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Subject: The Ultimate Pally

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Chris Orlando
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07/18/2006 2:22 PM  
Currently I am playing in a D&D 3.5 game and I have took a good look at the PH2 and discovered the charging smite feet. I was thinking wow, who really uses a mount anyways. I think they are just stupid liabilities anyways.... I figured out my damage for my level 9 paladin with a 20 str (16 +4 gauntlets) and a 22 cha (18 cha and +4 Cloak).. I also use a ganeric +2 great sword (use whatever you see fit, i personally like the +2 so i can drop it to power attack and also the power atack feet. So I end up with a attack bonus when charging and smitting with a attack bonus of +25 to hit (+9 base attack, +2 sword, weapon focus, Cha bonus +6, Str bonus +5, +2 charge). So i normally when i do this power attack for 8 because if i miss i dont lose my smite, so thats +16 dmg..... So for the single attack charging i have +17 to hit,(oh yea, im gona toss in divine sacrifice to take 10 dmg for +5d6 dmg) doing 7d6 +52 dmg for one lovely swing. I'm pritty sure that will kill most anything I'm up against...

For my armor I have Ghost touch fullplate (to avoid getting ability drains from incroprals) and have a AC of a 27 without Divine shield... I use a +2 foating tower shield for my shield (took tower prof. feat). The thing i read about a tower shield is that you get a -1 or 2 (cant remember to attack), however it says you take that penalty because of the encombrance of the tower shield.... so my train of thought was that if its floating, your not encombered.... I also have a +1 dex bonus, +2 amulate of natural armor, and when i use the Divine shield feat (it says you get to add you cha bonus to your shield bonus and it doesn't add an enchantment bonus) i end up with a 33 AC, and if you choose +3 armor instead of ghost touch, it will be a 36 AC.

Can you come up with a more beefy paladin, because i dont think they become much more beefy than that. Granted i got a more than standard lvl 9 gold, so for items you can do a bit of shifting around and drop your dmg a bit....

My only fears, Dark places, and Water.....

Feel free to post feedbacks on what you could do to make the pally more beefy.

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07/18/2006 2:57 PM  
Because that is what D&D is all about. Having the most powerful character so you can win and show all the other party members just how much they suck.

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07/18/2006 3:23 PM  
That is serious overkill, but stop and think for a minute... Sure, you can kill a lot, but, really, where does that leave the rest of the group? There's no 'I' in team.

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07/18/2006 3:25 PM  
Doesn't dealing at least 50 damage in one blow to pretty much any creature force it to save or die? If so, that is a bloody well powerhouse character you have there. I don't think there are that many options to make it that much more impressive but then again I usually play Sorcerers, not Paladins, so I don't have any experience in that field of fanciful ideas.

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07/18/2006 3:59 PM  
One of the great things about D&D, especially the 3.5 edition, is that you are able to really squeeze every last bit of potentcy out of character builds. Those people who like to play characters on the bleeding edge of efficiency can sure do so. When they are able to find a group that does the same you can accomplish quite a lot.

Now, that being said, A few things I noticed:

Even if the tower shield is animated you will still take penalties associated with its use. It says so in the ability description.

You could try taking the divine might feat, it lets you sacrifice a turn undead attempt to add your Charisma bonus to damage on your melee attask. Its found in Complete Warrior. in my opinion every paladin with a decent charisma bonus (+3 or better) should look at this feat.



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maijstral
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07/18/2006 3:59 PM  

grapple attacks(a behir for example has +25 to grapple,grappled you can't use your greatsword and all the added bonuses ),ranged touch attacks(a couple of rays of enfebb and your day is shot,try standing up with all that armor let alone fighting with str 4),flyby breath weapons (never gets close enough for you to attack but your ac means nothing to breath weapons).

If your significantly more powerful that the party average one of two things are going to happen. One, the encounters will be a walkover making the game boring to the rest of the party as they stand back in each battle to watch you take everything out and/or are relegated to being your retainers. Or two the DM amps up the encounters to make it a challange and it results in everyone else getting killed or once again depending on you to fight the battles for them.

Wasn't there a recent thread about animated tower shield being incredibly broken?

nycfarmkid
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Wadsworth, OH

07/18/2006 4:04 PM  
quote:
Originally posted by MechaKingGhidra

Doesn't dealing at least 50 damage in one blow to pretty much any creature force it to save or die? If so, that is a bloody well powerhouse character you have there. I don't think there are that many options to make it that much more impressive but then again I usually play Sorcerers, not Paladins, so I don't have any experience in that field of fanciful ideas.



