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  1. #1
    Founder Iron_Chest's Avatar
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    Default 28 pt Dwarf Pally input and critiques appreciated

    My friends and I have started a static group to play weekly. The group consists of a rogue, wizard, cleric, monk, and this dwarf pally. Since my friend uses a mac and can't download the character planner, he asked me to build him a character based on some minor criteria. Dwarf, 28 point, paladin DoS (can be multiclass), and THF.

    What I made was a THF hate-tank 18/2 pally/fighter with the option to pick up a waraxe and shield.

    Any criticism would be great. Thanks.

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Dwarf Male
    (2 Fighter \ 18 Paladin) 
    Hit Points: 342
    Spell Points: 230 
    BAB: 20\20\25\30\30
    Fortitude: 26
    Reflex: 13
    Will: 13
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (28 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             16                 21                   22
    Dexterity             8                  8                    8
    Constitution         16                 16                   18
    Intelligence         10                 10                   10
    Wisdom                8                  8                    8
    Charisma             14                 16                   18
    
    Tomes Used
    +2 Tome of Charisma used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               0                  4                    8
    Bluff                 2                  4                    4
    Concentration         3                  4                    7
    Diplomacy             2                  4                    4
    Disable Device        n/a               n/a                   n/a
    Haggle                2                  4                    4
    Heal                 -1                 -1                   -1
    Hide                 -1                 -1                   -1
    Intimidate            6                 27                   31
    Jump                  4                 10                   10
    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                0                  0                    0
    Search                0                  0                    2
    Spot                 -1                 -1                   -1
    Swim                  3                  6                    6
    Tumble               n/a                 2                    2
    Use Magic Device      n/a               n/a                   n/a
    
    Level 1 (Paladin)
    Skill: Balance (+1)
    Skill: Intimidate (+4)
    Skill: Jump (+1)
    Feat: (Selected) Two Handed Fighting
    
    
    Level 2 (Fighter)
    Skill: Intimidate (+1)
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Shield Mastery
    
    
    Level 3 (Paladin)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Feat: (Selected) Power Attack
    
    
    Level 4 (Fighter)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Feat: (Fighter Bonus) Cleave
    
    
    Level 5 (Paladin)
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)
    
    
    Level 6 (Paladin)
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 7 (Paladin)
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)
    
    
    Level 8 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)
    
    
    Level 9 (Paladin)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Improved Critical: Slashing Weapons
    
    
    Level 10 (Paladin)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    
    
    Level 11 (Paladin)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 13 (Paladin)
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)
    
    
    Level 14 (Paladin)
    Skill: Intimidate (+1)
    Skill: Tumble (+0.5)
    
    
    Level 15 (Paladin)
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Toughness
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    Skill: Intimidate (+1)
    Skill: Jump (+0.5)
    
    
    Level 17 (Paladin)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 18 (Paladin)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Feat: (Selected) Improved Shield Bash
    
    
    Level 19 (Paladin)
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    
    
    Level 20 (Paladin)
    Ability Raise: STR
    Skill: Balance (+0.5)
    Skill: Intimidate (+1)
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Constitution II
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Fighter Critical Accuracy 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 Divine Sacrifice I
    Enhancement: Paladin Divine Sacrifice II
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Exalted Smite II
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Paladin Extra Lay on Hands II
    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 Defender of Siberys I
    Enhancement: Paladin Defender of Siberys II
    Enhancement: Paladin Defender of Siberys III
    Enhancement: Racial Toughness I
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Improved Intimidate III
    Enhancement: Improved Intimidate IV
    Enhancement: Paladin Charisma I
    Enhancement: Paladin Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Divine Light I
    Enhancement: Paladin Divine Light II
    Enhancement: Paladin Divine Light III
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    Last edited by Iron_Chest; 06-19-2011 at 09:37 AM. Reason: Updated Intimidate skill and enhancements as per advice.

    "There, I guess King George will be able to read that."

    John Hancock

  2. #2
    Community Member Ungood's Avatar
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    You might want to put those skill points into Intimidate if you plan to do a defender build.

    Otherwise, looks solid.

