I guess I would call this my take on the paladin as battle cleric, but without any actual cleric levels. Probably just a flavor build, if it even qualifies for that, but then I can kinda see this glimmer of effectiveness that could actually be pretty awesome. I honestly don't know. Would definitely like some feed-back on this... or just call me crazy. That's OK too.
The basic idea is to couple moderate melee DPS (via swinging a khopesh and blasting a runearm) with pretty darn good healing in both area of effect, from tossing curative admixtures around, and artificer-boosted heal scrolls. Combined scroll + admixture heals should be sufficient to keep a 6-man group up and running through at least easy epics, though would be highly dependent on the abilities of the group.
Oh yeah, this guy can also provide rogue skills (search, disable, lock picking) throughout the game, even into epics. And there's even a smattering of ranged DPS, through endless fusillade + runearm! Would be a significant gear investment, but pretty good ranged DPS can come from a Lit2 repeater + Toven's Hamme, if you can hit anything, that is.
Code:Character Plan by DDO Character Planner Version 03.11.02 DDO Character Planner Home Page Level 20 Lawful Good Human Male (12 Paladin \ 2 Monk \ 6 Artificer) Hit Points: 324 Spell Points: 445 BAB: 17\17\22\27\27 Fortitude: 22 Reflex: 18 Will: 18 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 15 23 Dexterity 14 16 Constitution 14 16 Intelligence 14 16 Wisdom 8 10 Charisma 14 16 Tomes Used +2 Tome of Strength used at level 7 +2 Tome of Dexterity used at level 7 +2 Tome of Constitution used at level 7 +2 Tome of Intelligence used at level 7 +2 Tome of Wisdom used at level 7 +2 Tome of Charisma used at level 7 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 20) Balance 3 4 Bluff 2 3 Concentration 6 12 Diplomacy 2 3 Disable Device 6 26 Haggle 2 5 Heal -1 0 Hide 2 3 Intimidate 2 5 Jump 2 6 Listen -1 0 Move Silently 2 3 Open Lock 6 26 Perform n/a n/a Repair 2 3 Search 6 26 Spot 3 7 Swim 2 6 Tumble 3 4 Use Magic Device 6 27 Level 1 (Artificer) Skill: Balance (+1) Skill: Concentration (+4) Skill: Disable Device (+4) Skill: Open Lock (+4) Skill: Search (+4) Skill: Spot (+4) Skill: Tumble (+1) Skill: Use Magic Device (+4) Feat: (Selected) Extend Spell Feat: (Human Bonus) Maximize Spell Spell (1): Curative Admixture: Cure Light Wounds Spell (1): Conjure Bolts Spell (1): Master's Touch Spell (1): Ablative Armor Level 2 (Monk) Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+1) Feat: (Monk Bonus) Toughness Level 3 (Paladin) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+0.5) Feat: (Selected) Exotic Weapon Proficiency: Khopesh Level 4 (Paladin) Ability Raise: STR Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+0.5) Level 5 (Paladin) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+0.5) Level 6 (Paladin) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+0.5) Feat: (Selected) Shield Mastery 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 7 (Paladin) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+0.5) Level 8 (Paladin) Ability Raise: STR Skill: Concentration (+1) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+0.5) Level 9 (Monk) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+2) Feat: (Selected) Point Blank Shot Feat: (Monk Bonus) Power Attack Level 10 (Artificer) Skill: Disable Device (+1) Skill: Open Lock (+3) Skill: Search (+1) Skill: Use Magic Device (+3) Spell (1): Resist Energy Level 11 (Artificer) Skill: Disable Device (+1) Skill: Open Lock (+5) Skill: Search (+1) Skill: Use Magic Device (+1) Spell (2): Curative Admixture: Cure Moderate Wounds Level 12 (Paladin) Ability Raise: STR Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+1) Feat: (Selected) Improved Critical: Slashing Weapons Level 13 (Paladin) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+1) Spell (2): Angelskin Spell (2): Bull's