by Karen Hertzberg on Mar 14, 2006
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.
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
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
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.