  3. #3
    Founder Iron_Chest's Avatar
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    I was trying to build it without intimidate. Personally, I don't like having to switch equipment for a high intimidate. The skill points are tight as well. I figured 95% of the time this character would be running around swinging a greataxe. For the other 5% he could use divine righteousness and hate tank. Is this viable?

    "There, I guess King George will be able to read that."

    John Hancock

  4. #4
    Community Member t0r012's Avatar
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    does it really have to be a dwarf?

    anyway , cleave? i'd drop that in favor of extend and would move the toughness up to that slot and have extend at the end.

    I personally would drop the dwarf spell defense APs for more of just about anything else.

    edit:
    oh and i should mention you don't need to take shield mastery since you are taking a fighter level and getting tower shield proficiency to qualify for DS1 so you can throw another feat at it.
    Last edited by t0r012; 06-18-2011 at 11:41 PM.
    Move along , Nothing to see here

  5. #5
    The Hatchery SisAmethyst's Avatar
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    Why not put the 2 points in WIS instead to DEX for better reflex saves and higher possible AC (I know it doesn't matter that much at high end)? As a Paladin the min WIS to cast all spells is 14, and with a +6 WIS item you could start with a base of 8. An other option maybe would be to put 2 points in INT for more skill points so that you could boost as well intimidate. Even if you not like it that much, it is sometimes helpful and handy to have (Keep in mind that intimidate is now a class skill for Paladins) and if it is just for the trash.

    Last but not least about the skill points. The half point in jump will not help you much also remember that jump caps and with a caster and ship buffs you probably not need much points in there anyway. Also maybe push tumble a bit higher as you want to be able to tumble in armor and not just naked. I also don't really understand the reason for the point in Concentration. Most of the Paladin spells are of buff nature so something you do before you enter a fight.
    Last edited by SisAmethyst; 06-18-2011 at 11:49 PM.
    * We have collectable bags, mind you, even hireling folders, but can I have that 6-pack for my potions please?
    * Having already a past life on the dieng EU servers, I rerolled here and started from scratch as I like the game and the community, so lets see what awaits me here

  6. #6
    Community Member voxson5's Avatar
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    Also try the online charcter gen http://www.ddochargen.com/home.aspx, that should work on safari

  7. #7
    The Hatchery SisAmethyst's Avatar
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    Quote Originally Posted by Iron_Chest View Post
    I was trying to build it without intimidate. Personally, I don't like having to switch equipment for a high intimidate. The skill points are tight as well. I figured 95% of the time this character would be running around swinging a greataxe. For the other 5% he could use divine righteousness and hate tank. Is this viable?
    Regarding your question about divine righteousness I will cite from Junts article A Guide to Creating Paladins:
    "...Paladins gain two ways to get threat enhancement: The divine righteousness ability, which is a 1 minute, 100% sacred bonus, and the passive bonus of the Defender of Siberys defensive stances (25%/33%/50% per tier, also sacred bonus).

    The two don't stack, but the defensive stance lets you gain a bonus without spending a turn undead attempt (which conflicts with divine might). Essentially, you can use the stance bonus to supplement your threat during extremely long raid fights where you have ample time by yourself with the boss (for example, tanking Horoth) and use the clicky for more intense situations.

    These bonuses stack with the bonuses available on equipment in an additive fashion (eg if you have a +20% item, you'd have a total of +120% to your threat with righteousness active). Since you're unlikely to have more than two item bonuses (totalling 30 or 35%, probably), you need a decent number of base damage dealt to ensure that you can keep up with people who are naturally using better combat styles and more specced for damage dealing.

    Using the intimidate skill will also, regardless of success, give you a +100% threat buff for 12 seconds (the cooldown is 15 seconds) when using a shield, or a 50% buff for 6 seconds when not using a shield. Paladins mixing this buff with their stance and divine righteousness should have little issues maintaining aggro over even players much better equipped than they are, as long as they have at least decent equipment and build choices...
    "
    * We have collectable bags, mind you, even hireling folders, but can I have that 6-pack for my potions please?
    * Having already a past life on the dieng EU servers, I rerolled here and started from scratch as I like the game and the community, so lets see what awaits me here

  8. #8
    Founder Iron_Chest's Avatar
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    does it really have to be a dwarf?
    My buddy likes dwarves.

    anyway , cleave? i'd drop that in favor of extend and would move the toughness up to that slot and have extend at the end.
    I don't know alot about paladins, never played one. However, I've played alot on my barbarian and I love cleave. I can't imagine playing a melee without it.

