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Tokuhara
2011-06-25, 01:47 PM
Is this possible, the concept of making "The Ultimate Human?" Someone who is truly the pinnacle of the human race, who exemplifies what it means to be human. While yes, Human is the Optimizer's ultimate tool for creating the perfect character, human is still lacking ability score boosts, the ability to see in the dark, the durability the dwarf has, the grace an elf has, or even the strength of the orc. Yes, a single feat can sway a build into insanity, but even the most masterful usage of feats are limited to non-ability score bonuses.

So here's the challenge: Using Human Paragon, Pathfinder Human (identical, minus +2 to any ability one score, to represent this "pinnacle" ideal), and Fighter (3.5 version, any and all ACFs are allowed), make a true "Human Paragon)

Shadowknight12
2011-06-25, 01:48 PM
Replace "Fighter" with "Wizard" and you're all set.

DarthCyberWolf
2011-06-25, 01:52 PM
Scrap all that and add the Paragon Creature template. Or is that overkill?

Tokuhara
2011-06-25, 01:57 PM
Background: I'm jumping into a hybrid game, with live players and players on skype. The party has the following confirmed:

2 Rogues
1 Wizard focused on Crowd Control
1 Cleric (more than likely a band-aid (5c for royalties) dispenser)
1 Archery Ranger
1 Diplomancer

as you can see, there is no frontline combatant. I need to fufill that role.

The Rabbler
2011-06-25, 02:02 PM
I would go warblade instead, but if you can't avoid fighter, why not try out Jack B Quick (http://community.wizards.com/go/thread/view/75882/19869062/6_hits_to_1:_Jack_B._Quick)? It's a great fighter build based on AoOs.

Greensleeves
2011-06-25, 02:02 PM
You don't want to use ToB? I had such a concept once and the build I came up with had 9th level spells, 8th level maneuvers, +16 BAB and Inspire Courage at level 15-16 or so.

And if you just want to use Fighter, look up the handbook at BG. You want Dungeoncrasher and Zentarim Fighter though. No matter how you're actually going to play, you want those.

Tokuhara
2011-06-25, 02:07 PM
I'll expand it to human or psi warrior. I mostly want the pinnacle of humanity, such as Aragorn, the Scorpion King (pre-drider), and Vegeta (yes, he isn't human, but that pride in what he is as much as who he is, that is the goal)

HalfDragonCube
2011-06-25, 02:11 PM
You don't want to use ToB? I had such a concept once and the build I came up with had 9th level spells, 8th level maneuvers, +16 BAB and Inspire Courage at level 15-16 or so.

And if you just want to use Fighter, look up the handbook at BG. You want Dungeoncrasher and Zentarim Fighter though. No matter how you're actually going to play, you want those.

How exactly did you get maneuvers without ToB?

Also, factotum is kind of like a base class of human paragon. Try looking at that for ideas.

Zonugal
2011-06-25, 02:11 PM
Two questions.

1.) What level, ability array and books/sources are open to you?

2.) Is your DM willing to allow the spell-casting progression of Human Paragon 2 & 3 to apply to say manifesting?

Thrice Dead Cat
2011-06-25, 02:18 PM
Scrap all that and add the Paragon Creature template. Or is that overkill?

No, no no, just add more paragon to it! Paragon Human Human Paragon!:smallbiggrin:

More seriously, you could do something like Human Paragon 1/Wizard 1/Human Paragon +2/Wizard +1 or +2/Elf Friend (I forgot the actual class name, see Races of the Wild) 3/Eldritch Knight X/Abjurant Champion 5/EK +Y.

Loses two levels of casting, nearly full BAB, and additional human goodies.

Tokuhara
2011-06-25, 02:18 PM
Two questions.

1.) What level, ability array and books/sources are open to you?

2.) Is your DM willing to allow the spell-casting progression of Human Paragon 2 & 3 to apply to say manifesting?

1. Starting at level 5, 18 for all, all of pathfinder, 3.0, & 3.5
2. His exact quote: "If it exists in another class, such as spellcasting, incarnum, manifesting, etc., then paragons advance it."

