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  1. #1
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    Default 12 Paladin/7 monk/1 fighter Vampire

    Kiregine
    Level 20 Lawful Good Human Male
    (1 Fighter / 12 Paladin / 7 Monk)
    Hit Points: 450
    Spell Points: 244

    BAB: 18/18/23/28/28
    Fortitude: 25
    Reflex: 17
    Will: 17

    Starting Ending Feat/Enhancement
    Abilities Base Stats Base Stats Modified Stats
    (34 Point) (Level 1) (Level 20) (Level 20)
    Strength 14 18 18
    Dexterity 14 18 18
    Constitution 16 22 23
    Intelligence 12 15 15
    Wisdom 14 18 18
    Charisma 10 13 13

    Tomes Used
    +1 Tome of Strength used at level 4
    +1 Tome of Dexterity used at level 4
    +1 Tome of Constitution used at level 4
    +1 Tome of Intelligence used at level 4
    +1 Tome of Wisdom used at level 4
    +1 Tome of Charisma used at level 4
    +2 Tome of Strength used at level 6
    +2 Tome of Dexterity used at level 6
    +2 Tome of Constitution used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Wisdom used at level 6
    +2 Tome of Charisma used at level 6
    +3 Tome of Strength used at level 12
    +3 Tome of Dexterity used at level 12
    +3 Tome of Constitution used at level 12
    +3 Tome of Intelligence used at level 12
    +3 Tome of Wisdom used at level 12
    +3 Tome of Charisma used at level 12
    +4 Tome of Strength used at level 20
    +4 Tome of Constitution used at level 20

    Starting Ending Feat/Enhancement
    Base Skills Base Skills Modified Skills
    Skills (Level 1) (Level 20) (Level 20)
    Balance 2 22 23
    Bluff 0 1 1
    Concentration 7 27 32
    Diplomacy 4 23 24
    Disable Device n/a n/a n/a
    Haggle 0 1 1
    Heal 6 10 10
    Hide 2 4 4
    Intimidate 4 24 25
    Jump 2 26 26
    Listen 2 4 4
    Move Silently 2 4 4
    Open Lock n/a n/a n/a
    Perform n/a n/a n/a
    Repair 1 2 2
    Search 1 2 2
    Spot 2 4 4
    Swim 2 4 4
    Tumble n/a 11 11
    Use Magic Device n/a n/a n/a

    Level 1 (Paladin)
    Skill: Concentration (+4)
    Skill: Diplomacy (+4)
    Skill: Heal (+4)
    Skill: Intimidate (+4)
    Feat: (Human Bonus) Diehard
    Feat: (Selected) Dodge
    Feat: (Past Life) Past Life: Monk
    Feat: (Automatic) Attack
    Feat: (Automatic) Aura of Good
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automaticc) 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
    Enhancement: Paladin Armor Class Boost I
    Enhancement: Follower of the Sovereign Host
    Enhancement: Paladin Devotion I

    Level 2 (Paladin)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Feat: (Automatic) Divine Grace
    Feat: (Automatic) Lay on Hands
    Enhancement: Human Improved Recovery I
    Enhancement: Paladin Focus of Good I
    Enhancement: Improved Intimidate I

    Level 3 (Paladin)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Heal (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Toughness
    Feat: (Automatic) Aura of Courage
    Feat: (Automatic) Divine Health
    Feat: (Automatic) Fear Immunity
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Racial Toughness I
    Enhancement: Paladin Toughness I

    Level 4 (Monk)
    Ability Raise: CON
    Skill: Balance (+4)
    Skill: Jump (+2)
    Feat: (Monk Bonus) Stunning Fist
    Feat: (Automatic) AC Bonus
    Feat: (Automatic) Disciple of Breezes
    Feat: (Automatic) Disciple of Candles
    Feat: (Automatic) Disciple of Pebbles
    Feat: (Automatic) Disciple of Puddles
    Feat: (Automatic) Exotic Weapon Proficiency: Kama
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Finishing Moves
    Feat: (Automatic) Flurry of Blows
    Feat: (Automatic) Unarmed Strike
    Enhancement: Paladin Courage of Good I
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Improved Balance I
    Enhancement: Improved Diplomacy I

