Epic Paladin Gish Help Wanted

0gre

First Post
Hello fellow posters, this is one of my first posts to EnWorld here after scouring the boards for quite some time.

I could use some help planning my future advancement, feats, and gear for my long time epic level character. We're currently at ECL 25, and I expect the game to go to at least 30, maybe higher. I apologize if my formating it craptastic, most of this was coppied from my text file character sheet. I know the whole paladin/psionics thing may weird some people out, but its a recent aquisition, I was an evil PC who recently undured this long arse awesome quest and was granted paladin hood for my deeds and penance.

Books Allowed: All 3.5 material, and 3.0 material with approval

Race: Half-Elf
Class: Fighter 4/Psion (Seer) 1/Paladin of Light* 10/Psychic Knight** 10
Level: 25

* Paladin of Light is a homebrew PrC, it contains a few special abilities and advances spellcasting/psioncs a few levels, it however has no epic progression. See below.

** The DM doesn't allow the Illithid Slayer PrC, so this is basically a psionic variant of the Eldritch Knight

BAB: 23 (Counting epic bonus)
Manifester Level: 17

Ability Scores:
Str 34
Dex 22
Con 24
Int 22
Wis 18
Cha 22

Saves:
Fort: +37
Ref: +30
Will: +34

Hit Points: 316
AC: 46 (Touch 31, Flat-Footed 39)
Other Defenses: Fast Healing 5, DR 10/adamantine (ring), DR 10/evil class ability

Initiative: +6
Speed: 60

Longsword Attack Routine: +47/+42/+37/+32
Longsword Damage: 1d12+33

Notable Skills:
Balance +42
Concentration +37
Climb +36
Jump +78
Psicraft +36
Knowledge (Psionics) +16
Spot +59
Listen +49
Search +51


Feats:
Weapon Focus
Combat Expertise
Improved Disarm
Combat Manifestation
Quicken Power
Dodge
Mobility
Spring Attack
Bounding Assault
Rapid Blitz
Improved Bullrush
Shocktrooper
Power Attack
Weapon Specialization
Epic Weapon Specialization (Rewritten, adds +5 to damage, and an extra attack against a foe at -15 BAB, if you hit him three times in a round. This is nifty combined with Rapid Blitz, it often leads to 4 attacks on a spring attack if I'm lucky.)
Epic Weapon Focus (Rewritten, adds +2 atk, +4 versus disarms/sunder)
Psionic Meditation (Changed to allow refocus as a swift action instead of a move, being as the hustle power was banned.)

Power Points (PP): 304

Psionic Powers:
1st: Force Screen, Vigor, Offensive Precognition, Defensive Precognition, Empty Mind, Catfall, Crystal Shard, Offensive Prescience

2nd: Psionic Knock, Psionic Lion's Charge, Clairvoyant Sense, Empathic Transfer

3rd: Dispel Psionics, Touchsight, Telekinetic Force, Telekinetic Thrust, Time Hop, Psionic Keen Edge

4th: Energy Adaptation, Psionic Freedom of Movement, Psionic Dimension Door, Telekinetic Maneuver

5th: Adapt Body, Psionic True Seeing, Clairtangent Hand

6th: Psionic Overland Flight, Psionic Disintegrate

7th: Moment of Prescience, Fate of One

8th: True Metabolism, Greater Psionic Teleport, Bend Reality, Hypercognition

9th: Psionic Gate (as the Gate spell),


Paladin of Light Special Abilities:

Aura of Good: As the paladin ability.

Divine Grace: As the paladin ability.

Aura of Courage: As the paladin ability.

Sword of Light (Su/Ep): When holding a true steel sword, it has an enhancement bonus of +1 per 3 character levels. This applies only when the paladin is holding the sword. Regardless of character levels, the sword’s bonus may never exceed the character’s number of paladin of light class levels. A true steel sword under effect of this ability cannot be further enchanted.

Further if a paladin of light possesses any feats that require him to choose a weapon, such as weapon focus, if he has selected a melee weapon with that given feat, he may also apply the feat’s bonus to using his true steel sword. A character may also use the weapon finesse feat with the true steel sword and if they possess this feat, may apply their dexterity modifier instead of their strength modifier to damage rolls against creatures which are vulnerable to critical hits (do not count fortification armor or other percentile based protection for purposes of negating this benefit).

Indomitable Will: the paladin gains immunity to fear, compulsion and charm that offer direct control over his mind. This includes dominate, but does not include simple incapacitations such as hold person.

Lay on Hands: This functions as the paladin lay on hands ability, except the Paladin can heal a number of points equal to his charisma bonus * his character level, not his class level. This is always a minimum of 1 point per level, even if the character has no charisma modifier or a charisma penalty. This replaces the normal lay on hands ability.

Improved Smite Evil: The character may smite evil as the normal paladin ability but instead of adding the paladin class level to damage, it adds +1d6 damage per paladin of light class level. 3/day

Remove Disease: As the standard Paladin ability. 4/day

Turn Undead: A Paladin of light gains the ability to turn undead, turning undead as a cleric of levels equal to his character level. If he can already turn undead, his paladin levels stack with his other turning capable class levels for purposes of determining his turning level.

Holy Vision: The paladin may use the see invisibility spell as a free action. The vision lasts for 2 rounds per paladin class level. The paladin may drop the vision at any time as a free action, however using the vision always uses up at least a rounds worth for the day. Otherwise the rounds he receives may be broken up as he sees fit.

Heroic stand: useable once per day, this grants the character an additional +5 hit points/character level for the duration of any combat. These count as temporary hit points and stack with other temporary hit point sources. In addition, the heroic stand is automatically activated if the paladin is reduced to 0 or less hit points, if he has not used his heroic stand for that day. If the original attack reduced the paladin to –10 or less hit points, the paladin may fight on with his bonus hit points, but dies at the end of the battle regardless of healing given during the battle. Invoking a heroic stand is an immediate action.

Armor of Light (Su): the paladin gains a sacred AC bonus equal to his paladin class level / 2 (round down), maximum +5 at 10th class level. In addition, any effect that allows a save for half or reduced damage instead inflicts no effect on the paladin if it meets any of the following criteria:

-It has the [evil] descriptor
-It is a divine spell cast by a cleric serving a god of evil.
-It is an ability or spell used by a creature with the [evil] subtype.

Shield of the True Gods: A powerful ability, the shield may be employed as an immediate action, however at great cost. After employing the shield, the paladin loses any prepared spells, spell slots or other limited use abilities for the day (such as smite evils, remove disease, and psionic power points). This ability may be triggered upon any successful attack or spell that targets the paladin (this includes damage redirected by Rethendrel’s shield). The choice to use the ability is made after any saves are made. If the paladin decides to use the ability, damage up to his maximum hp is prevented from any one attack, or a previously failed save is made successful. Thus this can protect the paladin from a dragon’s breath or a disintegrate spell which normally would have reduced him to ashes.

Rethendrel’s Shield: by taking an immediate action, the paladin may absorb physical and magical attacks to one target, within 15’, as though it was done to him. He makes any relevant will or fortitude saves and takes any damage that would normally be applied to the target. The target must still make reflex saves, though damage is still absorbed by the paladin. This applies to all forms of offensive magic, as well as physical attacks that target the protected individual.

Once the shield is activated, the paladin receives only a standard action each round instead of a move and standard action. Dismissing the shield is a standard action. Note that if an area attack spell (such as a fireball) is absorbed, the paladin himself may be struck by it and thus must treat it as though he were struck twice. This works for both damaging spells such as fireball and mind affecting spells, such as hold person. However it does not affect spells that physically hinder the target, such as web. The shield may be used an infinite number of times per day.

Holy Brilliance: At this level of mastery the paladin can cause his goodness to shine outward to blind the followers of darkness. As a swift action, the Paladin can emit a light of 60’ radius that is visible to all and blinding to minions of true evil. It is searing to evil beings within 30 feet, inflicting 1d6+1/2 class level damage per round. Good aligned beings within the light gain a bonus as though under the bless spell. The bless ability does not affect the paladin himself. The paladin gains a damage reduction of 10/evil when using this ability. This ability can be used an unlimited number of times a day but may not be maintained constantly, as it fades when there is no immediate threat.

Purifying Touch: Usable once a day, the touch allows the Paladin to focus his goodness into a single touch of the hand. It is a standard action that requires a touch attack to succeed. The purifying touch is capable of striking incorporeal creatures normally. This is extremely painful to undead and [evil] creatures. Causing them to make a fortitude save with a DC of 10+ ½ paladin’s hit dice + ½ charisma modifier or be destroyed. Even if the save is successful they still suffer 1d8 damage per class level of the Paladin.

Holy water creation: Any normal unpolluted water the paladin touches becomes holy water. Only small volumes of water, such as a bucket or smaller may be affected by this power.

Fast Healing 5


Gear:
Custom Amulet (+6 Wis, +5 Natural Armor, +6 Con)
Ring of Protection +5
Ring of Ironskin (DR 10/Adamantine)
Boots of Swiftness (+30 speed, +6 Dex, Evasion, Haste as standard action)
Gloves of Titan's Grip (+8 grapple checks)
Stone of Good Luck
Ioun Stones: Dusty Rose, Pale Green
+8 Ghost Touch True Steel Longsword (1d12,18-20/x2, Ignores hardness/DR)
Cloak of Epic Resistance +8
+5 Mithral Deathward, Moderate Fortification Breastplate
Third Eye of Aware
Belt of Strength +6
Headband of Intellect +8
Ring of Invisibility
Bag of Holding (Type I)
And a plethora of misc mundane crap... potions, backup weapon, ranged weapon, etc.

Now, on to the various aspects of the character.

Offense: Can charge effectively with Power Attack & Shocktrooper, combined with Psionic Lion's Charge. Have several offensive buff related options. Moment of Prescience sacked for a needed attack roll, or power attack. Buffs to add up to +6 insight bonuses to atk and dmg. Rough terrain is often of little concern with overland flight up, or with my jump modifier.

Defense: All decent base saves, HP, and AC for a two-hander, combined with several paladin special abilities and defensive buffs. Force Screen, Defensive Precog, True Metabolism, Energy Adaptation, etc.

Battlefield Control: Excells at disarming with Improved Disarm, being we tend to face alot of humanoid armed opponents. My favorite tactic is to often disarm a foe, then send his weapon flying off with a quickened TK thrust. I also have the option of disarming foes with TK, grappling, tripping, etc all with TK maneuver, however in my case with my lower ML, spell resistance can be a problem. Thanks to my high str, good bab, and gloves of Titan's Grip, I have a grapple check able to pin large creatures easily, and even some huge and larger creatures on occassion. Spellcasters however tend to always have Freedom of Movement up, so this hasn't been used much.

Mobility: Various transportation powers (Greater Teleport, Gate, Dimension Door). Also able to make hit and run tactics against large nasties or other foes whom charging wouldn't be a good idea, via Rapid Blitz. Being as its a standard action, seems like it'd be useful for ready actions, perhaps Spring Attacking up to a wizard and smacking him 3 times to disrupt his casting.

Ranged: Well I do have crystal shard, but thats about the extent of my ranged abilities, usually I just avert this problem by teleporting nearer, or moving forward slowly and closing the distance while tossing up a few buffs.

Healing: Being as my character IS a paladin, I figured it'd only be right to give him some means of healing. For this I have empathic transfer, although I suffer the damage myself, I can easily regen this with fast healing, or buff with vigor beforehand. In extreme cases, I can even rez fallen party members by spending some XP on Bend Reality to duplicate the effects of Psionic Revivify. Once again, my high mobility allows me to get close fast, to utilize this.

Utility: I make a decent information gather and slueth with my Seer powers, clairvoyant sense, and hypercognition. Clairvoyant sense also is handy for allowing me to see far off distances so I can gate or teleport there effectively. With clairtangent hand I can even emulate far hand and my other TK powers from a distance, or behind barriers. With my assortment of transportation powers, I also end up being the one who gets us from place to place, quest to quest. Although I don't have any trapfinding abilities, my Spot/Listen/Search are all good, considering our group's lack of a trapfinder of any kind.


Future Plans/Needs:

For my next two levels, 26th, and 27th, I'm going to be taking a 2 level dip into psychic warrior for a few feats. In addition I gain a new epic feat at 27th. Our DM allows us to exchange epic feats for 2 mundane feats, and thus at 27th, I'll end up with 4 feats. I need your help deciding on these 4 feats. My psionic powers are mostly used for non-combat, utility, hence why I decided to go the psychic warrior route instead of advancing more psion manifesting. The combat feats seem better at this point to me, I'm mostly wanting to focus on being the party tank.

Here are a few feats I've considered.

Cleave (This would be useful for carving through mooks after a succesful charge using shocktrooper, it also wouldn't be bad when used with rapid blitz, you could end up with an extra attack during your spring attack.

Great Cleave (As above, except unlimited mook carving fest.)

Combat Reflexes (As a pre-req, and also for taking advantage of those AoOs granted by disarmed foes picking up their weapon.)

Karmic Strike (Once again, combined with shocktrooper to deliver serious pain to those who take advantage of my low AC post charge. Against some armed foes, this could help prevent full attacks by disarming a foe before he can finish his attack routine.)

Speed of Thought (+10 extra speed would bring me up to 70, figure more speed is never bad. It's also a pre-req for Psionic Charge)

Psionic Charge (Expend your focus to make 90 degree direction change on a charge. Nice for pulling off that killing charge in a key situation, though less attractive since I already have Rapid Blitz.)

Extra Smiting (2 more smite attempts, not sure if this is worth it really or not, but I figure maybe...considering my smite damage is 10d6. If I were to go with this, I'd be better of dropping 2 feats and taking that epic smiting feat instead. So I'd end up with 2 mundane feats and an epic one. Extra Smiting, and the Epic Feat "Great Smiting" which doubles your smite damage. So then I'd have 5/day smites....+6 attack, +20d6 to damage. Not sure what feat to round this version off with, perhaps Cleave. Not sure if the smiting is worth the loss of combat reflexes and karmic strike however.

I know someone is going to suggest leap attack and battle jump, but those have been banned, along with a few other feats, powers, etc. The most notables being the two feats I mentioned above, and anti-magic field, and time stop/temporal acceleration, as well as schism. Generally stuff that allows you to get extra actions (syncronicity, time stop, schism, whatever) is banned all around.

With that in mind, any thoughts on these suggested feats, or any other suggestions for my future? I'm open to suggestions, I may be able to change a few things with psychic reformation, though not a whole lot.

I can use all the advice I can get, surviving at these levels in Epic play hasn't been exactly easy...
 
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It's really a tall order to ask someone to min-max a custom PrC for you, as it means they'll have to learn new rules, rules that will never be applicable to them personally.

In general, the Fist of Raziel is considered a decent paladin PrC. If you and your DM are into customizing PrCs, you might simply base a PrC off that.
 

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