The Rabbler
2011-06-25, 02:29 PM
1. Starting at level 5, 18 for all, all of pathfinder, 3.0, & 3.5
2. His exact quote: "If it exists in another class, such as spellcasting, incarnum, manifesting, etc., then paragons advance it."

wait wait wait. I thought you wanted a build that would emphasize the power of a human using nothing but the fighter or psywar. You certainly can't advance spellcasting, incarnum, and manifesting through a single-classed fighter. I'm an idiot.

Tokuhara
2011-06-25, 02:34 PM
wait wait wait. I thought you wanted a build that would emphasize the power of a human using nothing but the fighter or psywar. You certainly can't advance spellcasting, incarnum, and manifesting through a single-classed fighter. I'm an idiot.

It's ok buddy

Draz74
2011-06-25, 02:48 PM
K, well, it shouldn't be too hard to pull off an awesome build using something like Human Paragon 3 / Psychic Warrior 8 / Slayer 9. Shame if you can't take at least a dip in Tome of Battle, but you should still cherry-pick a few key maneuvers from it (I'm particularly fond of Baffling Defense, although I have to say this character's fluff is particularly compatible with Iron Heart Surge).

See if you can spare a feat for Able Learner, making your PsyWar levels actually not completely suck for skills. Use the Mind's Eye "Mantled Warrior" ACF to pick up Freedom or another good Mantle to expand the PsyWar's capabilities.

A lot of people think PsyWar is only good for King of Smack style fighting, with Claws of the Beast pumped up to large sizes as your main weapon. That's not really true. You can definitely pull off a good battlefield control tank (tripper or Stand Still) using PsyWar and a reach weapon. Or you can be a good grappler if that's your thing. You are a little limited when it comes to just beating the snot out of monsters with a non-reach manufactured weapon, but there are probably tricks that can make that work, too. Or you can just embrace the Claws style and flavor it as being an awesome martial artist.

Usual psionic tricks ... Vigor/Psicrystal/Share Pain will make your Constitution seem a lot higher ... Hustle/Psionic Meditation/Linked Power/Metapower (linked hustle) will make you a self-buffing machine if you can afford the feats. Prevenom or Prevenom Weapon is a deceptively good power if you can find some way to break the action economy so you don't have to spend every other round manifesting it.

Zonugal
2011-06-25, 02:51 PM
Some questions before I expand into the true construction period (I have a pretty good idea I want to show to you).

What type of campaign is this? Beyond just the setting (although if you are playing in an established campaign that would be helpful), what type of game (war, intrigue, high fantasy) is it?

Are you stone solid on not utilizing Tome of Battle, if even for a dip?

Jallorn
2011-06-25, 02:57 PM
I advise Chameleon, from Races of Destiny. It allows for day to day customization.

We need a healer? Ok, got it covered. Orcs are attacking the flank? It's cool, I can beat them back. No one can get to the tyrant king, huh? Hmm, should I use magic to teleport in, or just sneak in normally...

It's a fun class.

Tokuhara
2011-06-25, 03:01 PM
Some questions before I expand into the true construction period (I have a pretty good idea I want to show to you).

What type of campaign is this? Beyond just the setting (although if you are playing in an established campaign that would be helpful), what type of game (war, intrigue, high fantasy) is it?

Are you stone solid on not utilizing Tome of Battle, if even for a dip?

The campaign is a cross-planar war between Good, neutral, and evil, with 90% of the party being good.

And I mostly want an "Ultimate Human" frontline combatant. I said fighter because in our party, Human Fighter is a stereotype for 99% of all Human Heroes from fantasy. That, and I don't have a lot of time to work with and learn Tome of Battle

Biffoniacus_Furiou
2011-06-25, 03:22 PM
Perfect specimen human, you say? Go LN Cleric of Zarus (http://www.wizards.com/default.asp?x=dnd/ex/20041203a), get the Strength and War domains with the PH2 ACF for Strength. Go for Cleric 6/ Divine Oracle 4/ Contemplative 10, and get the Law and Destiny domains via Contemplative. Losing even one level of spellcasting for Human Paragon isn't worth it.

