Someone PMed me looking for gear suggestions to this build; rather than posting to that thread, though, I figured I'd start a new one.
First off, I suggest taking a look at Junts's oldie-but-goodie pally guide; although the info on Enhancements is obsolete, there's still good info on pally spells, how special abilities work, etc. that's still relevant.
Second, the first piece of advice offered to most newbies out to make S&B pallies is: don't make a S&B pally. In most cases, the threat & survivability bonuses from S&B doesn't outweigh the DPS loss of not going THF/TWF. Furthermore, S&B pally builds are actually more feat-intensive than a pure DPS pally; and pallies are feat-constrained as it is. Usually the best "Defenders" are those who focused on DPS, with a little bit extra invested in threat amp & survivability than pure DPS builds.
That said, if your heart's still set on a S&B Sacred Defender, then here's a brief rundown of various options and their pros & cons:
Pal 20
Pros: Gain capstone, maximize LoH, extra spell slots & SPs
Cons: no Evasion; SD capstone is pretty weak and KotC capstone is broken (Good-aligned weapons isn't working); pure pallies are sorely lacking in DPS & feat-starved
Pal 18 / ftr 2
Pros: gain 2 extra feats, tower shield prof, access to low-tier Kensei & SD goodies (Haste Boost, Extra Action Boost, Threatening Countenance, Shield Striking)
Cons: no Evasion; only two lvl 4 spell slots; lvl 18 core abilities are fairly blah IMHO (altho Ralmeth is a fan of Glorious Stand, IIRC)
Pal 18 / monk 2
Pros: gains 2 extra feats, +3 to all saves, & Evasion; some monk PrE bonuses still apply while uncentered (e.g., Ninja Acrobatic, Shintao heal amp)
Cons: doesn't provide the DPS bonuses of a ftr splash - this is a more survivability-oriented splash; no tower shield prof (altho you can UMD Master's Touch scrolls to grant it)
Pal 15 / monk 2 / ftr 2 (final level into monk or ftr)
Pros: gain 4 extra feats & Evasion; combines the best of both splashes while keeping two lvl 4 spell slots (Zeal + CSW or DW)
Cons: lose lvl 18 core enhs; fewer SPs & LoH loses some oomph
Pal 14 / ftr 6
Pros: Stalwart Defender can take Block & Cut (+25% doublestrike for 10 secs, 20 sec CD), which is a significant bonus to S&B DPS and stacks w/Zeal, AFAIK
Cons: no Evasion, only 1 lvl 4 spell slot (so no CSW), investing heavily in Stalwart D. means fewer APs for KotC and Sacred D.
Right now pure pallies are pretty weak; I wouldn't make one except for flavor or some self-imposed constraint to stick w/pure. My belief is that pal 14 / ftr 6 will have the best S&B DPS but the worst survivability / self-sufficiency (tho still a lot better than pure ftr has); while the 15/3/2 split offers the most reasonable compromise between DPS & survivability (can still wear med/hvy armor when AC&PRR are more important than Evasion). 18/2 builds are only if you really want the lvl 18 core abilities or you don't have monk. Since this thread is focused on new players who won't have monk, I'll be focusing on the pally 18 / ftr 2 combo. [If there's interest, I'll try to whip up something with a rog splash instead of monk for F2Pers who want Evasion tanks.]
Feats: These are roughly divided into three catergories.
- DPS: Power Atk, Cleave, Gt Cleave, Improved Critical, the THF chain, Overwhelming Crit - threat is based on DPS, so higher DPS not only kills monsters faster, it increases your ability to hold aggro
- Survivability: Toughness / eToughness, Dodge / Mobility etc., metamagics like Quicken+Emp Heal - these are the feats which boost your chances of staying alive, thru more HPs, higher Dodge, better self-healing, etc.
- Tanking: Shield Mastery, Imp Shield Mastery, b.sword or d.axe prof., Imp Shield Bash - these feats boost DPS as well as survivability while S&B
Since pure & mostly-pure pallies are feat-constrained, finding the right balance for your build goals is key.
