All Weather Paladin

By Save-vs-DM



The all-weather paladin is a build that focuses on the common
powers of the paladin and enhances them to greater levels. This is not
a niche build, it is a very general build designed to give players new
to the paladin class an idea of the various powers of the paladin.





Character Snapshot

Starting Abilities

Str 14

Dex 12

Con 14

Int 10

Wis 12

Cha 14 (+1 4th, +1 8th)



Race: Human



Hit Points: 153



Saves (Includes ability
bonuses, aura of good, and enhancements):

Fort 15

Ref 10

Will 10



Class Features

Aura of Courage: class="pn-content-page-body">Paladins
Level 3 and above are immune to fear. Companions within 10 feet receive
a +4 to saving throws vs. fear.

Aura of Good: class="pn-content-page-body">Paladins and
their companions receive +2 bonuses to all saves and armor class when
fighting evil creatures.

Divine Grace: class="pn-content-page-body">Starting at
Level 2, the paladin gains a bonus equal to her Charisma modifier to
all saving throws.

Divine Health: class="pn-content-page-body">At
Level 3,
paladins become immune to disease.

Remove Disease
(2/rest): At Level 6,
paladins are capable or removing disease once per rest period. This
benefit increases to twice per rest period at Level 9.


Smite Evil (2/rest): class="pn-content-page-body">Paladins or third
level or higher can use their Charisma to increase their chances of
hitting an enemy once per rest period, doing more damage with each
character level they gain. This ability increases to twice per rest
period at Level 5 and thrice per day at Level 10.

Turn Undead (6/rest): class="pn-content-page-body">Starting at
Level 4, a paladin using holy energy to turn undead a number of time
equal to Charisma modifier +3 per rest period.



Skills

Concentration 2 ranks (+6 total)

Heal 13 ranks (+14 total)

Intimidate 6 ranks (+9 total)

Tumble 6 ranks (+7 total)



Feats

  1. Mental Toughness (Gain +55 spell points over ten levels)
  2. Power Attack (Trade attack bonus for damage bonus)
  3. Shield Mastery (Gain an additional +2 Armor Class and damage
    reduction 2/- when blocking)
  4. Toughness (Gain +13 hit points)
  5. Weapon Focus (Slashing) (Gain a +1 bonus on attack rolls with
    slashing weapons)

Enhancements

Bulwark of Good III (Aura of Good provides an additional +3 bonus to
Armor Class)

Extra Lay on Hands II (Lay on Hands an additional 2 times per rest)

Paladin's Action Boost IV (Gain short term boost to Armor Class, attack
bonus, or saving throws)

Resistance of Good III (Aura of Good provides an additional +3 bonus to
saving throws)



Spell Casting: DC 11 + Spell
Level



Spell Points: 165 (80 base
+  55 feat + 30 ability modifier)

Typical Level 1 Spells Prepared:
Cure Light Wounds, Divine Favor

Typical Level 2 Spells Prepared:
Bull's Strength, Eagle's Splendor


Detailed Progression by Level


cellpadding="2" cellspacing="2">
style="vertical-align: top; font-weight: bold; text-align: right;">Level
style="vertical-align: top; font-weight: bold; text-align: center;">Class
style="vertical-align: top; font-weight: bold; text-align: center;">Ability
Increase
style="font-weight: bold;">Feat
Skills
1
Paladin

Shield
Mastery, Weapon Focus: Slashing Weapons
Heal +4, Intimidate +2.0, Tumble
+2.0
2
Paladin

Heal +1, Intimidate +0.5, Tumble
+0.5
3
Paladin
Power Attack
Heal +1, Intimidate +0.5, Tumble
+0.5
4
Paladin CHA

Heal +1, Intimidate +0.5, Tumble
+0.5
5
Paladin

Heal +1, Intimidate +0.5, Tumble
+0.5
6
Paladin
Mental
Toughness
Heal +1, Intimidate +0.5, Tumble
+0.5
7
Paladin

Heal +1, Intimidate +0.5, Tumble
+0.5
8
Paladin CHA

Heal +1, Intimidate +0.5, Tumble
+0.5
9
Paladin
Toughness
Heal +1, Intimidate +0.5, Tumble
+0.5
10
Paladin

Concentration +2, Heal +1


cellspacing="2">
style="vertical-align: top; font-weight: bold; text-align: right;">Level
Enhancements
1
Extra Smite Evil I, Human
Versatility I, Paladin's Grace I, Paladin's Action Boost I
2
Bulwark of Good I, Extra Smite
Evil I, Paladin's Action Boost I, Resistance of Good I
3
Bulwark of Good I, Extra Smite
Evil I, Paladin's Action Boost II, Resistance of Good I
4
Bulwark of Good I, Extra Smite
Evil II, Paladin's Action Boost I, Resistance of Good I
5
Bulwark of Good I, Extra Smite
Evil II, Paladin's Action Boost II, Resistance of Good I
6
Bulwark of Good II, Extra Smite
Evil II, Paladin's Action Boost III, Resistance of Good II
7
Bulwark of Good II, Extra Smite
Evil III, Paladin's Action Boost I, Resistance of Good II
8
Bulwark of Good II, Extra Smite
Evil III, Paladin's Action Boost I, Resistance of Good II
9
Bulwark of Good III, Extra Smite
Evil III, Paladin's Action Boost III, Resistance of Good III
10
Bulwark of Good III, Extra Smite
Evil IV, Paladin's Action Boost IV, Resistance of Good III



Notes: The all-weather paladin
is suitable for new and experienced players alike. All of the Feats are
passive except Power Attack, which is a stance you can hit to increase
your damage at the cost of accuracy. This build is suitable for limited
soloing, though it really shines in group where the enhanced paladin
aura provides a potent and passive boost to armor class and saving
throws. With the ability to both deal decent damage with Power Attack
or to defend with Shield Mastery, this build is a great introduction to
the paladin class.


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Last Updated: Mar 13, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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