In our games we have removed this optional rule entirely. It doesn't happen all the time, but doing over 50 damage to an enemy on one attack does happen on a semi regular basis. Also, PC's are often forced to make such checks a lot more than their opponents. Once you get to higher levels, 50 HP isn't too big of a loss at all. It always seemed silly for a dragon iwth 300+ hit points to roll a 1 and die from a luck crit with a spear or arrow.

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Malin Lug
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07/18/2006 4:48 PM  
quote:
Originally posted by nycfarmkid

quote:
Originally posted by MechaKingGhidra

Doesn't dealing at least 50 damage in one blow to pretty much any creature force it to save or die? If so, that is a bloody well powerhouse character you have there. I don't think there are that many options to make it that much more impressive but then again I usually play Sorcerers, not Paladins, so I don't have any experience in that field of fanciful ideas.



In our games we have removed this optional rule entirely. It doesn't happen all the time, but doing over 50 damage to an enemy on one attack does happen on a semi regular basis. Also, PC's are often forced to make such checks a lot more than their opponents. Once you get to higher levels, 50 HP isn't too big of a loss at all. It always seemed silly for a dragon iwth 300+ hit points to roll a 1 and die from a luck crit with a spear or arrow.



The sudden death threshold increases for large and huge creatures. And the fort save is only a DC 15 so it isn't likely to happen to most higher level characters and what dragon worth his salt isn't going to have a good fort save.

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Malin Lug
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07/18/2006 4:59 PM  
All in all... a one hit wonder. You should be able to drop most CR9 creatures with a single hit, but there are alot of weaknesses on such a min/max build. With an effective 22 Chr, your saves should all be really good, but like maijstral said, anything that has a ranged touch attack against you with no save, is going to hurt. You have absolutely nothing against any flying creatures. Overspecialization can really come back and bite you. Fighting against a bunch of Slaads, who are CN could really put a world of hurt on you.


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Chris Orlando
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07/18/2006 5:37 PM  
I understand that there are gona be weakness to every char, against ranged spells with no save, theres not much my char could do... but then again i have 3 other people in the party for us to complement eachother. My characters point is to be the meat shield, take the hits, and dish out some damage. That charging smite is only a best case senario and trust me, I know my DM is gona keep monsters close to me so i wont be able to do the charging smite.... Against grapple, well i think thats a weakness to just about every character. Very, Very few characters actually take Grapple related feats...... And sure you could try to Poke wholes though my characters weaknesses. The only majore concern i have is from what the one person said about increasing the CR of the monsters. But remember if every keeps to there roles, any party will be very effective. I just found the way to make my character the best at what he does. Also if someone takes some stupid special sitational feets (i.e paladin mount and many others) when its not needed its your own loss. I have been playing D&D for about 6 years in about 12 different parties as both DM and player, and if someone found some sort of loop whole (as a DM) i would try to work around it. I just think my char has as few over all weaknesses as a meat shield can. Over all I'm Sure that my DM will do somthings to **** me over... I.E. he metioned a creater around a CR 10 who has the nightwalkers ability to distroy magic items, also im sure theres ethrial Fletchers to steal my gear.... But I trust that anything the DM does to my char to try to nurf him, he will take that into account for the increased encounteres that he created from the outstanding effectiveness of my char in a variety of situations. I just thought it would be a nice thing to post a great build for a paladin, because its easy to build a fighter to do Uber Dmg, and have a high AC, but now I'm saying that its possable for a Paladin to do the same as well with exception to the super good part.... Which by the way creates problems with the party wanting to take magic shit off of nuetral dead bodies, and raiding tombs...

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Chris Orlando
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07/18/2006 5:42 PM  
quote:
Originally posted by Malin Lug

All in all... a one hit wonder. You should be able to drop most CR9 creatures with a single hit, but there are alot of weaknesses on such a min/max build. With an effective 22 Chr, your saves should all be really good, but like maijstral said, anything that has a ranged touch attack against you with no save, is going to hurt. You have absolutely nothing against any flying creatures. Overspecialization can really come back and bite you. Fighting against a bunch of Slaads, who are CN could really put a world of hurt on you.

Umm oh yea for any of that range touch stuff, they get one spell then there dead, that is unless they can go invisible, have greater invisibility, or have a fly spell in which i hold my action for my wizard to dispell, and when that happens POP! For the whole slaads thing... I went with a Ganeric +2 to curb some of that risk, so i can choose when to power attack, and any situation that the DM throws at us, it will create a possable strength for one of our other party memebers to be more efficent than me because everything is a give and take like you said Malin. Not every can do everything well but I can do 3 things really well and that is, Be hard to hit, Dish out dmg, and have good saves. If anyone creates a character with more than 2 strengths did a really good build on there character.


