Paladin dmg

Can you suggest me any way to improve my lvl12 paladin's charging damage who is mounted and has leap attack :
1d8(lance) + 10 (str + enchanment) + 36 (leap attack) +36 (charging smite) +5d6 (divine sacrifice) and all that is multiplayed by 4 (rhino's rush X2 spirited charge X3)
Charging smite gives *twice*, not triple, the paladin's level to damage, so that's only 24.

Also on the rules for multiplying damage, the 5d6 do not multiply as they are bonus dice.

I designed a paladin like this, purely as a powergaming exercise (he happened to be level 12 too). You'll find Battle Blessing (feat, Complete Champion) to be excellent for popping up a couple of buff spells the round before you engage. One of these should be Find the Gap (Spell, Spell Compendium), as it makes your attacks ignore armor and natural armor (essentially making them touch atttacks). Awesome Smite (feat, Complete Champion) is also great because it allows your smites to ignore concealment. Then of course you have Divine Might which lets you add Charisma to damage, though AFAIK that has only been released in 3.0 products.

I stopped improving on my design when I found out he could one-shot all the demons and devils in the MM with 95% probability (more if he gets an item that lets him reroll ones).
 
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Fair enough. Still doesn't directly address how it affects initiative, but certainly implies an exception to the rules about acting simultaneously.

RC pg 89

combat while mounted

Your mount acts on your initiative count as you direct it. The mount uses its action to move, and you move along with it.


Pretty much same text in PHB pg 157 under Mounted Combat

Your mount acts on your initiative count and as you direct it, You move its speed, but the mount uses its action to move.
 

Charging smite gives *twice*, not triple, the paladin's level to damage, so that's only 24.

Actually, it is x3. From PH2, page 53: "...you deal an extra 2 points of damage per paladin level to any evil creature that you hit (in addition to the normal bonus damage dealt by a smite)."

I also wish I had known that the variant lets you keep your smite on a miss, might have made me re-think being a paladin for said previous character.
 

I stopped improving on my design when I found out he could one-shot all the demons and devils in the MM with 95% probability (more if he gets an item that lets him reroll ones).

Easier: Get that luck feat that lets you turn a rolled attack 1 into a natural 20.
 

Easier: Get that luck feat that lets you turn a rolled attack 1 into a natural 20.

Which can only be used once/day, regardless of how much luck you obtain via the feats. I don't know of any way to reroll 1's on attack rolls more than once or twice a day that you could reasonably build.
 


Which can only be used once/day, regardless of how much luck you obtain via the feats. I don't know of any way to reroll 1's on attack rolls more than once or twice a day that you could reasonably build.
Get the prestige paladin with fighter levels and the luck domain... that luck feat and the luck feat that enhances the luck domain (e.g. 2 luck feats). That way you can turn one natural 1 into a 20 once per day and you can reroll two 1s.

More than three natural 1s per day with a one-hit-kill-anything build is unlikely.
 

Get the prestige paladin with fighter levels and the luck domain... that luck feat and the luck feat that enhances the luck domain (e.g. 2 luck feats). That way you can turn one natural 1 into a 20 once per day and you can reroll two 1s.

More than three natural 1s per day with a one-hit-kill-anything build is unlikely.
The problem with that is that every lost paladin level loses you 3 (charging smite) x 5 (lance+riding boots+spirited charge+rhino's rush)=15 damage to your charge attack. All for the same benefit you can get from items.

Lucky (+1 equivalent weapon enchant) from MIC lets you reroll 1 failed attack roll a day.
Gloves of fortunate striking from MIC lets you reroll 1 failed attack roll a day. (2000 gold)
Mantle of second chances from MIC lets you reroll any 1 roll a day. (12000 gold)

So depending on how much you can spend, you can have a few rerolls per day. Mantle of second chances is a nice one for that last important attack roll or that important save, though it costs more than Gloves of Fortunate Striking + Amulet of Fortune Prevailing, which lets you reroll one of each (but stacks with them, so I guess it's fair).
 

Then of course you have Divine Might which lets you add Charisma to damage, though AFAIK that has only been released in 3.0 products.

Complete Warrior, p. 106. Note that it changed from the DotF/3.0 version; it only lasts 1 round, but is a free action to use (DotF, IIRC, required the regular standard action to use a turn attempt, but lasted for [Cha bonus] rounds).
 

Complete Warrior, p. 106. Note that it changed from the DotF/3.0 version; it only lasts 1 round, but is a free action to use (DotF, IIRC, required the regular standard action to use a turn attempt, but lasted for [Cha bonus] rounds).

It would make sense to allow it's use as a swift action... Otherwise paladins with Battle Blessing become horrible as long as they have turn attempts left ;)
 

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