Get Extend, Persist, and DMM: Persist, say you've already visited the Frog God's Fane in Complete Scoundrel to get the Skill Focus prerequisite for Divine Oracle for 2,000 gp without having to spend a feat on it. If you get any extra feats pick up Power Attack and/or Combat Reflexes. Get a Lesser Rod of Extend, a Reliquary Holy Symbol, Mithral Breastplate, a Masterwork Greatsword, a Wand of Faith Healing, and possibly a Healing Belt. Use DMM: Persist Divine Favor and Extended Magic Vestment, start fights by casting Shield of Faith or Enlarge Person or Bull's Strength. The Wand of Faith Healing will only work on targets who are good enough to deserve it, which fits perfectly with Zarus' teachings.

You'll be spontaneously casting Strength domain spells and you should never bother to prepare healing spells, use them all for buffs, offense (Hold Person), and utility (Dispel Magic). Plan to get an +1 Animated Heavy Shield which you should be casting (Rod of) Extended Magic Vestment on each day at level 8+. Work on getting two Night Sticks so you can DMM: Persist Divine Power as well. Also try to get a standard Strand of Prayer Beads which has had the Bead of Smiting removed, as per DMG pricing it should cost 9,000 gp and will contain beads of karma and healing. Use the Bead of Karma before casting your daily buffs for an extra +1 (and eight hours) from Magic Vestment. At level 17 you'll be able to DMM: Persist Choose Destiny, the best buff in the game.

Tokuhara
2011-06-25, 03:26 PM
Perfect specimen human, you say? Go LN Cleric of Zarus (http://www.wizards.com/default.asp?x=dnd/ex/20041203a), get the Strength and War domains with the PH2 ACF for Strength. Go for Cleric 6/ Divine Oracle 4/ Contemplative 10, and get the Law and Destiny domains via Contemplative. Losing even one level of spellcasting for Human Paragon isn't worth it.

Get Extend, Persist, and DMM: Persist, say you've already visited the Frog God's Fane in Complete Scoundrel to get the Skill Focus prerequisite for Divine Oracle for 2,000 gp without having to spend a feat on it. If you get any extra feats pick up Power Attack and/or Combat Reflexes. Get a Lesser Rod of Extend, a Reliquary Holy Symbol, Mithral Breastplate, a Masterwork Greatsword, a Wand of Faith Healing, and possibly a Healing Belt. Use DMM: Persist Divine Favor and Extended Magic Vestment, start fights by casting Shield of Faith or Enlarge Person or Bull's Strength. The Wand of Faith Healing will only work on targets who are good enough to deserve it, which fits perfectly with Zarus' teachings.

You'll be spontaneously casting Strength domain spells and you should never bother to prepare healing spells, use them all for buffs, offense (Hold Person), and utility (Dispel Magic). Plan to get an +1 Animated Heavy Shield which you should be casting (Rod of) Extended Magic Vestment on each day at level 8+. Work on getting two Night Sticks so you can DMM: Persist Divine Power as well. Also try to get a standard Strand of Prayer Beads which has had the Bead of Smiting removed, as per DMG pricing it should cost 9,000 gp and will contain beads of karma and healing. Use the Bead of Karma before casting your daily buffs for an extra +1 (and eight hours) from Magic Vestment. At level 17 you'll be able to DMM: Persist Choose Destiny, the best buff in the game.