    Level 5 (Monk)
    Skill: Balance (+4)
    Skill: Jump (+2)
    Feat: (Monk Bonus) Two Weapon Fighting
    Feat: (Automatic) Evasion
    Feat: (Automatic) Meditation
    Enhancement: Human Adaptability Constitution I
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Paladin Extra Smite Evil I

    Level 6 (Monk)
    Skill: Balance (+1)
    Skill: Diplomacy (+2)
    Skill: Jump (+3)
    Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
    Feat: (Selected) Power Attack
    Feat: (Automatic) Fast Movement
    Feat: (Automatic) Finishing Moves: Path of Harmonious Balance (ALL)
    Feat: (Automatic) Finishing Moves: Path of Inevitable Dominion (ALL)
    Feat: (Automatic) Still Mind
    Enhancement: Monk Improved Recovery I
    Enhancement: Racial Toughness II

    Level 7 (Paladin)
    Skill: Concentration (+1)
    Skill: Diplomacy (+2)
    Skill: Intimidate (+2)
    Feat: (Automatic) Turn Undead Spell (1): Bless
    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
    Enhancement: Paladin Toughness II

    Level 8 (Paladin)
    Ability Raise: DEX
    Skill: Concentration (+3)
    Skill: Diplomacy (+1)
    Skill: Intimidate (+1)
    Feat: (Automatic) Remove Disease
    Enhancement: Human Improved Recovery II
    Enhancement: Paladin Devotion II

    Level 9 (Paladin)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Improved Two Weapon Fighting
    Enhancement: Paladin Defender of Siberys I

    Level 10 (Monk)
    Skill: Balance (+3)
    Skill: Diplomacy (+1)
    Skill: Tumble (+3)
    Feat: (Automatic) Ki Strike: Magic
    Feat: (Automatic) Slow Fall
    Enhancement: Unyielding Sovereignty

    Level 11 (Monk)
    Skill: Balance (+2)
    Skill: Jump (+5)
    Feat: (Automatic) Ki Strike: Damage
    Feat: (Automatic) Purity of Body
    Enhancement: Way of the Patient Tortoise II

    Level 12 (Paladin)
    Skill: Diplomacy (+1)
    Skill: Intimidate (+4)
    Feat: (Selected) Resilience
    Enhancement: Human Improved Recovery III

    Level 13 (Monk)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Skill: Jump (+4)
    Skill: Tumble (+1)
    Enhancement: Adept of Rock

    Level 14 (Paladin)
    Skill: Diplomacy (+3)
    Skill: Intimidate (+2)
    Spell (2): Angelskin
    Spell (2): Bull's Strength
    Spell (2): Cure Light Wounds
    Spell (2): Eagle's Spendor
    Spell (2): Owl's Wisdom
    Spell (2): Remove Paralysis
    Spell (2): Resist Energy
    Enhancement: Racial Toughness III
    Enhancement: Paladin Toughness III

    Level 15 (Monk)
    Skill: Balance (+2)
    Skill: Jump (+2)
    Skill: Tumble (+3)
    Feat: (Selected) Greater Two Weapon Fighting
    Feat: (Automatic) Wholeness of Body

    Level 16 (Paladin)
    Ability Raise: CON
    Skill: Concentration (+1)
    Skill: Diplomacy (+2)
    Skill: Intimidate (+2)
    Enhancement: Paladin Extra Lay on Hands II
    Enhancement: Paladin Redemption I

    Level 17 (Paladin)
    Skill: Concentration (+3)
    Skill: Diplomacy (+1)
    Skill: Intimidate (+1)
    Feat: (Automatic) Improved Evasion
    Enhancement: Monk Improved Recovery II
    Enhancement: Paladin Bulwark of Good II

    Level 18 (Paladin)
    Skill: Concentration (+3)
    Skill: Diplomacy (+1)
    Skill: Intimidate (+1)
    Feat: (Selected) Toughness
    Feat: (Automatic) Curse of the Void
    Feat: (Automatic) Ki Strike: Lawful
    Feat: (Automatic) Moment of Clarity
    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
    Enhancement: Paladin Resistance of Good II

    Level 19 (Paladin)
    Skill: Concentration (+2)
    Skill: Diplomacy (+1)
    Skill: Intimidate (+2)
    Feat: (Automatic) Diamond Body
    Enhancement: Paladin Defender of Siberys II
    Enhancement: Paladin Toughness IV

    Level 20 (Fighter)
    Ability Raise: WIS
    Skill: Intimidate (+1)
    Skill: Jump (+4)
    Feat: (Fighter Bonus) Mobility
    Feat: (Automatic) Abundant Step
    Feat: (Automatic) Tower Shield Proficiency
    Enhancement: Paladin Devotion III
    Enhancement: Paladin Energy of the Templar I

    ***

    Questions? Comments?