    I personally would drop the dwarf spell defense APs for more of just about anything else.
    These are a great defense for a barbarian. I don't know if they are worth while on a pally. Perhaps DA enhancements would be better?

    oh and i should mention you don't need to take shield mastery since you are taking a fighter level and getting tower shield proficiency to qualify for DS1 so you can throw another feat at it.
    This was for the 20% decrease to physical damage vulnerability, not to qualify for DS1.

    Why not put the 2 points in WIS instead to DEX for better reflex saves and higher possible AC (I know it doesn't matter that much at high end)? As a Paladin the min WIS to cast all spells is 14, and with a +6 WIS item you could start with a base of 8. An other option maybe would be to put 2 points in INT for more skill points so that you could boost as well intimidate. Even if you not like it that much, it is sometimes helpful and handy to have (Keep in mind that intimidate is now a class skill for Paladins) and if it is just for the trash.
    I did this for ease of use. This is so my buddy has an easier time casting his first levels of spells.

    Last but not least about the skill points. The half point in jump will not help you much also remember that jump caps and with a caster and ship buffs you probably not need much points in there anyway. Also maybe push tumble a bit higher as you want to be able to tumble in armor and not just naked. I also don't really understand the reason for the point in Concentration. Most of the Paladin spells are of buff nature so something you do before you enter a fight.
    Thanks for the suggestions. I figured jump and balance to be about the most important skills on this build. I didn't put any points in concentration.

    Thanks for all the input.

    "There, I guess King George will be able to read that."

    John Hancock

  9. #9
    Founder Iron_Chest's Avatar
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    Using the intimidate skill will also, regardless of success, give you a +100% threat buff for 12 seconds (the cooldown is 15 seconds) when using a shield, or a 50% buff for 6 seconds when not using a shield. Paladins mixing this buff with their stance and divine righteousness should have little issues maintaining aggro over even players much better equipped than they are, as long as they have at least decent equipment and build choices..."
    Oh wow, I didn't know that. Well that makes intimidate worth it then. When was this implemented?

    "There, I guess King George will be able to read that."

    John Hancock

  10. #10
    The Hatchery SisAmethyst's Avatar
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    Quote Originally Posted by Iron_Chest View Post
    ...
    I did this for ease of use. This is so my buddy has an easier time casting his first levels of spells.

    Thanks for the suggestions. I figured jump and balance to be about the most important skills on this build. I didn't put any points in concentration...
    Well, at level 4 a paladin with 10 WIS has 17SP so even if you could, that SP won't help you anything. Instead of trying to cast 'Cure Light Wounds' you better of using a wand which you can do without failure as a Paladin regardless of your WIS. Also keep in mind that at lower levels buffs last a lot shorter, so most of the time you are even better served using pots at those levels anyway.

    And you are right that jump and tumble are more important then other skills (like swim), but there are so many possibilities to buff jump. Even if you solo without a caster you could get the jump spell from the Phiarlan favor. Tumble is important in that point as your movement in the DoS stance is reduced so you want to have tumble to move instead. But for that you need an effective total modifier that is positive including the penalty for wearing an armor and shield (Armor Check Penalty of a Mithral Full Plate is -3 if I am not wrong).

    Quote Originally Posted by Iron_Chest View Post
    Oh wow, I didn't know that. Well that makes intimidate worth it then. When was this implemented?
    Not 100% certain, but the recent update 9 brought a lot of changes regarding intimidate.

    PS: With a 10 base INT you only need a +3 INT tome (20 shroud) to qualify for Combat Expertise.
    Last edited by SisAmethyst; 06-19-2011 at 01:09 AM.
    * We have collectable bags, mind you, even hireling folders, but can I have that 6-pack for my potions please?
    * Having already a past life on the dieng EU servers, I rerolled here and started from scratch as I like the game and the community, so lets see what awaits me here

  11. #11
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    Quote Originally Posted by Iron_Chest View Post
    My buddy likes dwarves.