Sorry to burst the bubble, but the party already has a buff-healer, and I'm not really good with spellcasting either. Only spellcasting I'm good with is druid

ImperatorK
2011-06-25, 03:51 PM
Who says you have to buff/heal your party? :smallamused:

Tokuhara
2011-06-25, 04:10 PM
Who says you have to buff/heal your party? :smallamused:

Ok. Let me set the parameters:

Full Base Attack Class
Limited to none spellcasting*
Greathammer, Minotaur as primary weapon (Starting with a Gold version), with ranged weapon as secondary usage (perhaps thrown?)
No ToB (Don't Really Know It Too Well, though Aptitude is ok)
Must use all three levels of Human Paragon and PF Human
Must be a "Rogue" Build (non-mainstream build)

*Armored Mage is the Exception

Zonugal
2011-06-25, 05:51 PM
Well I don't know if this matches up with your new specifications (I was already building it before so I figured I'd finish it just to show you a possible alternative). While this character does utilize spells I'd say you can re-flavor them to be bursts of his spirit or sheer personality as all of them are personal buffs (this is to not step on the toes of the other cleric). And while you requested a "traditional" front-line fighter I feel this character more than matches them with his resilience and special abilities that not only would apply greater tactical pressure to his foes, but also allows him to fall into the natural position of commander.

Captain Roy Valiant
“General Klando has said that wars are fought with magic but are won by men. Our goal is to create the greatest army in history. But every army begins with one man. He will be the first in a new breed of super-soldier. We are going to win this war because we have the best men. And they, personally, will escort Lord Garxon to the ninth gate of Baator.”

Captain Roy Valiant: Male Human Male Cleric 1/Human Paragon 3/Marshal 1; CR 5; Medium Humanoid (Human); HD 5d8+20; hp 49; Init +4; Spd 30 ft.; AC 22 (10 +4 dex +5 armor bonus +3 shield bonus ), touch 17 (10 +4 dex +3 shield bonus), flat-footed 18 (10 +5 armor bonus +3 shield bonus); Base Atk +2; Grp +7; Atk +7 melee (1d4+5/x2; heavy shield); SQ Turn Undead (7/day; +2 to turns), Domains (Courage & Strength), Adaptive Learning (Diplomacy), Motivate Intelligence; AL LG; SV Fort +9, Ref +5, Will +10; Str 20, Dex 18, Con 18, Int 18, Wis 19, Cha 18.
Skills, Skill Tricks and Feats: Concentration +11 (7 ranks +4 con), Craft (Armorsmithing) +14 (6 ranks +4 int +4 cha), Diplomacy +18 (7 ranks +4 cha +2 synergy +3 skill focus +1 honest +1 polite), Heal +6 (2 ranks +4 wis), Knowledge (Arcana) +16 (8 ranks +4 int +4 cha), Knowledge (History) +9 (1 rank +4 int +4 cha), Knowledge (Local) +16 (8 ranks +4 int +4 cha), Knowledge (Nobility & Royalty) +9 (1 rank +4 int +4 cha), Knowledge (Religion) +16 (8 ranks +4 int +4 cha), Knowledge (the Planes) +16 (8 ranks +4 int +4 cha) and Sense Motive +8 (5 rank +4 wis -1 honest); Collector of Stories; Ancestral Relic, Improved Shield Bash, Knowledge Devotion, Martial Weapon Proficiency (Heavy Shield), Shield Specialization (Heavy Shield), Shield Ward, Skill Focus (Diplomacy), Strength Devotion and Tireless.
Traits and Flaws: Honest & Polite; Inattentive & Shaky
Spells per Day (CL 3): 4 0-level spells (DC 14), 3+1[D] 1st-level spells (DC 15), 2+1[D] 2nd-level spells (DC 16)
Spells Typically Prepared: 0-level: Cure Minor Wounds, Guidance (2) and Resistance; 1st-level: Endure Elements, Entropic Shield, Protection from Evil and Remove Fear [D]; 2nd-level: Aid [D], Enthrall and Resist Energy.
Equipment: Heavy Steel Shield and Mithral Chainmail.

