.

    Extend Spell is because paladins have buffs, and I cannot be certain that I'll always be wearing a +wis item to recast, so +10 sp to double their duration and be more useful is a fair tradeoff.


    Any thoughts on this new version of Pint-Sized Brick?

  7. #7
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    If you've dropped the halfling Marks entirely, then I think human or dwarf is a better choice for pally tank.

    You didn't take any THF feats. That'll cause a significant drop in your glancing blows DPS, which is important for hate-tanking. I would take the THF feats instead of WF Slash, Bullheaded, and FoP.

    I like taking Improved Crit ASAP, especially on a paladin; I would bump it up to lvl 9.

    EDIT: forgot to mention earlier that although paladins don't get Raise Dead as a spell, they can take the Redemption enhs to let them use a Turn Undead charge to raise dead. Also, elf paladins who go Undying Court can get a free raise / resurrection ability.
    Last edited by unbongwah; 08-04-2010 at 03:05 PM.

  8. #8
    Community Member Tydeth's Avatar
    Join Date
    Jul 2009
    Posts
    0

    Default

    I am sure a human would be somewhat more optimal as a paladin in terms of numbers, but I want to see how good of a pally self-sufficient intimidate/hate tank a Halfling could be.

    I do not get enough str from leveling for those THF feats till later in my guy's life. I know I can swap for THF at 12 and ITWF at 18(it's not until 16 that I have enough str for this, unless I get very lucky and find a str tome before 15), but unless I choose to delay taking fighter from level 2 to level 19/20 or can get a tome, no GTHF for me. Do I even really need all 3 THFs to be useful or will two suffice?

    I checked and can get the improved crit slash @ 9 so I'll do that. If I keep fighter @ 2 then I can swap out weapon focus for an earlier power attack for fighter bonus.

    Yeah, my first build had all 3 tiers of Redemption. This one has 2 tiers.

  9. #9
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    Quote Originally Posted by Tydeth View Post
    I am sure a human would be somewhat more optimal as a paladin in terms of numbers, but I want to see how good of a pally self-sufficient intimidate/hate tank a Halfling could be.
    I suspect the answer will be "not very," but if you know that going in, good luck to you.

    If you dump-stat DEX, you can bump base STR to 14; so you could take THF after lvl 4 - maybe delay ftr 1 until then and take it as your bonus feat. Then you could take ITHF at lvl 12 (or sooner if you take a STR tome) and GTHF after that. I'm reasonably certain you can boost your DEX high enough with items to hit whatever your MDB in heavy armor ends up being.

  10. #10
    Community Member Tydeth's Avatar
    Join Date
    Jul 2009
    Posts
    0

    Default

    Quote Originally Posted by unbongwah
    I suspect the answer will be "not very," but if you know that going in, good luck to you.
    Yeah, I'm aware halflings won't be uber, but I like a bit of a challenge at times and even then he may prove good enough for most things. Thanks for the luck and the help.

    Quote Originally Posted by unbongwah
    If you dump-stat DEX, you can bump base STR to 14; so you could take THF after lvl 4 - maybe delay ftr 1 until then and take it as your bonus feat. Then you could take ITHF at lvl 12 (or sooner if you take a STR tome) and GTHF after that. I'm reasonably certain you can boost your DEX high enough with items to hit whatever your MDB in heavy armor ends up being.
    Yep, I've rolled the pally using the veteran start. I took rogue @ 1, pal @ 2 & 3, and fighter @ 4. THF was my fighter bonus and my level 3 picked feat was power attack. This and the dump dex for str advice were the main changes to my build thus far.



    Hopefully with the advice taken this pint-sized brick will prove to be an adequately formidable tank.

    Thanks to everyone who posted for your guidance.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload