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D&D 3E/3.5 paladin 3.5 maximum charge/smite build

Empirate

First Post
Mountain Tombstone Strike ist teh suck anyway. 2d6 Con damage? That's just 1d6 bonus damage per HD of the creature you hit with that. Compared to the more-or-less-similar Iron Heart capstone (flat 100 bonus damage), this is worse in the following ways:

1) the creature you hit must have at least 29 HD to make 1d6/HD better than 100 on average,
2) "bonus damage expressed in damage dice is not multiplied on a critical hit" - this would seem to apply to ability damage, as well,
3) quite a few monsters are immune to Con damage.

It's better only in the following ways:

1) the hit creature's Fort save is debuffed by an average of -3.5. Not impressive,
2) there are a few (very few) creatures around that are vulnerable to Con damage and sport 29+ HD (Very Old+ Red Dragons, for instance), with a few more in Epic.
 

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Dhusarra

First Post
yes you are right its a waste but as the MTS the strike of perfect clarity can't be combined with a charge attack its standard action and that mentioned from the StreamoftheSky guy above :)

and any mount ideas for underground and dungeons?
 

xigbar

Explorer
yes you are right its a waste but as the MTS the strike of perfect clarity can't be combined with a charge attack its standard action and that mentioned from the StreamoftheSky guy above :)

and any mount ideas for underground and dungeons?

While I agree with people who say their are better options than MTS, Belt of Battle from the Magic Item Compendium will grant you an extra standard action. Someone made a guide to using Rust Monsters as mounts, which might be interesting.
 

Empirate

First Post
I like small Paladins on medium-sized mounts with a climb speed - I don't know, I just find the image great. Halfling Paladin sitting on a medium-sized viper that's clinging to the wall some 20' up? Awesome.

Also, practical with Battle Jump...
 

Dhusarra

First Post
Paladin/Anointed Knight/Kensai
1st
Paladin
+1​
+2​
+0​
+0​
(2+Int+1)X4
Power Attack, Weapon Focus (Greatsword), Battle Jump
Aura of Good, Detect Evil, Smite Evil 1/Day
2nd
Paladin
+2​
+3​
+0​
+0​
2+Int+1
N/A
Divine Grace, Lay on Hands
3rd
Paladin
+3​
+3​
+1​
+1​
2+Int+1
Ancestral Relic
Aura of Courage, Divine Health
4th
Paladin
+4​
+4​
+1​
+1​
2+Int+1
N/A
Turn Undead
5th
Paladin
+5​
+4​
+1​
+1​
2+Int+1
N/A
Smite Evil 2/Day, Charging Smite
6th
Anointed Knight
+6/1​
+6​
+1​
+3​
2+Int+1
Mighty Charge
Anoint Self (Celestial Strategy)
7th
Anointed Knight
+7/2​
+7​
+1​
+4​
2+Int+1
N/A
Anoint Ancestral Weapon (Good Weapon)
8th
Anointed Knight
+8/3​
+7​
+2​
+4​
2+Int+1
N/A
Bonus Feat: Combat Expertise
9th
Kensai
+8/3​
+7​
+2​
+6​
4+Int+1
Leap Attack
Signature Weapon
10th
Kensai
+9/4​
+7​
+2​
+7​
4+Int+1
N/A
Power Surge
11th
Kensai
+10/5​
+8​
+3​
+7​
4+Int+1
N/A
N/A
12th
Kensai
+11/6/1​
+8​
+3​
+8​
4+Int+1
Planar Touchstone
Ki Projection
13th
Anointed Knight
+12/7/2​
+9​
+3​
+9​
2+Int+1
N/A
Anoint Self (Deep Strike)
14th
Anointed Knight
+13/8/3​
+9​
+3​
+9​
2+Int+1
N/A
Anoint Ancestral Weapon (Sentience)
15th
Anointed Knight
+14/9/4​
+10​
+4​
+10​
2+Int+1
Shock Trooper
Bonus Feat: Improved Bull Rush
16th
Anointed Knight
+15/10/5​
+10​
+4​
+10​
2+Int+1
N/A
Anoint Self (Inspired Strike)
17th
Kensai
+15/10/5​
+10​
+4​
+10​
4+Int+1
N/A
Withstand
18th
Kensai
+16/11/6/1​
+11​
+5​
+11​
4+Int+1
Divine Might
N/A
19th
Kensai
+17/12/7/2​
+11​
+5​
+11​
4+Int+1
N/A
N/A
20th
Kensai
+18/13/8/3​
+11​
+5​
+12​
4+Int+1
N/A
Ki Projection, Instill