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Chris Orlando
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07/18/2006 5:43 PM  
quote:
Originally posted by orcmonk220

That is serious overkill, but stop and think for a minute... Sure, you can kill a lot, but, really, where does that leave the rest of the group? There's no 'I' in team.



Thats where party roll should come into play.... Im the meat shield fighter, I dish melee dmg... You cant expect a bard to deal the dmg, it all comes down to rolls and that character is built to do his roll well.

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Chris Orlando
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07/18/2006 5:44 PM  
quote:
Originally posted by MechaKingGhidra

Doesn't dealing at least 50 damage in one blow to pretty much any creature force it to save or die? If so, that is a bloody well powerhouse character you have there. I don't think there are that many options to make it that much more impressive but then again I usually play Sorcerers, not Paladins, so I don't have any experience in that field of fanciful ideas.



Umm the way it work is that its a DC 15 +1 per point of damage dealt over 50, and we all agree that is a stuipd rule and removed it and the person who mentioned that the save increases on size could also be correct, but im not sure what the save adjustment is.

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Chris Orlando
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07/18/2006 5:51 PM  
quote:
Originally posted by maijstral


grapple attacks(a behir for example has +25 to grapple,grappled you can't use your greatsword and all the added bonuses ),ranged touch attacks(a couple of rays of enfebb and your day is shot,try standing up with all that armor let alone fighting with str 4),flyby breath weapons (never gets close enough for you to attack but your ac means nothing to breath weapons).

If your significantly more powerful that the party average one of two things are going to happen. One, the encounters will be a walkover making the game boring to the rest of the party as they stand back in each battle to watch you take everything out and/or are relegated to being your retainers. Or two the DM amps up the encounters to make it a challange and it results in everyone else getting killed or once again depending on you to fight the battles for them.

Wasn't there a recent thread about animated tower shield being incredibly broken?



Umm Ray of Enfeeble doesn't stack so i wont be dropped down to 4 str. However if you combined that with a Bestow curse (thouch attack) and i roll a 1 or close to it and fail i could be dropped as low as 5 str, in which i would be pritty helpless. But thats 2 rounds of a caster getting that off, so unless they have some huge advantage where i wont be able to reach them within 2 rounds having a lvl 10 wizard with an array of spells to cast, i really dont think that will be an issue. For flying things i still have a +4 str flaming longbow with Enchanted arrows, so i woudln't be worthless and i would probelly run for cover somewhere. I would also have to roll really bad to not save considering i have a +11 reflex....

And, hes i think there was a thread about that shield being kinda broken. Increadibly.. i dont know about that, but i might be kinda broken...

I made a comment in one of the above replies to your DM comment in which you do have a good point, but I trust our DM to make propper adjustments.. No one is average in our party.. Rogue with ring of invis, Wizard with a Plethera of spells, A cleric whos pritty decked out as well...

Zardnaar, One dork to rule them all.

nycfarmkid
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07/18/2006 6:06 PM  
Ray of enfeeblement can really drop your str a lot. 1d6 +1 per lvl. I think it caps at 10 so you could get a loss of 16 str. That does hurt.

The best thing to keep in mind when making specilized characters as a player and a DM is that the bad guys can do about everyhting the PC's can. Its the great equalizer. Also why i like to design my own villians.

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07/18/2006 6:53 PM  
quote:
Originally posted by nycfarmkid
The best thing to keep in mind when making specilized characters as a player and a DM is that the bad guys can do about everyhting the PC's can. Its the great equalizer. Also why i like to design my own villians.


I agree. The more munchkin my PCs get, the more, ahem, efficient my villains get.

If I ran up against someone who had put this particular character together, the party would definitely run up against a rather nasty combination of caltrops, flying baddies, and Orb spells []:)]

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07/18/2006 8:04 PM  
Most CR 9 mages, if they cast ray of enfeeblement will cast it empowered, for an average of 11 points of strength loss. It's annoying, at least, to fighting types.

And there's certainly no rule that you don't take a penalty from an animated tower shield just because it's animated. I agree that it's somewhat silly to have a penalty, which is why I don't like the animated shield enchantment. If you follow the logical conclusions of the idea, and nix most of the shield penalties, then the enchantment really is overpowered. If you follow the rules, it's still borderline, but then it doesn't make a lot of logical sense.