    I don't know alot about paladins, never played one. However, I've played alot on my barbarian and I love cleave. I can't imagine playing a melee without it.


    These are a great defense for a barbarian. I don't know if they are worth while on a pally. Perhaps DA enhancements would be better?


    This was for the 20% decrease to physical damage vulnerability, not to qualify for DS1.


    I did this for ease of use. This is so my buddy has an easier time casting his first levels of spells.


    Thanks for the suggestions. I figured jump and balance to be about the most important skills on this build. I didn't put any points in concentration.

    Thanks for all the input.
    What is the point in asking for critique and help if you are just going to shut down and vaiable good help you are offered?

    I mean really, all these suggestions people are offering(in which you asked for) WILL help your build and WILL make it a better dps option.

  12. #12
    Founder Iron_Chest's Avatar
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    Ok, I adjusted the build. Now as it stands I've invested 3 ranks in tumble, 4 in jump, 5 in balance, and 23 in intimidate. Thanks for all the help.

    "There, I guess King George will be able to read that."

    John Hancock

  13. #13
    Community Member Kourier's Avatar
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    I think the buff only applies if you succeed on intimidate. But even with just a plain +6 cha item and +15 intimidate item your intimidate should be good enough for corralling trash mobs easy.

  14. #14
    Community Member t0r012's Avatar
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    Stuff in red
    Quote Originally Posted by Iron_Chest View Post
    My buddy likes dwarves.
    any chance of talking him in to Stalwart Defender? for a stat intensive, Feat and AP starved, crit hungry build like a paladin going with a 28 point toon that takes a penalty in a prime stat with a racial weapon that has a poor threat range that you aren't taking enhancements for just seems like a recipe for disappointment, IMO.

    I think going fighter would be better for grabbing all the extra feats for all of the new shield goodies , plus THF , plus your PrE which is roughly the same. sure your going to give up some pally goodies but all in all you will have a much stronger tank IMO.

    I don't know alot about paladins, never played one. However, I've played alot on my barbarian and I love cleave. I can't imagine playing a melee without it.
    cleave is generally kind gimpy as it reduces your damage output due to an extra long animation. I don't know for 100% what it is like now after U9 update change but i haven't heard anything good.

    yet if you have him go stalwart as fighter he will have feats to burn, in that case cleave would be an option.

    These are a great defense for a barbarian. I don't know if they are worth while on a pally. Perhaps DA enhancements would be better?
    much better on a fighter than a threat range hungry paladin smite machine.


    This was for the 20% decrease to physical damage vulnerability, not to qualify for DS1.
    fair enough.
    still say go fighter to be able to pick up all the new shield toy feats.


    Thanks for all the input.
    Move along , Nothing to see here

  15. #15
    Founder Iron_Chest's Avatar
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    Thanks t0r012, I appreciate all the input. If it was my character and I only had 28 points to work with I'd probably go fighter or barb but it's not. The final call will be his to make.

    cleave is generally kind gimpy as it reduces your damage output due to an extra long animation. I don't know for 100% what it is like now after U9 update change but i haven't heard anything good.

    yet if you have him go stalwart as fighter he will have feats to burn, in that case cleave would be an option.
    They changed it so it no longer interrupts your attack sequence. If there was a way to fit great cleave I'd do it. It's awesome and well worth it IMO.

    "There, I guess King George will be able to read that."

    John Hancock

  16. #16
    Community Member t0r012's Avatar
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    Yeah I feel ya.
    Just for giggles I started a planner stalwart to see what could be gotten and I like the idea of a stalwart even more. Both the thf line all the weapon specalizations dwarf axe damages the stalwart str/con stance bonuses even cleave and great cleave for you. All the all. I started all the little +1's and +2 were getting pretty significant plus the intim bonuses from the stance.
    Move along , Nothing to see here

  17. #17
    Community Member Ungood's Avatar
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    Quote Originally Posted by SisAmethyst View Post
    Not 100% certain, but the recent update 9 brought a lot of changes regarding intimidate.
    It was U9, before then it was a 5 second perma agro, to the point you could pull mobs off other players mid attack cycle.