Spells
0-level
Cure Minor Wounds: Cures one point of damage.
Guidance: +1 on one attack roll, saving throw or skill check.
Resistance: Subject gains +1 on saving throws.
1st-level
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Protection from Evil: +2 to AC and saves, counter mind-control, hedge out elementals & outsiders.
Remove Fear [Domain]: Suppresses fear or gives +4 on saves against fear for one subject + one per 4 levels.
2nd-level
Aid [Domain]: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max 10).
Enthrall: Captivates all creatures within 100 ft. + 10ft. /level.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Abilities
The Shield: Not only does your shield provide you a hefty protection towards AC (normal & touch) but it also grants such protection to resisting bull-rushes, disarms, grapples, over-runs and trip attacks.
Courage Domain: You radiate an aura of courage that grants all allies within 10 ft. (including yourself) a +4 moral bonus on saving throws against fear effects. This ability functions only while you are conscious.
Strength Devotion: Upwards of seven times per day as a swift action, you can bypass hardness with your melee attacks for 1 minute. In addition, you gain a slam attack (1d6) as a natural weapon, and all your melee attacks (natural or not) gain the adamantine property for the purpose of overcoming damage reduction.
As a natural weapon, your slam attack does not provoke attacks of opportunity.
Knowledge Devotion: Captain Roy Valiant should be achieving anywhere from a +3 to +4 on attack & damage rolls, in addition to gaining anywhere from two to three useful pieces of information related to combat, against such creatures: constructs, dragons, magical beasts, humanoids, undead, outsiders and elementals.

ADAPTATION
For a re-shift of the characters melee strengths into more versatility try switching out Shield Ward & Shield Specialization for Exotic Weapon Proficiency (Hand Crossbow) and Rapid Reload, this is properly done by taking Skill Focus (Diplomacy) early in the build as to shift it out later for the exotic weapon proficiency.

ImperatorK
2011-06-25, 06:10 PM
How is that non spellcasting? :smallconfused:

Zonugal
2011-06-25, 06:12 PM
If you're going to take the three levels of Human Paragon it is just poor optimization not to use the caster progression.

Coidzor
2011-06-25, 06:18 PM
Background: I'm jumping into a hybrid game, with live players and players on skype. The party has the following confirmed:

2 Rogues
1 Wizard focused on Crowd Control
1 Cleric (more than likely a band-aid (5c for royalties) dispenser)
1 Archery Ranger
1 Diplomancer

as you can see, there is no frontline combatant. I need to fufill that role.

Would've been nice to have that in the OP, rather than telling us to do some kind of hypothetical character there and then changing it like two posts later.

Welp, changing thought tracks now. I'd recommending a Zarusian Cleric > Human Paragon so that you emphasize the human, are good at fighting, and don't waste Human Paragon's advancement of casting.

Is the Diplomancer going to be mostly bard? Cuz if so, get him to take that one thing that lets him affect undead with his music so you can have him inspire courage your undead while they basically set up the rogues for flanking and you wade into combat along with 'em and eventually go into like Bone Knight or sommat.


Sorry to burst the bubble, but the party already has a buff-healer, and I'm not really good with spellcasting either. Only spellcasting I'm good with is druid

Right. Because a melee cleric build is a buff-healer. I'd recommend you point the guy who thinks clerics are only for being band-aids to the Cleric Handbook and take a look at it yourself if you're that uncomfortable with looking at a class other than druid's spell list.

Draz74
2011-06-25, 06:55 PM
If you're going to take the three levels of Human Paragon it is just poor optimization not to use the caster progression.

Except he says his DM is allowing Human Paragon to advance psionics, meldshaping, or somesuch instead. (This, btw, would have been really nice to have written in the OP.)

Zonugal
2011-06-25, 07:07 PM
Except he says his DM is allowing Human Paragon to advance psionics, meldshaping, or somesuch instead. (This, btw, would have been really nice to have written in the OP.)

If you're going to be advancing psionics, meldshaping or other such systems than I see little difference in advancing divine casting.

Although if Human Paragon advanced say maneuvers & IL for a Crusader than the build could become something much more amazing.

JKTrickster
2011-06-25, 07:25 PM
Why don't you try out ShneekeyTheLost's thread? He is purposely handling such intensive build requests, as long as you don't mind his wacky class progression. But he sure knows his stuff! You can find his thread right here (http://www.giantitp.com/forums/showthread.php?t=203959).