Now, onto a sample build:
I focused on DPS and tanking feats with this build; this helps max out threat & kill mobs quicker but limits extra survivability options. In particular, not having Quik+Emp Heal will limit self-healing a bit. You can see I maxed out Intim & Concentration, with near-max Heal; UMD is also an useful alternative to Concentration.Code:Character Plan by DDO Character Planner Version 04.20.02 DDO Character Planner Home Page Level 28 Lawful Good Human Female (2 Fighter \ 18 Paladin \ 8 Epic) Hit Points: 380 Spell Points: 260 BAB: 20\20\25\30\30 Fortitude: 20 Reflex: 9 Will: 9 Starting Feat/Enhancement Abilities Base Stats Modified Stats (28 Point) (Level 1) (Level 28) Strength 16 26 Dexterity 8 8 Constitution 14 14 Intelligence 10 10 Wisdom 8 8 Charisma 16 16 Tomes Used +2 Tome of Strength used at level 20 Starting Feat/Enhancement Base Skills Modified Skills Skills (Level 1) (Level 28) Balance -1 7 Bluff 3 11 Concentration 6 33 Diplomacy 3 11 Disable Device n/a n/a Haggle 3 14 Heal 3 28 Hide -1 7 Intimidate 5 37 Jump 3 16 Listen -1 7 Move Silently -1 7 Open Lock n/a n/a Perform n/a n/a Repair 0 8 Search 0 8 Spellcraft 0 8 Spot -1 7 Swim 3 16 Tumble 0 8 Use Magic Device n/a n/a Level 1 (Paladin) Skill: Concentration (+4) Skill: Heal (+4) Skill: Intimidate (+2) Skill: Tumble (+1) Feat: (Human Bonus) Cleave Feat: (Deity) Follower of the Sovereign Host Feat: (Selected) Power Attack Level 2 (Fighter) Skill: Intimidate (+3) Feat: (Fighter Bonus) Shield Mastery Level 3 (Paladin) Skill: Concentration (+1) Skill: Heal (+2) Feat: (Selected) Exotic Weapon Proficiency: Bastard Sword Level 4 (Paladin) Ability Raise: STR Skill: Concentration (+2) Skill: Heal (+1) Level 5 (Paladin) Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Level 6 (Paladin) Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Feat: (Selected) Great Cleave Level 7 (Paladin) Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Level 8 (Fighter) Ability Raise: STR Skill: Intimidate (+3) Feat: (Fighter Bonus) Improved Critical: Slashing Weapons Enhancement: Human - Human Versatility: Damage Boost (Rank 1) Enhancement: Human - Human Adaptability: Strength (Rank 1) Enhancement: Human - Improved Recovery (Rank 1) Enhancement: Knight of the Chalice (Pal) - Hunter of the Dead I (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) - Extra Turning (Rank 3) Enhancement: Knight of the Chalice (Pal) - Extra Smite (Rank 1) 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: 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) - 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) - Resilient Defense (Rank 1) Enhancement: Sacred Defender (Pal) - Resilient Defense (Rank 2) Enhancement: Sacred Defender (Pal) - Resilient Defense (Rank 3) Enhancement: Kensei (Ftr) - Kensei Focus: Heavy Blades (Rank 1) Enhancement: Kensei (Ftr) - Haste Boost (Rank 1) Enhancement: Kensei (Ftr) - Haste Boost (Rank 2) Enhancement: Kensei (Ftr) - Haste Boost (Rank 3) Level 9 (Paladin) Skill: Concentration (+2) Skill: Intimidate (+1) Feat: (Selected) Improved Shield Mastery Level 10 (Paladin) Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Level 11 (Paladin) Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Level 12 (Paladin) Ability Raise: STR Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Feat: (Selected) Improved Shield Bash Enhancement: Knight of the Chalice (Pal) - Divine Sacrifice (Rank 1) Enhancement: Knight of the Chalice (Pal) - Exalted Smite (Rank 1) 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) - Inciting Defense (Rank 