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Charging Paladin build

Okay, how's this:

- Two-Weapon Fighting
- Two-Weapon Pounce (PHB II)

As part of a charge, you attack once with each weapon, thereby doubling your smite damage.
 

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VonRichthofen said:
Paladins and TWF... oh well.
You're right, for normal builds it's not that interesting since the paladin hasn't that many feats anyhow.

Using the UA prestige paladin class though with fighter levels before and perhaps with a small race (some variant halflings with Cha bonus) going ASAP for a dragon mount... it works. Assuming Divine Might. And perhaps some rogue levels with sneak attack.
 



If you want to charge, then there are a bunch of ways to make it easier to accomplish:

1) Step of the Wind is a Setting Sun stance in Bo9S. It allows you to ignore difficult terrain.
2) Twisted Charge is a trick in Complete Scoundrel. It has a prereq of some ranks in Tumble, but allows you to turn up to 90 degrees during a charge once per encounter.
3) Psionic Charge does the same as Twisted Charge, when you expend your psionic focus.
4) Crowded Charge is a teamwork benefit in PHB2. Allies do not block movement when you want to charge.

There are various ways you can acquire all of those things.
-blarg
 

My current campaign has a gnome paladin mount on a (winged) 1/2 celestial riding dog. The flying and small size (and no reach with an undersized lance) facilitates getting into a charging position, and ensures that the mount can enter any environment.

A ring of spell-storing allows for a true-striking, power-attacking, smiting, spirited lance charge.

Other charging builds have included a Paladin of Wee-jas that could cast his own true-strike and could thus perform this trick as early as 3rd level.
 

Chargers should also focus on Jump. According to the FAQ if you can jump over an obstacle, it won't break your charge.

Heh, my dwarven barbarian/spirit shaman jumped over a large umber hulk to charge the neogi that was behind it. That was fun. I needed a DC 40 jump check, I rolled a 3 and made DC 62 with that. That jump spell is fun at high levels.
 

Whimsical said:
my dwarven barbarian/spirit shaman jumped over a large umber hulk
The rules say:
"if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge."

Jumping can certainly prevent a square from slowing/hindering your movement, but I'm not sure it can do anything about it containing a creature. Even if your DM allows it, the creature should be able to take an AoO (which might involve a grab).
 

mvincent said:
Even if your DM allows it, the creature should be able to take an AoO (which might involve a grab).
There was a recent thread debating whether a grapple (or Improved Grab) can work on an AOO. Or maybe that was a Ready action??? Anyway, I would play it the way you describe, but others may disagree.
 

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