First of all, I must extend my congratulations to myself for attempting and succeeding in capping a paladin. Personally, I always hated trying to make paladins because of how complex the builds are and how tight they are on feats and such, but I somehow managed to make it work. The goal of this build was to create a paladin that was good at survival, yet could also do traps and try to do more DPS. A word of warning though: This build is quite backloaded. The low levels will be a pain in the arse to deal with until you get to, say, gianthold. That being said, let's cut to the **** and get down to the build info:
Code:
Character Plan by DDO Character Planner Version 04.20.02
DDO Character Planner Home Page
Level 20 Lawful Good Drow Male
(18 Paladin \ 1 Rogue \ 1 Wizard)
Hit Points: 330
Spell Points: 447
BAB: 18\18\23\28\28
Fortitude: 20
Reflex: 13
Will: 12
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(30 Point) (Level 1) (Level 20)
Strength 15 21
Dexterity 10 12
Constitution 16 21
Intelligence 16 18
Wisdom 8 10
Charisma 10 16
Tomes Used
+2 Tome of Strength used at level 1
+2 Tome of Dexterity used at level 1
+3 Tome of Constitution used at level 1
+2 Tome of Intelligence used at level 1
+2 Tome of Wisdom used at level 1
+3 Tome of Charisma used at level 1
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 5 5
Bluff 1 3
Concentration 4 5
Diplomacy 5 7
Disable Device 8 25
Haggle 5 7
Heal 2 2
Hide 1 1
Intimidate 5 24
Jump 7 9
Listen 0 5
Move Silently 1 1
Open Lock 5 10
Perform n/a n/a
Repair 4 4
Search 8 30
Spellcraft 4 4
Spot 0 5
Swim 3 5
Tumble 5 5
Use Magic Device 5 16
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Diplomacy (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Heal (+2)
Skill: Intimidate (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Past Life) Past Life: Favored Soul
Feat: (Selected) Two Handed Fighting
Level 2 (Paladin)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Deity) Follower of Vulkoor
Level 3 (Paladin)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Power Attack
Level 4 (Paladin)
Ability Raise: CON
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Level 5 (Paladin)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Level 6 (Paladin)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Cleave
Level 7 (Paladin)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Level 8 (Paladin)
Ability Raise: CON
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Level 9 (Paladin)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Great Cleave
Level 10 (Paladin)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Level 11 (Paladin)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Level 12 (Paladin)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Slashing Weapons
Level 13 (Wizard)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Feat: (Wizard Bonus) Extend Spell
Level 14 (Paladin)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Level 15 (Paladin)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Two Handed Fighting
Level 16 (Paladin)
Ability Raise: STR
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Level 17 (Paladin)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Level 18 (Paladin)
Skill: Disable Device (+1)
Skill: Intimidate (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Greater Two Handed Fighting
Level 19 (Paladin)
Skill: Use Magic Device (+3)
Level 20 (Paladin)
Ability Raise: STR
Skill: Open Lock (+3)
Enhancement: Drow - Spell Resistance (Rank 1)
Enhancement: Drow - Drow Charisma (Rank 1)
Enhancement: Drow - Spell Resistance (Rank 1)
Enhancement: Drow - Drow Charisma (Rank 1)
Enhancement: Drow - Spell Resistance (Rank 1)
Enhancement: Drow - Keen Senses (Rank 1)
Enhancement: Drow - Keen Senses (Rank 2)
Enhancement: Drow - Keen Senses (Rank 3)
Enhancement: Sacred Defender (Pal) - Holy Bastion (Rank 1)
Enhancement: Sacred Defender (Pal) - Divine Righteousness (Rank 1)
Enhancement: Sacred Defender (Pal) - Sacred Defense (Rank 1)
Enhancement: Sacred Defender (Pal) - Redemption (Rank 1)
Enhancement: Sacred Defender (Pal) - Glorious Stand (Rank 1)