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07/18/2006 8:24 PM  

Wow!!! For a Lvl 9, you got lots of powerful items. Dancing shield! I get it from my DM when my party are lvl 15.


I dont think you will find any challenge in CR9 encounter.



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07/18/2006 8:47 PM  
AARRGH! I had a huge long post typed out, but the computer ate it. Oh well.

quote:
Originally posted by nycfarmkid

Ray of enfeeblement can really drop your str a lot. 1d6 +1 per lvl. I think it caps at 10 so you could get a loss of 16 str. That does hurt.

Caps at d6+5, meaning that, with all the junk he's carrying, there's a 33% chance he winds up flat on his back due to a 1st level spell. Of course, Grease would also be a 1st level spell that could completely incapacitate him (with a -14, what do you need to roll on a d20 to make a DC 10 Balance check? Oh, right...).

Several points:

1) This character has 75,180 gp worth of stuff. It should be 81,180 gp worth of stuff, because you can't have "ghost touch full plate", it must be +1 ghost touch full plate, as such:
quote:
Originally posted by The SRD
Armor or a shield with a special ability must have at least a +1 enhancement bonus.


2) Most CR 9s are not as weak as the posters on this thread think. A Greater Air Elemental, a Cryohydra, a Frost Giant - all of these could hand this character his butt on a platter, either through regular attacks, through grappling, or simply through outlasting him. The only CR 9s he *could* handle on his own are the ones that need defensive spells to aid them, such as night hags, bone devils, etc. If he catches one of these offguard, he might conceivably solo it - but he's got just one swing, and with -14 to his Move Silently, on open terrain (i.e., outdoors, anywhere outdoors), a creature is automatically aware of him when he is 140 feet away! (DC 0 Listen check - if you actually rolled for monsters, as DMs should in outdoors encounters, most creatures would be aware of him many hundreds of feet away!) For each intervening door, the range drops by 50 feet (+5 DC), so that if there's "only" 2 doors in the way, he can be heard 40 feet away. He's also only got a +1 initiative, so there's a good chance even a surprised creature ("Behold! The Demon of Deafness!")can get away. A move speed of 20 is also crippling against many of the more mobile CR 9s (I refer you to the FOUR CR 9 dragons available).

3) Spirited Charge makes a mount so, so much more valuable than Charging Smite. A halfling on pony/dogback, assuming the following (Str 18 (16 base, -2 racial, +2 level-ups, +2 item), Cha 16 (14 base, +2 item), +2 lance, Power Attack for -2, Smite), can deal 3d6+51 points of damage. Given that he's got a +20 to hit after Power Attack, he can easily Power Attack for more, bumping him to anywhere from +56 to +67 (-4 and -7, total). This is operating without splatbooks, with LESS than normal wealth, and with about three minutes' thought. The halfling also has excessively better maneuverability than the human paladin in full plate, since even on dogback he has 40 ft. of movement instead of 20 ft., allowing him to get his charge off from much farther away.

Trust me, charging paladins have been well considered in balancing mechanics. They are nothing special.

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07/18/2006 10:44 PM  
quote:
Originally posted by nycfarmkid

Ray of enfeeblement can really drop your str a lot. 1d6 +1 per lvl. I think it caps at 10 so you could get a loss of 16 str. That does hurt.

The best thing to keep in mind when making specilized characters as a player and a DM is that the bad guys can do about everyhting the PC's can. Its the great equalizer. Also why i like to design my own villians.



This is the problem with your ray of enfeeblement, it wouldn't even slow me for 1 round because I'd hold my action for my wizard to dispell hence the other sides wizard lost a round, and i gained a round from the spell, so i would do that swap any day of the week.

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Chris Orlando
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07/18/2006 10:55 PM  
quote:
Originally posted by Korhal_IV

AARRGH! I had a huge long post typed out, but the computer ate it. Oh well.

quote:
Originally posted by nycfarmkid

Ray of enfeeblement can really drop your str a lot. 1d6 +1 per lvl. I think it caps at 10 so you could get a loss of 16 str. That does hurt.

Caps at d6+5, meaning that, with all the junk he's carrying, there's a 33% chance he winds up flat on his back due to a 1st level spell. Of course, Grease would also be a 1st level spell that could completely incapacitate him (with a -14, what do you need to roll on a d20 to make a DC 10 Balance check? Oh, right...).

Several points:

1) This character has 75,180 gp worth of stuff. It should be 81,180 gp worth of stuff, because you can't have "ghost touch full plate", it must be +1 ghost touch full plate, as such:
quote:
Originally posted by The SRD
Armor or a shield with a special ability must have at least a +1 enhancement bonus.