    Boy that was fun!

  18. #18
    Build Constructionist unbongwah's Avatar
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    Dwarf paladins are kinda suboptimal: partly for their CHA penalty (which really hurts a 28-pt build); partly because axes are probably the worst slashing weapons for paladins because of their low crit range - in particular Smite & Sacrifice both benefit from high-crit-range weapons (i.e., falchions & Sword of Shadow). But if this is mostly about having fun with a static group rather than what's optimized for endgame, I think it should be OK.

    I'm guessing your friend doesn't have any twink gear or tomes to start with, so here's a slightly different take on the same idea:

    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Dwarf Female
    (2 Fighter \ 18 Paladin) 
    Hit Points: 362
    Spell Points: 230 
    BAB: 20\20\25\30\30
    Fortitude: 26
    Reflex: 13
    Will: 13
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             16                    24
    Dexterity             8                     8
    Constitution         15                    18
    Intelligence          8                     8
    Wisdom                8                     8
    Charisma             15                    18
    
    Tomes Used
    +1 Tome of Charisma used at level 12
    +2 Tome of Strength used at level 20
    +2 Tome of Constitution used at level 20
    +3 Tome of Charisma used at level 20
    
    Level 1 (Fighter)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Two Handed Fighting
    
    
    Level 2 (Paladin)
    
    
    Level 3 (Paladin)
    Feat: (Selected) Power Attack
    
    
    Level 4 (Paladin)
    Ability Raise: STR
    
    
    Level 5 (Paladin)
    
    
    Level 6 (Paladin)
    Feat: (Selected) Improved Two Handed Fighting
    
    
    Level 7 (Paladin)
    
    
    Level 8 (Fighter)
    Ability Raise: STR
    Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
    
    
    Level 9 (Paladin)
    Feat: (Selected) Shield Mastery
    
    
    Level 10 (Paladin)
    
    
    Level 11 (Paladin)
    
    
    Level 12 (Paladin)
    Ability Raise: STR
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 13 (Paladin)
    
    
    Level 14 (Paladin)
    
    
    Level 15 (Paladin)
    Feat: (Selected) Improved Shield Bash
    
    
    Level 16 (Paladin)
    Ability Raise: STR
    
    
    Level 17 (Paladin)
    
    
    Level 18 (Paladin)
    Feat: (Selected) Extend Spell (or Cleave or Improved Shield Mastery)
    
    
    Level 19 (Paladin)
    
    
    Level 20 (Paladin)
    Ability Raise: STR
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Fighter Haste Boost I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    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 Divine Righteousness I
    Enhancement: Paladin Divine Sacrifice I
    Enhancement: Paladin Divine Sacrifice II
    Enhancement: Paladin Exalted Smite I
    Enhancement: Paladin Exalted Smite II
    Enhancement: Paladin Exalted Smite III
    Enhancement: Paladin Exalted Smite IV
    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 Defender of Siberys I
    Enhancement: Paladin Defender of Siberys II
    Enhancement: Paladin Defender of Siberys III
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Intimidate I
    Enhancement: Improved Intimidate II
    Enhancement: Improved Intimidate III
    Enhancement: Improved Intimidate IV
    Enhancement: Fighter Strength I
    Enhancement: Paladin Toughness I
    Enhancement: Paladin Toughness II
    Enhancement: Paladin Divine Might I
    Enhancement: Paladin Divine Might II
    Enhancement: Paladin Divine Might III
    I gave up some INT & CON for +1 CHA: +1 tomes are a lot easier & cheaper to come by for newcomers (on Argon it seems like +2s cost 10x what +1s do on the AH); while a +3 CHA tome for Divine Might III is hard to come by, it's still a much more realistic goal than a +4 tome. I definitely recommend taking Toughness feat + enhs ASAP; esp. on a tank with limited resources, you'll want all the HPs you can get. AC will be questionable with DEX 8 and no CE; but I'm guessing your idea is to go S&B for the dmg mitigation from Shield Mastery, not AC.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

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