Enhancement: Sacred Defender (Pal) - Extra Lay on Hands (Rank 1)
Enhancement: Sacred Defender (Pal) - Extra Lay on Hands (Rank 2)
Enhancement: Sacred Defender (Pal) - Extra Lay on Hands (Rank 3)
Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 1)
Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 2)
Enhancement: Sacred Defender (Pal) - Durable Defense (Rank 3)
Enhancement: Sacred Defender (Pal) - Sacred Armor Mastery (Rank 1)
Enhancement: Sacred Defender (Pal) - Sacred Armor Mastery (Rank 2)
Enhancement: Sacred Defender (Pal) - Sacred Armor Mastery (Rank 3)
Enhancement: Sacred Defender (Pal) - Bulwark Aura (Rank 1)
Enhancement: Sacred Defender (Pal) - Bulwark Aura (Rank 2)
Enhancement: Sacred Defender (Pal) - Bulwark Aura (Rank 3)
Enhancement: Sacred Defender (Pal) - Resistance Aura (Rank 1)
Enhancement: Sacred Defender (Pal) - Resistance Aura (Rank 2)
Enhancement: Sacred Defender (Pal) - Resistance Aura (Rank 3)
Enhancement: Sacred Defender (Pal) - Charisma (Rank 1)
Enhancement: Sacred Defender (Pal) - Reinforced Armor (Rank 1)
Enhancement: Sacred Defender (Pal) - Reinforced Armor (Rank 2)
Enhancement: Sacred Defender (Pal) - Reinforced Armor (Rank 3)
Enhancement: Sacred Defender (Pal) - Spellshield Aura (Rank 1)
Enhancement: Sacred Defender (Pal) - Spellshield Aura (Rank 2)
Enhancement: Sacred Defender (Pal) - Spellshield Aura (Rank 3)
Enhancement: Knight of the Chalice (Pal) - Fiendslayer I (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Courage of Heaven (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Fiendslayer II (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Improved Courage of Heaven (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Fiendslayer III (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Extra Turning (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Extra Turning (Rank 2)
Enhancement: Knight of the Chalice (Pal) - Remove Disease (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Remove Disease (Rank 2)
Enhancement: Knight of the Chalice (Pal) - Remove Disease (Rank 3)
Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 2)
Enhancement: Knight of the Chalice (Pal) - Divine Might (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Divine Might (Rank 2)
Enhancement: Knight of the Chalice (Pal) - Divine Might (Rank 3)
Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 2)
Enhancement: Knight of the Chalice (Pal) - Improved Restoration (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Improved Restoration (Rank 2)
Enhancement: Knight of the Chalice (Pal) - Improved Restoration (Rank 3)
Enhancement: Knight of the Chalice (Pal) - Exalted Smite (Rank 1)
Enhancement: Knight of the Chalice (Pal) - Exalted Smite (Rank 2)
Enhancement: Knight of the Chalice (Pal) - Exalted Smite (Rank 3)
Enhancement: Knight of the Chalice (Pal) - Strength (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Staff Control (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Sly Flourish (Rank 1)
Enhancement: Thief-Acrobat (Rog) - Sly Flourish (Rank 2)
Enhancement: Thief-Acrobat (Rog) - Sly Flourish (Rank 3)
Enhancement: Eldritch Knight (Wiz) - Eldritch Strike (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Improved Mage Armor (Rank 1)
Enhancement: Eldritch Knight (Wiz) - Improved Mage Armor (Rank 2)
Enhancement: Eldritch Knight (Wiz) - Improved Mage Armor (Rank 3)
A couple notes for building this character:
- The first decision I made for this character in terms of stat points was to max constitution. Being a drow has it's advantages, but also it's disadvantages, so I figured the first thing that was important to do was max out it's survivability by maxing out my con.
- Drow is a strange choice, I know. I mostly picked it for Role-Playing reasons. But it does have it's bonuses. Originally, I was going to do a TWF build in which I would fight using rapiers and shortswords, using the enhancement line for the weapons on the drow enhancement tree as well, but I realized I didn't have enough build points for DEX, plus I also learned the enhancements weren't working anyways, so I went to THF.