    *edit*

    the gear i used that made this build

    Melee alacrity trinket
    Handwraps of vampirism
    Green Steel Displace/HP Goggles
    Jidz tetka fire stance +25% heal amp
    Ring of the Stalker
    Ring of heavy fort
    +6 dex con str wis items
    Robe with blue augment slot for PRR sapphire

    LVL 25 i had around 60-70ish prr i dont remember exactly how much but was takeing 33% less physical damage.
    Had 10/epic dr or 5 lawful dr due to ed and djinn.

    With light monk attack and vampirism wraps and all the heal amp i had in the end i was gaining around +32 hp per second in combat and around 150-200 hp per 2 seconds useing rejuvination shield from primal avatar ed.
    My cure serious wounds was hitting me for around 130-200 hp depending on stance and such

    *edit*

    Removed the extra feat from lvl 19. Hmm wonder how that got there.
    Last edited by Drenzilla; 05-14-2013 at 09:39 AM.

  2. #2
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    What are you trying to accomplish with this build? Just a TWF melee fighter? Better off going ranger something.

  3. #3
    Community Member Fleckislaupir's Avatar
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    Since you didn't state your build goals, I'm inferring you want an unarmed DoS II tank-y sort. But there are several things I don't understand:
    • Why did you spread your stat pts around so much? In particular, why so much WIS but so little CHA on a mostly-pally build?
    • Why take Dodge, Mobility, Resilience, and Zen Archery (w/out other bow feats)?
    • Why NOT take IC Blunt, Stunning Blow, and/or Cleave & GC (w/Overwhelming Crit)?
    • Why call it a vampire?
    The Once and Future unbongwah

  4. #4
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    This is actually a build i have already done and am going back to once i get completionist.

    @ Fleck

    My stat points are spread enough so that i can get the certain feats at certain levels.

    14 str so theres a little more dps at lvl 1 and so i can pick up power attack.
    14 dex because a total of 17 is needed for GTWF
    16 con duh... hp
    12 int for a few more skill points
    14 higher stun dcs and bigger ki bar
    10 dont really see a point for this. not pally enough for turns and smite isnt big on my list

    I chose more wisdom over charisma because i would rather have a higher dc on my stunning fist than a little more damage on smites. Overall i think Stunning Blow gave me more overall dps than more charisma.

    As for dodge mobility and resilience. More dodge means less dps on you and its always good to have saves although resilience can be switched out after around lvl 12 when your save are high enough anyway. Honestly with zen archery i think i misclicked it when i was recreating this build.

    I didnt take those combat feats because this is a vampire build. ill repost with what kind of gear i was using so it makes sense.

  5. #5
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    Quote Originally Posted by Drenzilla View Post
    14 higher stun dcs and bigger ki bar
    A bigger ki bar isn't useful unless you find yourself maxing out on Ki (should never happen, with 7 monk levels you'll have over 100 max ki already even with no points in wisdom, more than enough for any Ki abilities) The only valid reason to invest here is the stun dc you mentioned.

    Quote Originally Posted by Drenzilla View Post
    I chose more wisdom over charisma because i would rather have a higher dc on my stunning fist than a little more damage on smites. Overall i think Stunning Blow gave me more overall dps than more charisma.
    The reason Charisma is good for damage has nothing to do with smite. Smite is actually a very weak ability due to its limited uses and only affecting one hit. Charisma is good for damage because it is required for the Paladin Divine Might enhancement. You should ensure your charisma is 16 (without items/enhancements! only tomes and base CHA count) so you can get the "Divine Might II" enhancement. With the tomes you mention, you only need to add 3 more points at level 1 to reach that mark. (2 more points if you can get your hands on a +4 CHA tome)

    Charisma also has defensive benefits from Divine Grace and a significantly improved Lay on Hands. Smite Evil is the least of your reasons to invest in charisma.