Tokuhara
2011-06-25, 08:07 PM
Alright... I realize I'm not the best post-er on the planet, so I will appologize ahead of time. I just need a build, pretty much complete (minus ability scores) that I can print off, transfer to a sheet, and be able to play. Zonugal, I like where you are headed, thematics-wise. Can someone post a Human Paragon "Leader" who uses a Gold Greathammer and can do silly things with said hammer?

Zonugal
2011-06-25, 08:13 PM
Zonugal, I like where you are headed, thematics-wise. Can someone post a Human Paragon "Leader" who uses a Gold Greathammer and can do silly things with said hammer?

If you swap out the courage domain for the metal domain in my build you can pick up the hammer for free. After that you'll have to decide if you want to replace the shield feats with more weapon-oriented (power attack, improved sunder and cleave come to mind as some).

But that depends if you want to use the model of Captain Roy Valiant.

Tokuhara
2011-06-25, 08:20 PM
If you swap out the courage domain for the metal domain in my build you can pick up the hammer for free. After that you'll have to decide if you want to replace the shield feats with more weapon-oriented (power attack, improved sunder and cleave come to mind as some).

But that depends if you want to use the model of Captain Roy Valiant.

I love the build. Absolutely ADORE it. Even the name is sweet. So Sunder & Sillyness is my goal? After I finish this level, where precisely do I go? Captian Roy seems to need a PrC that will make him more leader-y. Yes, the diplomancer (an Aasimar Bard) is "I'm going to talk my way out of a fight," but I'm William Wallace: "Follow Me To Freedom!!!!!" kinda guy

Zonugal
2011-06-25, 11:01 PM
I love the build. Absolutely ADORE it. Even the name is sweet. So Sunder & Sillyness is my goal? After I finish this level, where precisely do I go? Captian Roy seems to need a PrC that will make him more leader-y. Yes, the diplomancer (an Aasimar Bard) is "I'm going to talk my way out of a fight," but I'm William Wallace: "Follow Me To Freedom!!!!!" kinda guy

In a bit I'll update the build to accommodate the hammer & sundering preference (I have a quick essay to pop out for an online course).

But regarding the future of the character? It would depend on where you envision such a character (and also where you want him to go)? Off the top of my head (because I built Captain Roy Valiant to function primarily at 5th level) I'd steer his efforts towards Rune Caster focusing on self-buffs. If you wanted to avoid any more casting I'd say a pathway through Fighter with Zhentarim & Dungeoncrasher acfs would be in order (but this as well would require some shifting of the original build).

Tokuhara
2011-06-26, 02:16 AM
In a bit I'll update the build to accommodate the hammer & sundering preference (I have a quick essay to pop out for an online course).

But regarding the future of the character? It would depend on where you envision such a character (and also where you want him to go)? Off the top of my head (because I built Captain Roy Valiant to function primarily at 5th level) I'd steer his efforts towards Rune Caster focusing on self-buffs. If you wanted to avoid any more casting I'd say a pathway through Fighter with Zhentarim & Dungeoncrasher acfs would be in order (but this as well would require some shifting of the original build).

This is how I updated him:

Captain Roy Valiant
“General Klando has said that wars are fought with magic but are won by men. Our goal is to create the greatest army in history. But every army begins with one man. He will be the first in a new breed of super-soldier. We are going to win this war because we have the best men. And they, personally, will escort Lord Garxon to the ninth gate of Baator.”

