Archpaladin Zousha
2008-12-01, 12:32 AM
I'm joining a 3.5 game and I've been looking to refine this paladin build I found on the WOTC boards.
----------INC Wall of Spam for Stormshadow (Ninjarabbit)--------------
So I researched and read alot of books/forums and put this together...
1 CL/6 Paladin/ 3 Pious Templar / 10 Fist of Raziel
Hu(Divine Might)
(1)Power Attack
(1)Weapon Focus [Domain Feat]
(3)Sacred Vit
(6)True Believer
(9)Servant of the heavens
(12)Battle Blessing
(15)Divine Vigor
(18)Leadership Or Divine Shield (Since he wont have a mount its in the air..)
Lv/BAB/Saves
1 0 2 0 2
-------------------
2 1 4 0 2
3 2 5 0 2
4 3 5 1 3
5 4 6 1 3
6 5 6 1 3
7 6/1 7 2 4
-------------------
8 7/2 9 2 6
9 8/3 10 2 7
10 9/4 10 3 7
-------------------
11 10/5 12 3 7
12 11/6/1 13 3 7
13 12/7/2 13 4 8
14 13/8/3 14 4 8
15 14/9/4 14 4 8
16 15/10/5 15 5 9
17 16/11/6/1 15 5 9
18 17/12/7/2 16 5 9
19 18/13/8/3 16 5 9
20 19/14/9/4 17 5 9
HD 1d8/6d10/3d10/10d10
2 for cleric spells
2/1/1/1 for paladin spells
Cleric: Two Domains/Spontaneous Casting/Turn Undead/Aura (Best Dip known to man)
Paladin:
1st: Aura of Good/Detect Evil/Divine Grace/Lay on Hands
2nd: Aura of Courage/Smite Evil 1/
3rd: Remove Disease/Turn Undead
4th: Spells (Yay!)
5th: Smite Evil 2/ Special Mount -Variant (See Below)
6th: Remove Disease 2 (Curse Breaker)??? (And For the 15th level gain from Underdark Knight)
Underdark Knight (CC, p 49): Lose special mount. Gain low-light vision, and a bonus to climb, jump, and balance.
At 7th level, gain spike stones. At 12th level gain earth glide. At 15th level gain dimension door.
Low Light Vision: Major Plus for Crawling around under the earth.
Spike Stones: http://www.d20srd.org/srd/spells/spikeStones.htm Nice for setting up a rear guard.
Earth Glide (Ex): The Paladin can glide through stone, dirt, or almost any other sort of earth except metal as easily
as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.
A move earth spell cast on an area containing the burrowing Paladin flings the Paladin back 30 feet, stunning it
for 1 round unless it makes a DC 15 Fortitude save. (lol DC 15 Fort)
Dimension Door: Only usable at level 20 since Paladin Level would hit 15 at 20???
Pious Templar: The Steve Nash of the build.
1st: Mettle
2nd: Smite 1
3rd: DR 1
Mettle (Su): A pious templar's special blessing allows her to shrug off magical effects that would otherwise harm her.
If a pious templar makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect,
she suffers no effect from the spell at all.
Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.
Fist of Raziel: The Icing on the cake.
1st: Magic Circle/Smite evil 1 (Good Aligned)
2nd: +1 level of existing class
3rd: Smite evil 2 (Confirming)/+1 level of existing class
4th: Sanctify Martial Strike/+1 level of existing class
5th: Smite Evil 3 (Holy)/+1 level of existing class
6th: Sunder Evil Item/+1 level of existing class
7th: Smite Evil 4 (Fiendsmite)/+1 level of existing class
8th: +1 level of existing class
9th: Smite Evil 5 (Chain)/+1 level of existing class
10th Holy Martial Strike/+1 level of existing class
Magic Circle (Su): A 1st-level fist of Raziel is constantly surrounded by a magic circle against evil effect,
as the spell cast by a cleric of the fist's total character level.
Good-Aligned: At 1st level, whenever a fist of Raziel smites evil, her weapon is considered good-aligned for purposes of bypassing the damage reduction
of some evil outsiders, as if she had the Exalted Smite feat.
Confirming: At 3rd level, whenever a fist of Raziel smites evil, all critical rolls are automatically successful
(so every threat is a critical hit). This works even if the weapon has a magical effect related to critical hits,
unlike the similar effect of the bless weapon spell.)
Sanctify Martial Stirke at 4th level: Whenever you wield a specific kind of weapon it deals 1 extra point of damage to evil creatures
or 1d4 points to evil outsiders and evil undead. In addition that weapon is considered good-aligned for purposes of
overcomming damage reduction.