2) Most CR 9s are not as weak as the posters on this thread think. A Greater Air Elemental, a Cryohydra, a Frost Giant - all of these could hand this character his butt on a platter, either through regular attacks, through grappling, or simply through outlasting him. The only CR 9s he *could* handle on his own are the ones that need defensive spells to aid them, such as night hags, bone devils, etc. If he catches one of these offguard, he might conceivably solo it - but he's got just one swing, and with -14 to his Move Silently, on open terrain (i.e., outdoors, anywhere outdoors), a creature is automatically aware of him when he is 140 feet away! (DC 0 Listen check - if you actually rolled for monsters, as DMs should in outdoors encounters, most creatures would be aware of him many hundreds of feet away!) For each intervening door, the range drops by 50 feet (+5 DC), so that if there's "only" 2 doors in the way, he can be heard 40 feet away. He's also only got a +1 initiative, so there's a good chance even a surprised creature ("Behold! The Demon of Deafness!")can get away. A move speed of 20 is also crippling against many of the more mobile CR 9s (I refer you to the FOUR CR 9 dragons available).

3) Spirited Charge makes a mount so, so much more valuable than Charging Smite. A halfling on pony/dogback, assuming the following (Str 18 (16 base, -2 racial, +2 level-ups, +2 item), Cha 16 (14 base, +2 item), +2 lance, Power Attack for -2, Smite), can deal 3d6+51 points of damage. Given that he's got a +20 to hit after Power Attack, he can easily Power Attack for more, bumping him to anywhere from +56 to +67 (-4 and -7, total). This is operating without splatbooks, with LESS than normal wealth, and with about three minutes' thought. The halfling also has excessively better maneuverability than the human paladin in full plate, since even on dogback he has 40 ft. of movement instead of 20 ft., allowing him to get his charge off from much farther away.

Trust me, charging paladins have been well considered in balancing mechanics. They are nothing special.



To reply to your #1 I am almost postive if you look in the DMG you can get any mod with also having a +1, so I wouldn't need +4 armor to have +1 ghost touch, i could just get Ghost touch.

#2 reply, I agree, It would depend on the situation, If the situation was right, i could take a variety of CR9's alone (not all just a bunch of them given there evil, and cant fly, and cant do things what make me powerless) But im sure more than 1/2 CR 9s could take me solo, im pritty sure of it, though i havn't looked it up and counted

#3 I disagree, Mounts are sweet, but how often can you take them in a dungeon with a 10 foot clear height???? i doubt you could bring them. How often could you rid a horse up stairs to the top level of some place to use that horse.... I really think Charging smite is much better in the over all scheme of things. I know if i were a DM I wouldn't put very many situations where a Pally could utilize his mount due to how effective it could be.... And plz add the damage for me for how you get such a large bonus (is it the double damage on a lance while charging??? if thats the case then i believe it)

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07/18/2006 10:59 PM  
quote:
Originally posted by Korhal_IV

AARRGH! I had a huge long post typed out, but the computer ate it. Oh well.

quote:
Originally posted by nycfarmkid

Ray of enfeeblement can really drop your str a lot. 1d6 +1 per lvl. I think it caps at 10 so you could get a loss of 16 str. That does hurt.

Caps at d6+5, meaning that, with all the junk he's carrying, there's a 33% chance he winds up flat on his back due to a 1st level spell. Of course, Grease would also be a 1st level spell that could completely incapacitate him (with a -14, what do you need to roll on a d20 to make a DC 10 Balance check? Oh, right...).

Several points:

1) This character has 75,180 gp worth of stuff. It should be 81,180 gp worth of stuff, because you can't have "ghost touch full plate", it must be +1 ghost touch full plate, as such:
quote:
Originally posted by The SRD
Armor or a shield with a special ability must have at least a +1 enhancement bonus.


2) Most CR 9s are not as weak as the posters on this thread think. A Greater Air Elemental, a Cryohydra, a Frost Giant - all of these could hand this character his butt on a platter, either through regular attacks, through grappling, or simply through outlasting him. The only CR 9s he *could* handle on his own are the ones that need defensive spells to aid them, such as night hags, bone devils, etc. If he catches one of these offguard, he might conceivably solo it - but he's got just one swing, and with -14 to his Move Silently, on open terrain (i.e., outdoors, anywhere outdoors), a creature is automatically aware of him when he is 140 feet away! (DC 0 Listen check - if you actually rolled for monsters, as DMs should in outdoors encounters, most creatures would be aware of him many hundreds of feet away!) For each intervening door, the range drops by 50 feet (+5 DC), so that if there's "only" 2 doors in the way, he can be heard 40 feet away. He's also only got a +1 initiative, so there's a good chance even a surprised creature ("Behold! The Demon of Deafness!")can get away. A move speed of 20 is also crippling against many of the more mobile CR 9s (I refer you to the FOUR CR 9 dragons available).