Captain Roy Valiant: Male Human Male Cleric 1/Human Paragon 3/Marshal 1; CR 5; Medium Humanoid (Human); HD 5d8+20; hp 60; Init +4; Spd 30 ft.; AC 19 (10 +4 dex +5 armor bonus), touch 14 (10 +4 dex), flat-footed 15 (10 +5 armor bonus); Base Atk +2; Grp +7; Atk +7 melee; SQ Turn Undead (8/day; +2 to turns), Domains (Metal & Strength), Adaptive Learning (Diplomacy), Motivate Intelligence; AL LG; SV Fort +9, Ref +5, Will +10; Str 20, Dex 18, Con 18, Int 18, Wis 19, Cha 20.
Skills, Skill Tricks and Feats: Concentration +11 (7 ranks +4 con), Craft (Armorsmithing) +15 (6 ranks +4 int +5 cha), Diplomacy +19 (7 ranks +5 cha +2 synergy +3 skill focus +1 honest +1 polite), Heal +6 (2 ranks +4 wis), Knowledge (Arcana) +17 (8 ranks +4 int +5 cha), Knowledge (History) +10 (1 rank +4 int +5 cha), Knowledge (Local) +17 (8 ranks +4 int +5 cha), Knowledge (Nobility & Royalty) +10 (1 rank +4 int +5 cha), Knowledge (Religion) +17 (8 ranks +4 int +4 cha), Knowledge (the Planes) +17 (8 ranks +4 int +5 cha) and Sense Motive +8 (5 rank +4 wis -1 honest); Collector of Stories; Ancestral Relic, Exotic Weapon Proficiency (Gold Minotaur Greathammer), Knowledge Devotion, Power Attack, Improved Sunder, Cleave, Skill Focus (Diplomacy), Strength Devotion, and Divine Might
Traits and Flaws: Honest & Polite; Inattentive & Shaky
Spells per Day (CL 3): 4 0-level spells (DC 14), 3+1[D] 1st-level spells (DC 15), 2+1[D] 2nd-level spells (DC 16)
Spells Typically Prepared: 0-level: Cure Minor Wounds, Guidance (2) and Resistance; 1st-level: Endure Elements, Entropic Shield, Protection from Evil and Magic Weapon [D]; 2nd-level: Heat Metal [D], Enthrall and Resist Energy.
Equipment: Gold Minotaur Greathammer (2d12+5, 18-20x4) and Mithral Chainmail.

Spells
0-level
Cure Minor Wounds: Cures one point of damage.
Guidance: +1 on one attack roll, saving throw or skill check.
Resistance: Subject gains +1 on saving throws.
1st-level
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Protection from Evil: +2 to AC and saves, counter mind-control, hedge out elementals & outsiders.
Magic Weapon [Domain]: Weapon gets +1 to attack and damage rolls
2nd-level
Heat Metal [Domain]: Increase temperature of metal. First becomes uncomfortable to hold, then deals 1d4/5lbs, then 2d4/5lbs. Damage taken reduced by cold spells
Enthrall: Captivates all creatures within 100 ft. + 10ft. /level.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Abilities
Metal Domain: Proficiency in all Hammers
Strength Devotion: Upwards of seven times per day as a swift action, you can bypass hardness with your melee attacks for 1 minute. In addition, you gain a slam attack (1d6) as a natural weapon, and all your melee attacks (natural or not) gain the adamantine property for the purpose of overcoming damage reduction.
As a natural weapon, your slam attack does not provoke attacks of opportunity.
Knowledge Devotion: Captain Roy Valiant should be achieving anywhere from a +3 to +4 on attack & damage rolls, in addition to gaining anywhere from two to three useful pieces of information related to combat, against such creatures: constructs, dragons, magical beasts, humanoids, undead, outsiders and elementals.

Essentially the same, minus I dropped Tireless in favor of Divine Might (+cha to damage for me = +5 free damage. Why yes sir, you are taking 35 damage.) Actually worked quite well. Basically, Power Attack + Knowledge Devotion + Divine Might = silly damage.

and Rune Caster. What book is that from?

Zonugal
2011-06-26, 02:51 AM
This is how I updated him:

Captain Roy Valiant
“General Klando has said that wars are fought with magic but are won by men. Our goal is to create the greatest army in history. But every army begins with one man. He will be the first in a new breed of super-soldier. We are going to win this war because we have the best men. And they, personally, will escort Lord Garxon to the ninth gate of Baator.”