Strength Spell (2): Eagle's Spendor Spell (2): Owl's Wisdom Spell (2): Remove Paralysis Level 14 (Paladin) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+1) Level 15 (Artificer) Skill: Disable Device (+1) Skill: Haggle (+1) Skill: Open Lock (+4) Skill: Search (+1) Skill: Use Magic Device (+1) Feat: (Artificer Bonus) Improved Critical: Ranged Weapons Feat: (Selected) Precise Shot Spell (2): Elemental Weapons Level 16 (Paladin) Ability Raise: STR Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+1) Level 17 (Paladin) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+1) 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 18 (Paladin) Skill: Disable Device (+1) Skill: Search (+1) Skill: Use Magic Device (+1) Feat: (Selected) Empower Healing Spell Level 19 (Artificer) Skill: Disable Device (+1) Skill: Open Lock (+5) Skill: Search (+1) Skill: Use Magic Device (+1) Spell (2): Byeshk Weapons Level 20 (Artificer) Ability Raise: STR Skill: Disable Device (+1) Skill: Open Lock (+2) Skill: Search (+1) Skill: Spot (+3) Skill: Use Magic Device (+1) Spell (3): Curative Admixture: Cure Serious Wounds Enhancement: Paladin Armor Class Boost I Enhancement: Artificer Damage Boost I Enhancement: Artificer Damage Boost II Enhancement: Artificer Skill Boost I Enhancement: Artificer Crossbow Attack I Enhancement: Artificer Crossbow Damage I Enhancement: Artificer Improved Rune Arm Use I Enhancement: Artificer Improved Rune Arm Use II Enhancement: Artificer Battle Engineer I Enhancement: Artificer Rune Arm Overcharge I Enhancement: Uncaring Master Enhancement: Human Adaptability Strength I Enhancement: Human Improved Recovery I Enhancement: Human Improved Recovery II Enhancement: Human Improved Recovery III Enhancement: Human Versatility I Enhancement: Human Versatility II Enhancement: Way of the Clever Monkey I Enhancement: Paladin Courage of Good I Enhancement: Paladin Bulwark of Good I Enhancement: Paladin Bulwark of Good II Enhancement: Paladin Focus of Good I Enhancement: Paladin Resistance of Good I Enhancement: Paladin Resistance of Good II Enhancement: Paladin Divine Righteousness I Enhancement: Paladin Divine Sacrifice I Enhancement: Paladin Exalted Smite I Enhancement: Paladin Extra Lay on Hands I 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: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Improved Intimidate I Enhancement: Improved Intimidate II Enhancement: Improved Use Magic Device I Enhancement: Paladin Devotion I Enhancement: Paladin Devotion II Enhancement: Paladin Devotion III Enhancement: Paladin Toughness I Enhancement: Paladin Toughness II Enhancement: Paladin Divine Might I Enhancement: Paladin Divine Might II Enhancement: Artificer Wand and Scroll Mastery I Enhancement: Artificer Wand and Scroll Mastery II
Some discussionnary points:
- You can swap to bastard sword instead of khopesh, if you prefer, but then you'd probably want to take the THF feats in exchange for precise shot, point blank shot, and IC:Ranged. I would primarily do this if there's little/no hope of hitting with the crossbow with only a 14 base dex.
- I would strongly consider starting off with extend at level 1, then swapping to empower at later levels. With all three metamagics + paladin devotion, CA:Cure Serious Wounds should hit for 3d8+5 = approximately 19 base heal x 2 maximize x 1.5 empower x 1.5 empower healing x 1.3 paladin devotion x 1.5 superior potency = 166 hit points per toss, times whatever heal amp the target has.
- Not sure how the artificer knowledge: potions would fit into this. Wiki says it effects it, but not sure how? If it is significant, then this could be a large boost to the build.
-Also not even sure if paladin devotion enhancements effect the curative admixtures. Does anyone know?
- Monk levels are for the feats and evasion. Could swap with fighter level instead, but that feels like it offers less to me.
OK, that's all I got. Now, flame away!!