- The first level had to be rogue for the nice bonus skill points. They can come in handy, for sure.
- This character was previously a Favored Soul, so it does have some bonus spellpoints. Your past lives will all be benefical in some way, if you have any.
- I highly recommend using 32 point builds for these kind of characters.
- The build is a bit high on INT due to the low skill points paladins and wizards have.
- STR didn't have as much of an investment compared to con or even int, mostly because paladins don't do much DPS, but it was still important.
Next, a couple notes for leveling the character up to the wizard level taken later on:
- Focus on offensive enhancements. You'll also want to put some action points in drow keen senses, it will come in handy.
- You'll be resetting your enhancements every now and then to become more effective. Don't hesitate to do so!
- Don't worry too much about the sacred defender line until mid to high levels. You'll have enough defense at these levels, although investing some AP into lay on hands is a big plus.
- You MUST have gear (And probably buffs, too) if you are to find and disarm traps, and open locks. Otherwise, you won't find sheet. You may want to invest more in open lock ranks than I did, although opening locks isn't that huge of a deal compared to finding and disarming traps. Regardless of your choice to invest, picking locks will not be easy and will take time. You won't be able to spot traps, either.
- Sly Flourish is a good enhancement line to take because the +1.5W extra damage and the +3 critical range is nice. In a way, it is like a mini-smite. It will reduce your threat, of course, but it's not that big of a deal.
- Use heavy armor at all times.
- Greataxes are a nice two-handed weapon to use, although greatswords, greatclubs and other two-handed weapons are suitable if they can do more damage.
More notes for taking my wizard level at 13:
- I took the extend spell feat so that my divine favor and zeal spells would last longer. It's real nice to have.
- The force damage from eldarich strike isn't much, even if you use a impulse item, but the fact that it's a cleave attack and deals +1 damage is nice. It can fit well into extending your chain of attacks.
- The improved mage armor enhancement is excellent; being able to extend your armor class by an additional 10% is always nice.
- Since this build is a two-handed fighter, the shield spell really comes in handy for adding extra AC. The arcane spell failure is kinda annoying, but you could always use a shield wand in it's place for no chance of failure.
- Unfortunately, I failed to invest enough gear to make UMD worthwhile for heroic levels (Apart from using scrolls of find traps, when needed). However, taking a level of wizard allows you to use a small variety of useful wands and scrolls. While the scrolls have a chance of failure, anything level 4 and below isn't bad to try and use for combat purposes. (Fire shield, displacement and a few other scrolls and wands are worth carrying.)
- There are lots of small bonuses this level has that are nice. One last one I like to mention is it gives magical training, which gives your cure spells a 5% chance to crit, an extra 100 SP and echoes of power.
Now, my final notes for the rest of the paladin levels:
- If you invest in the Spell Resistance line for both the drow and paladin enhancements, you will be impressed. It is a handy defense that can help your build survive vs. magical attacks. It's not 100% reliable, but it's way more reliable than plain old spell resistance, as per the spell. It puts a smile on my face to see that blue shield deflect a magical attack.
- The melee damage your build does at these levels may not be great, but it's 'good enough' for most things if you sequence your attacks right.
- I usually drop divine sacrifice at these levels in favor of something else. If you use divine might, I usually recommend just sticking to the first 2 tiers, since 30 seconds is too little and 1 minute ok.
- I highly recommend investing in making your remove disease effects act as greater restoration. Those negative levels can be nasty, and while carrying around a few sets of deathblock goggles is nice, nothing beats being able to restore negative levels like greater restoration. Regular restoration would deplete your remove disease uses quickly, even if you invest a bit.
This was a very interesting build to try out. It slightly exceeded my expectations once I got past the low levels, mostly because of the little bonuses I either overlooked or was undiscovered. Your thoughts?