Captain Roy Valiant: Male Human Male Cleric 1/Human Paragon 3/Marshal 1; CR 5; Medium Humanoid (Human); HD 5d8+20; hp 60; Init +4; Spd 30 ft.; AC 19 (10 +4 dex +5 armor bonus), touch 14 (10 +4 dex), flat-footed 15 (10 +5 armor bonus); Base Atk +2; Grp +7; Atk +7 melee; SQ Turn Undead (8/day; +2 to turns), Domains (Metal & Strength), Adaptive Learning (Diplomacy), Motivate Intelligence; AL LG; SV Fort +9, Ref +5, Will +10; Str 20, Dex 18, Con 18, Int 18, Wis 19, Cha 20.
Skills, Skill Tricks and Feats: Concentration +11 (7 ranks +4 con), Craft (Armorsmithing) +15 (6 ranks +4 int +5 cha), Diplomacy +19 (7 ranks +5 cha +2 synergy +3 skill focus +1 honest +1 polite), Heal +6 (2 ranks +4 wis), Knowledge (Arcana) +17 (8 ranks +4 int +5 cha), Knowledge (History) +10 (1 rank +4 int +5 cha), Knowledge (Local) +17 (8 ranks +4 int +5 cha), Knowledge (Nobility & Royalty) +10 (1 rank +4 int +5 cha), Knowledge (Religion) +17 (8 ranks +4 int +4 cha), Knowledge (the Planes) +17 (8 ranks +4 int +5 cha) and Sense Motive +8 (5 rank +4 wis -1 honest); Collector of Stories; Ancestral Relic, Exotic Weapon Proficiency (Gold Minotaur Greathammer), Knowledge Devotion, Power Attack, Improved Sunder, Cleave, Skill Focus (Diplomacy), Strength Devotion, and Divine Might
Traits and Flaws: Honest & Polite; Inattentive & Shaky
Spells per Day (CL 3): 4 0-level spells (DC 14), 3+1[D] 1st-level spells (DC 15), 2+1[D] 2nd-level spells (DC 16)
Spells Typically Prepared: 0-level: Cure Minor Wounds, Guidance (2) and Resistance; 1st-level: Endure Elements, Entropic Shield, Protection from Evil and Magic Weapon [D]; 2nd-level: Heat Metal [D], Enthrall and Resist Energy.
Equipment: Gold Minotaur Greathammer (2d12+5, 18-20x4) and Mithral Chainmail.

Spells
0-level
Cure Minor Wounds: Cures one point of damage.
Guidance: +1 on one attack roll, saving throw or skill check.
Resistance: Subject gains +1 on saving throws.
1st-level
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Protection from Evil: +2 to AC and saves, counter mind-control, hedge out elementals & outsiders.
Magic Weapon [Domain]: Weapon gets +1 to attack and damage rolls
2nd-level
Heat Metal [Domain]: Increase temperature of metal. First becomes uncomfortable to hold, then deals 1d4/5lbs, then 2d4/5lbs. Damage taken reduced by cold spells
Enthrall: Captivates all creatures within 100 ft. + 10ft. /level.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.

Abilities
Metal Domain: Proficiency in all Hammers
Strength Devotion: Upwards of seven times per day as a swift action, you can bypass hardness with your melee attacks for 1 minute. In addition, you gain a slam attack (1d6) as a natural weapon, and all your melee attacks (natural or not) gain the adamantine property for the purpose of overcoming damage reduction.
As a natural weapon, your slam attack does not provoke attacks of opportunity.
Knowledge Devotion: Captain Roy Valiant should be achieving anywhere from a +3 to +4 on attack & damage rolls, in addition to gaining anywhere from two to three useful pieces of information related to combat, against such creatures: constructs, dragons, magical beasts, humanoids, undead, outsiders and elementals.

Essentially the same, minus I dropped Tireless in favor of Divine Might (+cha to damage for me = +5 free damage. Why yes sir, you are taking 35 damage.) Actually worked quite well. Basically, Power Attack + Knowledge Devotion + Divine Might = silly damage.

and Rune Caster. What book is that from?

Overall I would say it looks like a solid build with a lot of potential (I only had Tireless there because my entire build was a send-off to Captain America...)

Rune Caster can be found in Players Guide to Faerun.