    EDIT:

    While I'm looking at the build, it looks like you made a mistake on levels 19/20, you take a bonus "fighter feat" on both these levels despite only having one level on fighter. That being said, cutting down the monk levels to 6 would let you take that second bonus feat from a second level of fighter, and all you'd lose is a small amount of healing amp.
    Last edited by Marthesis_; 05-10-2013 at 02:44 AM.

  6. #6
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    Cha would have gone a long way with divine grace for your saves ...

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    Well in my honest opinion with this build you already get massive saves because your a paladin. I had around 50/45/45 at level 20 (Somewhere around there) I just don't think charisma is really needed for this build. I know because i played it .
    Also this build with the right gear and such has so much heal amp that lay on hands heals for a lot so no issue there.

    As for the ki bar the bigger the better since every chance you get your gonna wanna use fists of light. This is really wasnt a big issue but because of the multi-classing i used my ki up pretty fast.

    Anyway the original intent of posting this build is because i had a quite a few people in game ask me to tell them about the build.

    Personally it was a very fun build for me and think your missing out if you dont at least try it.

    Good luck

    ...

    Your gonna need it

    ...

    Because kobold still hate you.
    Last edited by Drenzilla; 05-14-2013 at 10:44 AM.

  8. #8
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    Quote Originally Posted by Drenzilla View Post
    Well in my honest opinion with this build you already get massive saves because your a paladin. I had around 50/45/45 at level 20 (Somewhere around there) I just don't think charisma is really needed for this build. I know because i played it .
    Also this build with the right gear and such has so much heal amp that lay on hands heals for a lot so no issue there.

    As for the ki bar the bigger the better since every chance you get your gonna wanna use fists of light. This is really wasnt a big issue but because of the multi-classing i used my ki up pretty fast.

    Anyway the original intent of posting this build is because i had a quite a few people in game ask me to tell them about the build.

    Personally it was a very fun build for me and think your missing out if you dont at least try it.

    Good luck

    ...

    Your gonna need it

    ...

    Because kobold still hate you.
    I'm wondering if a level of druid wouldn't serve you better than that fighter level. 1 druid level gives you access to ram's might, jump, and echoes of power. Just a thought.

  9. #9
    Community Member Lonnbeimnech's Avatar
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    Quote Originally Posted by Inoukchuk View Post
    I'm wondering if a level of druid wouldn't serve you better than that fighter level. 1 druid level gives you access to ram's might, jump, and echoes of power. Just a thought.
    Can't mix pally and druid because of alignment.

  10. #10
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    Quote Originally Posted by Lonnbeimnech View Post
    Can't mix pally and druid because of alignment.
    Ah, bummer.

    Then do an actual vampire build with 13 wizard instead
    Vampire form:
    +2 Strength
    1d6 Constitution damage from blood drain on critical hits
    your unarmed and melee attacks heal you for 1 point of negative energy damage
    death aura
    neg energy burst

    plus you have haste, displacement, blur, GH, tensors...and every other arcane spell 7th and below like ice storm, jump, melfs, etc. This would allow you to take out the 7th monk level for rogue to also do some traps.

  11. #11
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    Lightbulb huh?

    Then do an actual vampire build with 13 wizard instead
    Vampire form:
    +2 Strength
    1d6 Constitution damage from blood drain on critical hits
    your unarmed and melee attacks heal you for 1 point of negative energy damage
    death aura
    neg energy burst

    plus you have haste, displacement, blur, GH, tensors...and every other arcane spell 7th and below like ice storm, jump, melfs, etc. This would allow you to take out the 7th monk level for rogue to also do some traps.
    The reason i call this a vampire *monk* is because of how fast your heal in combat. +32 hp per second in combat self heals a lot faster and has WAY more hp than a bunch of wizard levels. Its a tank that does not need a healer. At level i soloed the mama dragon (no hireling) on elite in Mired in Kobolds. I dont think a wizard could do that although i havent tried a wizard/monk build yet so i cant say for sure. Wasnt getting the full +32 hp per second then because the build wasnt complete.

    When i come back to this build after i get all my past lives i will probably take an artificer or rogue level instead of fighter for UMD
    Last edited by Drenzilla; 06-06-2013 at 05:25 PM.

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