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Best Paladin in core-rule??

Planesinger

First Post
Nameless one, Paladin 2/Sorcerer 6 /Eldritch Knight 6
Asmair male
Hit Dice: 2d10+6d4+6d6+42 (93 hp)
Initiative:+4
Speed:30 ft.
Armor Class:33 (+4 Dex, +8 Armor, +5 Natural, +5 Deflection, +1 Insight), touch 20, flat-footed 29
Base Attack/Grapple:+11/+16
Attack:+3 Vicious Falchion +20 melee (2d4+10/15-20)
Full Attack:+3 Vicious Falchion +20/+15/+10 melee (2d4+10/15-20)
Space/Reach:5 ft./5 ft.
Saves:Fort +22, Ref +19, Will +16
Abilities: Str 20, Dex 18, Con 16, Int 10, Wis 10, Cha 29
Special Attacks: Daylight
Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5
Skills:-
Feats:
LV1: WF(Falchion)
LV3: CRAFT WONDROUS ITEM
LV6: CRAFT MAGIC ARMS AND ARMOR
LV9: EMPOWER SPELL, POWER ATTACK (EK bouns)
LV12: IMPROVED CRITICAL (Falchion)
Item: -

1 round: cast Polymorph Become DEVA (need ioun stone);
2 round: hasted (+1 AC and Attack) and full round attack or cast high DC spell (19+spell level).

Full Attack:+3 Vicious Falchion +25/+25/+20/+15 melee (2d4+16+2d6/15-20), all hit AVG damage is: 8d4+16*4+8d6 Vicious=112 points, -5PA=152 points, not count CH.AC is 51 (cast shield is 55), save is 24/21/16.
 
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FreeTheSlaves

Adventurer
This is the best (and actually played) character I can muster - or were we after possible characters only?

****

Maugrim D’Eyrie

XP: 60,915 / 66,000

Male Human, Lawful Good, Reveres Uriel, Knight of Veluna 11
Init +1; Senses listen+2, spot+2, detect evil 60’
Languages Common, Celestial, Gnome (understands terran?)

AC 27, touch 13, flatfooted 26, without shield 23
Hp 102
Resist electricity 10
Immune disease, fear, endure elements (from Grenwyn)
Fort +14, Ref +8, Will +9; aura of courage 10’

Spd armoured 20’, unarmoured 30’, mtd 70’ or average flight 130’
Melee
sword +19/+14/+9, (1d10+7, 19+) +1d6 frost
sword two handed (PA for 2) +17/+12/+7, (1d10+13, 19+) +1d6 frost
silver sword +17/+12/+7, (1d8+5, 19+)
Missile
bow +13/+8/+3, (1d8+6, x3), rng 110’
Grp +16/+11/+6

Atk Options combat expertise, power attack, smite evil (+3/+11) x 3 day
Special Actions lay on hands, turn undead
Combat Gear
potions: water breathing, invisibility
scrolls: prot. from evil x 2, remove paralysis, bull’s str, eagle’s spl, delay poison, divine favour (CL6) x 4, neutralize poison (CL5), clw x 3
wands: bless weapon (41), smoke sticks x 2
Spells Prepared (CL5)
2nd (2/day) - eagle’s Spl, bull’s Str
1st (2/day) – restoration, lesser x 2 (cast in morning)

Abilities Str 20*, Dex 13, Con 16*, Int 14, Wis 15, Cha 16

SQ aura of good, detect evil 60’, divine grace, remove disease, call pegasus, cohort & followers
Feats EWP/WF broad sword, combat expertise, leadership (general 16, cohort14, follower 18), power attack
Skills ride+14, diplomacy+21, sense motive+16, knowledge religion+9, knowledge nobility/royalty+11, profession scribe+4, concentration+11, handle animal+8
Lay on hands 33hp
Turn Undead +5 on table, 2d6+11, x 6 day
Remove disease x 2 week

(Most possessions with heraldy of a pegasus flying above a tower)
gold gilded black platemail+2, stone heavy shield of grounding+2 (resist electricity 10, weight x 2), *gold gilded bracers of ogre power (str+2), frosting cold iron broadsword+2, composite mighty bow (str20)+1, 40 x arrows, mw shortsword, velunan silver longsword+1, black with gold trim surcoat or resistance+1, *elhonan amulet of abundant health (con+2), adventurer gear (200gp), noble/cold/explorer outfits, noble’s jewellery (100gp), silver d’eyrie signet ring, silver holy symbol of uriel, plumed ring of featherfall, electrum ring of prot.+2, letter from hedrack to tessimon, fire temple map, cracked earth ring, sledge, crowbar, 10’ pole, portable ram (+2 str, ally auto-aids for +2 str), mw climbers kit (+2 climb), silk rope & grappling hook (use rope DC10 +2 per 10’thrown, use rope +4 & climb +5), woodsman axe 200gp, 8sp, 1cp

Role Maugrim: 1) takes the centre-most position to attract attacks, 2) buys time for friendly magic to take effect, 3) wounds weaker foes in preparation for cleaves and fireballs. Tactics He’ll enhance his charisma to better resist spells, cure wounds, turn undead and smite evil. He’ll use combat expertise for 2-5pts until the enemies lose interest in him, then he power attacks.
 

Nifft

Penguin Herder
Planesinger said:
Asmair male
I assume you mean "Aasimar", and how are they a Core race? Or do you include all of the MM in "Core"?

Anyway, my favorite would be Paladin 9 / Sorcerer 1 / Dragon Disciple 10. Add all bonus spell slots to Paladin casting; your two Sorcerer spells are feather fall and true strike, which have no Somatic components. BAB is still +16 at level 20, and you have a extra +8 Strength.

Cheers, -- N
 

Kat'

First Post
A nice, if quite common, build. Core Paladin isn't that good, because Core lacks the awesomeohmygodhorriblycheesy feats Celestial Mount and Battle Blessing. outside Core, I'd take Pally 9 / Pious Templar 1 / Fist of Raziel 10. BAB 19, cast spells as an 18th level paladin, awesome saves, Mettle, and all the goodies from FoR. Lacks the arcane casting of the sorcadin gish, but far more thumpy.
 


Thurbane

First Post
There are definitely two schools of thought on "core only" - one is everything from the 3 core books goes, the other is that players should only be taking PHB races. I've seen both types of games referred to as core only.
 



Darklone

Registered User
Nifft said:
I assume you mean "Aasimar", and how are they a Core race? Or do you include all of the MM in "Core"?

Anyway, my favorite would be Paladin 9 / Sorcerer 1 / Dragon Disciple 10. Add all bonus spell slots to Paladin casting; your two Sorcerer spells are feather fall and true strike, which have no Somatic components. BAB is still +16 at level 20, and you have a extra +8 Strength.

Cheers, -- N
Don't forget Practised Spellcaster and Battle Blessing for Swift Divine Favor Goodness :D
 

Sektat

First Post
Thx for the info. It's a real cool char concept.
One more thing:

> (need ioun stone);

What do you need the ioun stone for?
 

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