3) Spirited Charge makes a mount so, so much more valuable than Charging Smite. A halfling on pony/dogback, assuming the following (Str 18 (16 base, -2 racial, +2 level-ups, +2 item), Cha 16 (14 base, +2 item), +2 lance, Power Attack for -2, Smite), can deal 3d6+51 points of damage. Given that he's got a +20 to hit after Power Attack, he can easily Power Attack for more, bumping him to anywhere from +56 to +67 (-4 and -7, total). This is operating without splatbooks, with LESS than normal wealth, and with about three minutes' thought. The halfling also has excessively better maneuverability than the human paladin in full plate, since even on dogback he has 40 ft. of movement instead of 20 ft., allowing him to get his charge off from much farther away.

Trust me, charging paladins have been well considered in balancing mechanics. They are nothing special.



Oh yea and the whole grease idea, Its a great idea, and im going to make sure i dont remind my DM of that. I do enjoy his over all point of saying there are many ways of disableing my character. But there are weakness to all characters and thats the system of 3.0/3.5, very little bugs. (however i think ray of enfeeblment is broken for a lvl 1 spell, given there is no save for it)

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07/18/2006 11:05 PM  
Well thanks for all your posts, i was really just looking for any ideas to for options for what i should do with the char down the road, not 1001 ways to make the pally go splat.... Hears the easiest way to screw over My pally if you guys want a good idea... Put him on a ship, have a enemy druid come abord and warp wood.... GG, Just like you can screw any wizard by stealing his spell book, or grabbing him, or taking his spell component puch (granted he doesn't have Eschew), You can screw over any rogue by making him make a will/fort save for somthing... All i was trying to get at was that i had a versitle character who covers as many bases as possible for a 4 person party.... However you can continue thinking of ways of screwing him over, but I'm pritty sure the wizard in my group has probelly bout 85% of those methods fixed with a single dispell, or a single fly spell on me...


Thanks for all your posts and I really enjoyed writting back..

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07/18/2006 11:09 PM  
quote:
Originally posted by Malin Lug

All in all... a one hit wonder. You should be able to drop most CR9 creatures with a single hit, but there are alot of weaknesses on such a min/max build. With an effective 22 Chr, your saves should all be really good, but like maijstral said, anything that has a ranged touch attack against you with no save, is going to hurt. You have absolutely nothing against any flying creatures. Overspecialization can really come back and bite you. Fighting against a bunch of Slaads, who are CN could really put a world of hurt on you.

For ranged stuff, i dont know if i said it, I have a +4 str +1 longbow, wont drop a God, but it will prevent me from being worthless.


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07/18/2006 11:12 PM  
quote:
Originally posted by nycfarmkid

Ray of enfeeblement can really drop your str a lot. 1d6 +1 per lvl. I think it caps at 10 so you could get a loss of 16 str. That does hurt.

The best thing to keep in mind when making specilized characters as a player and a DM is that the bad guys can do about everyhting the PC's can. Its the great equalizer. Also why i like to design my own villians.



I havn't looked it up but im pritty sure it capps at 5 (+1 per 2 levels but not 100%) str so it could do up to 11 str dmg... Which does hurt really bad in which i would have to hope for a dispell... but if i do get one and i delayed my action, basically the 2 casters swaped turns.... Plus If i where a caster my number 1 objecteve would be to take out the other caster not the beefy fighter, because a simply fly spell could nutalize my pally, but hey, thats just me. In my opion Wizards/Sorcy's are by far the most dangerous PC's in D&D due to the array of spells they have available.

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07/18/2006 11:39 PM  
quote:
Originally posted by Chris Orlando
To reply to your #1 I am almost postive if you look in the DMG you can get any mod with also having a +1, so I wouldn't need +4 armor to have +1 ghost touch, i could just get Ghost touch.


No, Khorval is entirely correct. You MUST have the +1 enhancement bonus (or higher, but the +1 is mandatory). Not an equivalent. If you brought that item into my game, I would rule it illegal, because it is. So would every DM I know.

Look in the Monster Manual 3.5, page 40. The Balor is listed as having a "+1 vorpal greatsword" and a "+1 flaming whip."