Holy: At 5th level, whenever a fist of Raziel smites evil, her weapon is considered holy, dealing an extra 2d6 points of damage against evil creatures.
This additional damage stacks with the additional damage she deals from the smite.
However, it does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.
Sunder Evil Item (Su): At 6th level, whenever a fist of Raziel attacks an object that is evil
(such asan unholy sword or a darkskull) or an evil construct (such as a retriever),
she deals double damage. This does not stack with the benefits of the Great Sunder feat.
Fiendsmite: At 7th level, whenever a fist of Raziel smites evil, her weapon deals an extra 2d8 points of damage against evil outsiders and evil undead,
instead of the +2d6 normally dealt by a holy weapon. If she also has the Exalted Smite feat, this damage is still doubled.
Chain: At 9th level, whenever a fist of Raziel smites evil, bolts of holy power erupt from the target creature and strike
up to 5 additional evil targets within 30 feet, chosen by the fist of Raziel. Targets take 2d6 points of damage, or 2d8
if they are evil outsiders or evil undead. A successful Reflex save (DC 15 + the fist of Raziel's Charisma modifier)
reduces the damage by half.
Holy Martial Strike (Su): Any weapon that a 10th-level fist of Raziel wields is treated as a holy weapon,
dealing an extra 2d6 points of damage to evil creatures,even when he is not smiting evil.
This additional damage does not stack with the benefit of the Sanctify Martial Strike feat
or with the extra damage dealt by a weapon with the holy weapon property.
-----------------------------------------------------------------------
Few questions though.
1.With the Underdark build is dimension door a spell or spell like ability and would the paladin be able to cast it at 20 since Fist makes him level 15?
2. Is smite a standard action? Say you Rhino rush, charge in divine might,power attack and smite evil. Would that allow you to take a full attack? (I'm confused on the subject.)
3. Is there an item to increase how many spells you can cast like a ring of wizardry but for divine spells?
4.How exactly does a divine metamagic feat work to make spells last longer?
I really like the look of this build, but I need to ask a couple questions. I'm having trouble figuring out exactly how it's set up. Is there a way I could get a sort of level-by-level plan of this to see what to take at what level? What are the general tactics involved? Does this rely on the worship of any particular deity or the use of a particular weapon?
----------INC Wall of Spam for Stormshadow (Ninjarabbit)--------------
So I researched and read alot of books/forums and put this together...
1 CL/6 Paladin/ 3 Pious Templar / 10 Fist of Raziel
Hu(Divine Might)
(1)Power Attack
(1)Weapon Focus [Domain Feat]
(3)Sacred Vit
(6)True Believer
(9)Servant of the heavens
(12)Battle Blessing
(15)Divine Vigor
(18)Leadership Or Divine Shield (Since he wont have a mount its in the air..)
Lv/BAB/Saves
1 0 2 0 2
-------------------
2 1 4 0 2
3 2 5 0 2
4 3 5 1 3
5 4 6 1 3
6 5 6 1 3
7 6/1 7 2 4
-------------------
8 7/2 9 2 6
9 8/3 10 2 7
10 9/4 10 3 7
-------------------
11 10/5 12 3 7
12 11/6/1 13 3 7
13 12/7/2 13 4 8
14 13/8/3 14 4 8
15 14/9/4 14 4 8
16 15/10/5 15 5 9
17 16/11/6/1 15 5 9
18 17/12/7/2 16 5 9
19 18/13/8/3 16 5 9
20 19/14/9/4 17 5 9
HD 1d8/6d10/3d10/10d10
2 for cleric spells
2/1/1/1 for paladin spells
Cleric: Two Domains/Spontaneous Casting/Turn Undead/Aura (Best Dip known to man)
Paladin:
1st: Aura of Good/Detect Evil/Divine Grace/Lay on Hands
2nd: Aura of Courage/Smite Evil 1/
3rd: Remove Disease/Turn Undead
4th: Spells (Yay!)
5th: Smite Evil 2/ Special Mount -Variant (See Below)
6th: Remove Disease 2 (Curse Breaker)??? (And For the 15th level gain from Underdark Knight)
Underdark Knight (CC, p 49): Lose special mount. Gain low-light vision, and a bonus to climb, jump, and balance.
At 7th level, gain spike stones. At 12th level gain earth glide. At 15th level gain dimension door.
Low Light Vision: Major Plus for Crawling around under the earth.
