Paladin Knight Charger (3.5e Optimized Character Build)

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Introduction[edit]

A Paladin / Knight and Cavalier riding griffon

References[edit]

Book of Exalted Deeds, Complete Divine, Complete Warrior, Player's Handbook.

Game Rule Components[edit]

Spells, Powers, Soulmelds, Stances, etc...[edit]

Items[edit]

Belt of Battle, Cloak of Charisma +4, Counterstrike Bracers, heavy shield +3 with commander and crystal of arrow deflection lesser, Long sword +2 with sudden strike and holy surge, Gauntlets of Heartfelt blows, Full Plate Armor +3 with landing and Restful crystal, Heavy lance +2 with charging and sudden stunning and Noble Pennon and crystal of energy assault lesser (cold), Circlet of Persuasion, Unicorn pendant with natural armor +3, Vest Of Resistance +3, Riding boots, Wand of Thunder Lance.

Progression[edit]

Starting Ability Scores (Before Racial Adjustments): Str 14, Dex 10, Con 14, Int 12, Wis 12, Cha 16

Race (Templates): Lesser, Aasimar : Type: Humanoid +2 Wisdom, +2 Charisma. Medium size. A Lesser Aasimar’s base land speed is 30 feet. Darkvision: Lesser Aasimars can see in the dark up to 60 feet. Racial Skills: Lesser Aasimars have a +2 racial bonus on Spot and Listen checks. Racial Feats: A Lesser Aasimar gains feats according to its class levels. Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan. Favored Class: Paladin. Level adjustment +0.


Saint template : "Saint" is an acquired template that can be added to any living creature of good alignment that is not an outsider or an elemental (referred to hereafter as the "base creature"). See Sainthood in Chapter 2 BoED for more information about becoming a saint.

Size and Type: The creature's type changes to "outsider." The saint has the native subtype. Size is unchanged.

Armor Class: A saint gains an insight bonus to AC equal to the character's Wisdom bonus.

Special Attacks: A saint retains all the character's special attacks and gains those listed below.

Holy Power (Su): The save DCs of any and all of the saint's special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.

Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack.

Spell-Like Abilities: At will - guidance, resistance, virtue, and bless. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based.

Special Qualities: A saint retains all the character's special qualities and gains those listed below, as well as the outsider type.

Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level).

HD Damage Reduction 1-3 - 4-7 5/magic 8-11 5/evil 12+ 10/evil If the base creature already has damage reduction, use the better value.

Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (including character levels, no a maximum of 10 points healed). if the base creature already has fast healing, use the better value.

Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks.

Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.

Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability both as cast by a cleric whose level equal to the saint's Hit Dice.

Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.

Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.

Abilities: Modify the base creature as follows: Con +2, Wis +2, Cha +4.

Challenge Rating: Same as the base creature +2.

Level Adjustment: Same as the base creature +2.

Ability Scores (After Racial,template and stuff Adjustments): Str 14, Dex 10, Con 16, Int 12, Wis 16, Cha 28

Starting Racial Traits:

ECL Class/HD/LA Base
Attack Bonus
Saving Throws Feats Class
Features
Special
Fort Ref Will
1st Paladin / Knight 01 - D12 +1 +2 +0 +2 Weapon Focus (heavy lance) [General], Nymph's Kiss [Exalted] , Sanctify Martial Strike[Exalted] Aura of good, detect evil, smite evil 1/day, Fighting challenge +1, knight's challenge, knight's code ACF Holy Warrior : Lose spellcasting, gain bonus feat
2nd Paladin / Knight 02 / D12 +2 +3 +0 +3 Mounted combat Divine grace, lay on hands, Mounted Combat, shield block +1
3rd Paladin / Knight 03 / D12 +3 +4 +1 +4 Ride-By Attack Aura of courage, divine health, Bulwark of defense
4th Paladin / Knight 04 / D12 +4 +5 +1 +5 Spirited Charge (Holy Warrior) Turn undead, Armor mastery (medium), test of mettle +1 Cha
5th Paladin / Knight 05 / D12 +5 +5 +1 +5 Trample Smite evil 2/day, special mount, Bonus feat, vigilant defender
6th Paladin / Knight 06 / D12 +6 +6 +2 +6 Divine shield Remove disease 1/week, Shield ally At this point add the Saint template
7th Paladin / Knight 07 / D12 +7 +6 +2 +6 Fighting challenge +2
8th Paladin / Knight 08 / D12 +8 +7 +2 +7 Skill Focus (Ride) (Holy Warrior) Call to battle +1 Cha
9th Paladin (ACF Holy Warrior) / Knight 08 / Cavalier 01 / D10 +9 +9 +2 +9 Nimbus of Light Special mount, mounted weapon bonus (lance) +1, Ride bonus +2, courtly knowledge
10th Paladin (ACF Holy Warrior) / Knight 08 / Cavalier 02 / D10 +10 +10 +2 +10 Deadly charge 1/day. mounted weapon bonus (sword) +1

Other Components[edit]

<- anything not covered by the previous sections ->

Highlights[edit]

<- How and why this build works ->

Munchkin-Size Me[edit]

<- Take it to the next level ->

Side Notes[edit]

<- overview of additional info about this build ->

Limitations[edit]

Call special mount a griffon, this build work when she can charge at each round, as due to her feats she can charge and be far from a target. Charging at each round can make great damage.


<- conditions of when this build works ->

DM Counters[edit]

<- If needed, tricks for the DM (provided they allow this build) to keep the abuse to a minimum. ->

Miscellaneous[edit]

<- Any other side notes that don't fit in the above sections. ->



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