32 Point-Buy: Str: 16, Dex: 8, Con: 14, Int: 12, Wis: 12, Cha: 15
Upgrade Strength at every 4th level.

Skills
Level 1: Craft (Alchemy): 4, Knowledge Arcana: 2, Spellcraft: 2, Diplomacy: 4
Level 2: Craft (Alchemy): 5, Knowledge (Arcana): 2.5, Spellcraft: 2.5, Diplomacy: 5
Level 3: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 5, Ride: 1, Concentration: 1
Level 4: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 5, Ride: 3, Concentration: 3
Level 5: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 5, Ride: 5, Concentration: 5
Level 6: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 5, Ride: 5, Concentration: 5, Knowledge (The Planes): 2, Jump: 2
Level 7: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 5, Ride: 5, Concentration: 5, Knowledge (The Planes): 4, Jump: 4
Level 8: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 5, Ride: 5, Concentration: 5, Knowledge (The Planes): 6, Jump: 6
Level 9: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 5, Ride: 5, Concentration: 5, Knowledge (The Planes): 8, Jump: 8
Level 10: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 8, Ride: 5, Concentration: 5, Knowledge (The Planes): 8, Jump: 8, Sense Motive: 3
Level 11: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 11, Ride: 5, Concentration: 5, Knowledge (The Planes): 8, Jump: 8, Sense Motive: 6
Level 12: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 14, Ride: 5, Concentration: 5, Knowledge (The Planes): 8, Jump: 8, Sense Motive: 9
Level 13: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 14, Ride: 5, Concentration: 6, Knowledge (The Planes): 8, Jump: 11, Sense Motive: 9
Level 14: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 14, Ride: 5, Concentration: 7, Knowledge (The Planes): 8, Jump: 14, Sense Motive: 9
Level 15: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 14, Ride: 5, Concentration: 8, Knowledge (The Planes): 8, Jump: 17, Sense Motive: 9
Level 16: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 14, Ride: 5, Concentration: 10, Knowledge (The Planes): 8, Jump: 18, Sense Motive: 9
Level 17: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 16, Ride: 5, Concentration: 10, Knowledge (The Planes): 8, Jump: 20, Sense Motive: 11
Level 18: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 18, Ride: 5, Concentration: 10, Knowledge (The Planes): 8, Jump: 21, Sense Motive: 14
Level 19: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 20, Ride: 5, Concentration: 12, Knowledge (The Planes): 8, Jump: 22, Sense Motive: 15
Level 20: Craft (Alchemy): 5, Knowledge (Arcana): 3, Spellcraft: 3, Diplomacy: 23, Ride: 5, Concentration: 15, Knowledge (The Planes): 8, Jump: 22, Sense Motive: 15

Items
Level 1: Greatsword, Chain Shirt
Level 2: Greatsword, Breast-Plate, Jump Competence Item, Diplomacy Competence Item, Concentration Competence Item, 500gp
Level 3: Masterwork Greatsword with Wand Chamber, Breast-Plate, Jump Competence Item, Diplomacy Competence Item, Concentration Competence Item, 1700gp
Level 4: Masterwork Greatsword with Wand Chamber, Mithril Breast-Plate, Jump Competence Item, Diplomacy Competence Item, Concentration Competence Item, 400gp
Level 5: Masterwork Greatsword with Wand Chamber, Mithril Breast-Plate, Jump Competence Item, Diplomacy Competence Item, Concentration Competence Item, Item of Charisma (+2), 0gp
Level 6-11: As Level 5 with WBL – 9000 (Upgrade Charisma Item and buy a +1 tome of charisma when you can. Also Pick up a wand of Rhino’s Rush and get a spellcaster to cast a Permanent Enlarge Person on you.)
Level 12: Masterwork Greatsword with Wand Chamber, Mithril Breast-Plate, Jump Competence Item, Diplomacy Competence Item, Concentration Competence Item, Item of Charisma (+6), Tome of Charisma +1, Sandals of Springing, Permanent Enlarge Person, Wand of Rhino’s Rush, 1790gp
Level 13-20: As level 12 with WBL - 86210 (Upgrade Charisma Tome and buy a Strength Item and Strength Tome when you can, use left over money on Constitution Item and Tome, if there is any after that use to upgrade your armor, weapon and buy more Rhino’s Rush Wands. Anything after that can be spent on anything else you want.)


again i don't want mount so if possible ideas to maximize that build :)
 

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