Spike Stones: http://www.d20srd.org/srd/spells/spikeStones.htm Nice for setting up a rear guard.
Earth Glide (Ex): The Paladin can glide through stone, dirt, or almost any other sort of earth except metal as easily
as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence.
A move earth spell cast on an area containing the burrowing Paladin flings the Paladin back 30 feet, stunning it
for 1 round unless it makes a DC 15 Fortitude save. (lol DC 15 Fort)
Dimension Door: Only usable at level 20 since Paladin Level would hit 15 at 20???
Pious Templar: The Steve Nash of the build.
1st: Mettle
2nd: Smite 1
3rd: DR 1
Mettle (Su): A pious templar's special blessing allows her to shrug off magical effects that would otherwise harm her.
If a pious templar makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect,
she suffers no effect from the spell at all.
Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.
Fist of Raziel: The Icing on the cake.
1st: Magic Circle/Smite evil 1 (Good Aligned)
2nd: +1 level of existing class
3rd: Smite evil 2 (Confirming)/+1 level of existing class
4th: Sanctify Martial Strike/+1 level of existing class
5th: Smite Evil 3 (Holy)/+1 level of existing class
6th: Sunder Evil Item/+1 level of existing class
7th: Smite Evil 4 (Fiendsmite)/+1 level of existing class
8th: +1 level of existing class
9th: Smite Evil 5 (Chain)/+1 level of existing class
10th Holy Martial Strike/+1 level of existing class
Magic Circle (Su): A 1st-level fist of Raziel is constantly surrounded by a magic circle against evil effect,
as the spell cast by a cleric of the fist's total character level.
Good-Aligned: At 1st level, whenever a fist of Raziel smites evil, her weapon is considered good-aligned for purposes of bypassing the damage reduction
of some evil outsiders, as if she had the Exalted Smite feat.
Confirming: At 3rd level, whenever a fist of Raziel smites evil, all critical rolls are automatically successful
(so every threat is a critical hit). This works even if the weapon has a magical effect related to critical hits,
unlike the similar effect of the bless weapon spell.)
Sanctify Martial Stirke at 4th level: Whenever you wield a specific kind of weapon it deals 1 extra point of damage to evil creatures
or 1d4 points to evil outsiders and evil undead. In addition that weapon is considered good-aligned for purposes of
overcomming damage reduction.
Holy: At 5th level, whenever a fist of Raziel smites evil, her weapon is considered holy, dealing an extra 2d6 points of damage against evil creatures.
This additional damage stacks with the additional damage she deals from the smite.
However, it does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.
Sunder Evil Item (Su): At 6th level, whenever a fist of Raziel attacks an object that is evil
(such asan unholy sword or a darkskull) or an evil construct (such as a retriever),
she deals double damage. This does not stack with the benefits of the Great Sunder feat.
Fiendsmite: At 7th level, whenever a fist of Raziel smites evil, her weapon deals an extra 2d8 points of damage against evil outsiders and evil undead,
instead of the +2d6 normally dealt by a holy weapon. If she also has the Exalted Smite feat, this damage is still doubled.
Chain: At 9th level, whenever a fist of Raziel smites evil, bolts of holy power erupt from the target creature and strike
up to 5 additional evil targets within 30 feet, chosen by the fist of Raziel. Targets take 2d6 points of damage, or 2d8
if they are evil outsiders or evil undead. A successful Reflex save (DC 15 + the fist of Raziel's Charisma modifier)
reduces the damage by half.
Holy Martial Strike (Su): Any weapon that a 10th-level fist of Raziel wields is treated as a holy weapon,
dealing an extra 2d6 points of damage to evil creatures,even when he is not smiting evil.
This additional damage does not stack with the benefit of the Sanctify Martial Strike feat
or with the extra damage dealt by a weapon with the holy weapon property.
-----------------------------------------------------------------------
Few questions though.
1.With the Underdark build is dimension door a spell or spell like ability and would the paladin be able to cast it at 20 since Fist makes him level 15?
2. Is smite a standard action? Say you Rhino rush, charge in divine might,power attack and smite evil. Would that allow you to take a full attack? (I'm confused on the subject.)
3. Is there an item to increase how many spells you can cast like a ring of wizardry but for divine spells?
4.How exactly does a divine metamagic feat work to make spells last longer?
I really like the look of this build, but I need to ask a couple questions. I'm having trouble figuring out exactly how it's set up. Is there a way I could get a sort of level-by-level plan of this to see what to take at what level? What are the general tactics involved? Does this rely on the worship of any particular deity or the use of a particular weapon?