The +1 is mandatory. It must be a "+1 enhancement." It cannot be a +1 equivalent.

Your armor must be "+1 ghost touch armor," not just "ghost touch armor."

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07/19/2006 12:12 AM  
quote:
Originally posted by dariustad



No, Khorval is entirely correct.

822 posts and I'm still "Khorval"? [:p]

quote:
Originally posted by Chris Orlando
#3 I disagree, Mounts are sweet, but how often can you take them in a dungeon with a 10 foot clear height???? i doubt you could bring them. How often could you rid a horse up stairs to the top level of some place to use that horse.... I really think Charging smite is much better in the over all scheme of things. I know if i were a DM I wouldn't put very many situations where a Pally could utilize his mount due to how effective it could be.... And plz add the damage for me for how you get such a large bonus (is it the double damage on a lance while charging??? if thats the case then i believe it)


I'm using a halfling on a riding dog. A halfling is a Small creature, his mount is a Medium creature. At best, the halfling's height in the saddle is 4-5', and he has no problem fitting through any corridor a human could.
In addition, I'm using the Spirited Charge feat, which TRIPLES your damage when using a lance during a mounted charge. I start with +4 Str, +2 Power Attack, +2 enhancement, +9 Smite, for a total of +17, that then triples to +51 on a mounted charge.
For a human, not only would he be dealing 3d8 damage, but he would not suffer a racial Str penalty, adding another +3 damage (and +3 average from bigger damage dice).

I have not been in many situations in which the party must perforce go through a 5' wide corridor, through which the paladin's horse would have to squeeze. Usually it's at least a 10' corridor, to provide SOME maneuverability for everyone involved. I also run and/or play in a great many wilderness-based adventures, or ones that focus on fighting Large or larger opponents who need more and more room in their living spaces. In my opinion the mount just gets more and more useful there.

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07/19/2006 12:21 AM  
quote:
Originally posted by Korhal_IV

quote:
Originally posted by dariustad



No, Khorval is entirely correct.

822 posts and I'm still "Khorval"? [:p]



Yeah, yeah. I've got more than 5,000 more posts! You want your nickname remembered, post more! [:P][)]

You were still correct, Korhal! [:P]

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07/19/2006 3:32 AM  
Easy, Flesh to Stone on the horse.

Posted By WakeXX on 09/25/2006 4:49 AM
OMG DJ!This has to be the spammiest spam thread ever!

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07/19/2006 4:45 AM  
quote:
Originally posted by dariustad

quote:
Originally posted by Chris Orlando
To reply to your #1 I am almost postive if you look in the DMG you can get any mod with also having a +1, so I wouldn't need +4 armor to have +1 ghost touch, i could just get Ghost touch.


No, Khorval is entirely correct. You MUST have the +1 enhancement bonus (or higher, but the +1 is mandatory). Not an equivalent. If you brought that item into my game, I would rule it illegal, because it is. So would every DM I know.

Look in the Monster Manual 3.5, page 40. The Balor is listed as having a "+1 vorpal greatsword" and a "+1 flaming whip."

The +1 is mandatory. It must be a "+1 enhancement." It cannot be a +1 equivalent.

Your armor must be "+1 ghost touch armor," not just "ghost touch armor."



This is true. It is absloute mandatory to have at least a +1 enchantment before any additional magical properties are added. If not you would never see a +1 sword. Who would want a +1 sword over a flaming sword or a keen sword or a bane sword etc etc.

Beyond this I know several Dm that have house rule that the base plus must be at least half as large as the equivalent added. Myself included. (after a player wanted to craft a weapon with a plus 1 and 9 equivalents.) So I would make you make the armour Plus 2.

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07/19/2006 4:50 AM  
if he actually wants to be dangerous with his charge, not that I encourage muchkins at any time. A simple potion of fly would make a big difference in his ablity to charge effectively.

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07/19/2006 9:07 AM  
quote:
Originally posted by dj-chuckles

Easy, Flesh to Stone on the horse.



I forgot last night to reply to the same thing, cast a spell on the mount bye bye tripple dmg on a charge. A simple fireball could probelly do the trick, flesh to stone as DJ-Chuckles mentioned, Stone shape the horses legs (becase its only a dog, it wont have the str to get out (atleast it would have to roll really well) Or just tarket the horse in general for attacks.... However Being small with a mounted dog would be a solution for some of your problems with the size issue. Most of the adventers we do normally end up in a dungeons or small cave where a mount couldn't be utilized as much.