1) Enhancement: Sacred Defender (Pal) - Inciting Defense (Rank 2) Enhancement: Sacred Defender (Pal) - Inciting Defense (Rank 3) Enhancement: Sacred Defender (Pal) - Strong Defense (Rank 1) Enhancement: Sacred Defender (Pal) - Strong Defense (Rank 2) Enhancement: Sacred Defender (Pal) - Strong Defense (Rank 3) Enhancement: Sacred Defender (Pal) - Swift Defense (Rank 1) Enhancement: Sacred Defender (Pal) - Hardy Defense (Rank 1) Enhancement: Sacred Defender (Pal) - Hardy Defense (Rank 2) Enhancement: Sacred Defender (Pal) - Hardy Defense (Rank 3) Level 13 (Paladin) Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Level 14 (Paladin) Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Level 15 (Paladin) Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Feat: (Selected) Two Handed Fighting Level 16 (Paladin) Ability Raise: STR Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Level 17 (Paladin) Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Level 18 (Paladin) Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Feat: (Selected) Improved Two Handed Fighting Level 19 (Paladin) Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Level 20 (Paladin) Ability Raise: STR Skill: Concentration (+1) Skill: Heal (+1) Skill: Intimidate (+1) Enhancement: Knight of the Chalice (Pal) - Courage of Heaven (Rank 1) Enhancement: Knight of the Chalice (Pal) - Vigor of Life (Rank 1) Enhancement: Sacred Defender (Pal) - Redemption (Rank 1) Enhancement: Sacred Defender (Pal) - Glorious Stand (Rank 1) Enhancement: Sacred Defender (Pal) - Bulwark Aura (Rank 1) Enhancement: Sacred Defender (Pal) - Bulwark Aura (Rank 2) Enhancement: Sacred Defender (Pal) - Resistance Aura (Rank 1) Enhancement: Sacred Defender (Pal) - Resistance Aura (Rank 2) Enhancement: Sacred Defender (Pal) - Harbored by Light (Rank 1) Enhancement: Sacred Defender (Pal) - Harbored by Light (Rank 2) Enhancement: Sacred Defender (Pal) - Harbored by Light (Rank 3) Enhancement: Sacred Defender (Pal) - Tenacious Defense (Rank 1) Enhancement: Sacred Defender (Pal) - Tenacious Defense (Rank 2) Enhancement: Sacred Defender (Pal) - Tenacious Defense (Rank 3) Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 1) Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 2) Enhancement: Kensei (Ftr) - Extra Action Boost (Rank 3) Enhancement: Stalwart Defender (Ftr) - Toughness (Rank 1) Enhancement: Stalwart Defender (Ftr) - Item Defense (Rank 1) Enhancement: Stalwart Defender (Ftr) - Threatening Countenance (Rank 1) Enhancement: Stalwart Defender (Ftr) - Threatening Countenance (Rank 2) Enhancement: Stalwart Defender (Ftr) - Threatening Countenance (Rank 3) Enhancement: Stalwart Defender (Ftr) - Shield Striking (Rank 1) Enhancement: Stalwart Defender (Ftr) - Shield Striking (Rank 2) Enhancement: Stalwart Defender (Ftr) - Shield Striking (Rank 3) Level 21 (Epic) Feat: (Selected) Greater Two Handed Fighting Level 22 (Epic) Level 23 (Epic) Level 24 (Epic) Ability Raise: STR Feat: (Selected) Epic: Overwhelming Critical Level 25 (Epic) Level 26 (Epic) Feat: (Epic Destiny) Epic Destiny: Holy Strike Level 27 (Epic) Feat: (Selected) Epic: Blinding Speed Level 28 (Epic) Ability Raise: STR Feat: (Epic Destiny) Epic Destiny: Elusive Target
Note: I front-loaded the shield feats for those who wish to go S&B ASAP; but honestly I think you'd be better off leveling as a conventional 2H pally and only switch to S&B at later levels when it becomes (slightly) more useful. To that end, you may wish to revise the feat order to take the THF chain ASAP and backload the shield feats later.