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07/19/2006 9:19 AM  
quote:
Originally posted by dariustad

quote:
Originally posted by Chris Orlando
To reply to your #1 I am almost postive if you look in the DMG you can get any mod with also having a +1, so I wouldn't need +4 armor to have +1 ghost touch, i could just get Ghost touch.


No, Khorval is entirely correct. You MUST have the +1 enhancement bonus (or higher, but the +1 is mandatory). Not an equivalent. If you brought that item into my game, I would rule it illegal, because it is. So would every DM I know.

Look in the Monster Manual 3.5, page 40. The Balor is listed as having a "+1 vorpal greatsword" and a "+1 flaming whip."

The +1 is mandatory. It must be a "+1 enhancement." It cannot be a +1 equivalent.

Your armor must be "+1 ghost touch armor," not just "ghost touch armor."



In addition to an enhancement bonus, armor may have special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A suit of armor with a special ability must have at least a +1 enhancement bonus. , "D20.org"
I think this could be open to inturpritation, because if you think about it, it doesn't say a suit of armor with a special ability must have in additional +1 enhancement bonus. It just says any that any special ability must have a +1 bonus. I know they probelly mean that the armor must have a Base +1 enchantment to start before a special property, but i dont think it was clearly stated enough... Same thing was said for weapons, and I think it would be a DM's disgression thing, cuz i know when i was DM, I allowed people to had just special abilities because most of them are pritty balanced with exception to vitious at later levels.

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07/19/2006 9:22 AM  
quote:
Originally posted by orcdoubleax

if he actually wants to be dangerous with his charge, not that I encourage muchkins at any time. A simple potion of fly would make a big difference in his ablity to charge effectively.



A simple delay for my wizard to dispell would nuetralize that fly spell.

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07/19/2006 9:24 AM  
This all comes down to what you do to my character would be extanging spell casters turns, because whatever you do will just be dispelled/nullified from either my cleric or wizard. So you wasted a round for me to delay for the dispell... and if the first dispell doesn't work, im sure my clerics would... to all you nay say'ers out there...

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07/19/2006 1:34 PM  
quote:
Originally posted by Chris Orlando

quote:
Originally posted by orcdoubleax

if he actually wants to be dangerous with his charge, not that I encourage muchkins at any time. A simple potion of fly would make a big difference in his ablity to charge effectively.



A simple delay for my wizard to dispell would nuetralize that fly spell.



??????? I was talking about you taking a potion of fly. Why would your own wizard dispell that?

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07/19/2006 1:38 PM  
quote:
Originally posted by Chris Orlando

quote:
Originally posted by dariustad

quote:
Originally posted by Chris Orlando
To reply to your #1 I am almost postive if you look in the DMG you can get any mod with also having a +1, so I wouldn't need +4 armor to have +1 ghost touch, i could just get Ghost touch.


No, Khorval is entirely correct. You MUST have the +1 enhancement bonus (or higher, but the +1 is mandatory). Not an equivalent. If you brought that item into my game, I would rule it illegal, because it is. So would every DM I know.

Look in the Monster Manual 3.5, page 40. The Balor is listed as having a "+1 vorpal greatsword" and a "+1 flaming whip."

The +1 is mandatory. It must be a "+1 enhancement." It cannot be a +1 equivalent.

Your armor must be "+1 ghost touch armor," not just "ghost touch armor."



In addition to an enhancement bonus, armor may have special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A suit of armor with a special ability must have at least a +1 enhancement bonus. , "D20.org"
I think this could be open to inturpritation, because if you think about it, it doesn't say a suit of armor with a special ability must have in additional +1 enhancement bonus. It just says any that any special ability must have a +1 bonus. I know they probelly mean that the armor must have a Base +1 enchantment to start before a special property, but i dont think it was clearly stated enough... Same thing was said for weapons, and I think it would be a DM's disgression thing, cuz i know when i was DM, I allowed people to had just special abilities because most of them are pritty balanced with exception to vitious at later levels.



No. It is very clear. if you are unsure you can post it for clearifcation on the WOTC board. Or do you not want to do that so you can continue to believe what you want to.


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07/19/2006 2:02 PM  
quote:
Originally posted by orcdoubleax

quote:
Originally posted by Chris Orlando

quote:
Originally posted by orcdoubleax

if he actually wants to be dangerous with his charge, not that I encourage muchkins at any time. A simple potion of fly would make a big difference in his ablity to charge effectively.



A simple delay for my wizard to dispell would nuetralize that fly spell.



??????? I was talking about you taking a potion of fly. Why would your own wizard dispell that?



Lol, i thought you ment an enemy creature casting fly not me having a potion, but yes i like that idea.