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OPTIBUILDS NOTES

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Optibuilds Paladin PDF
Part I

The Self-Healing Tank

February

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for additional powerful builds

2016

Introduction
The main reasons to be a Paladins have for a
long time been Smite Evil, Divine Grace, full
BAB, and Diplomacy. Once Fey Foundling /
Greater Mercy builds came on the scene, Lay
on Hands (LoH) became a primary reason.
The Paladin could now be a self-healing tank
rather than a super high AC tank. Opponents
are given the illusion of thinking that the
Paladin is beatable, so they dont ignore the
Paladin to attack others. Of course, after the
self-healing Paladin takes his lickings, he
immediately heals up and keeps on ticking.

Aasimar Paladin: The Aasimar version of this


build focuses on maximizing Charisma (and
thereby Saves, LoH uses per day, and spells per
day). At 13th level, thats 19 LoHs.
Human Paladin I and II: These Human
versions are more versatile build versions who
master Handle Animal (See Skills Focus PDF),
Diplomacy, Use Magic Device, and Cleave
fighting (version I only). At 13th level, these
builds get 17 LoHs.
Raging Paladin Self-Healing Tank

Optibuilds has never made one of its builds


premised on a house rule before. However, the
Tiefling build in this guide is constructed off of
an almost universal house rule regarding
Fiendish Heritage. Most GMs simply ignore it
and allow you to select variant Tieflings
without need for the feat, like the Pathfinder
rules allow for an Aasimar. If for some reason
your GM is unusual and requires the Fiendish
Heritage feat, then disregard the Tiefling build
and convert it to one of the alternative builds.

Human Raging Paladin: This version gets 11


LoHs that heal an average of 50.5 (self / swift
action and/or standard) and 31.5 (others /
standard action) HPs per LoH. It also
leverages Optimistic Gambler & Community
Minded to get the most out of Eldritch
Heritage: Orc Bloodline (Touch of Rage) and
Bloodrage. The +2 inherent bonus to Strength
at 11th level tops off the Rager concept well.
Further, its attack stats with Divine Favor,
Power Attack and Weapon Bond (without
Smite and Touch of Rage) are +27/+22/+17
(2d6 + 34). See the Skills Focus PDF to see
how he can get a Tiger and Dire Tiger into his
repertoire with Handle Animal. Touch of Rage
+ Community Minded, Aura of Justice and
your self-sacrificing abilities keep your tigers
viable for a loooong time.

Standard Self-Healing Tank Builds

Fully Maximizing Builds

General Note: While the Aasimar is slightly


lower, these builds with Divine Favor, Power
Attack and Weapon Bond (and without Smite or
Alter Self) basically attack for +26/+21/+16
(2d6 + 32). Other than the Tiefling build, at 13th
level, these builds can heal for an average of
50.5 (self / swift action and/or standard) and
31.5 (others / standard action) HPs per LoH.

The Leadership Feat (See Martials & Pocket


Cohorts as an example), Handle Animal Skill
(See Optibuilds Skills PDF Part I), Created
Races, and Created Magical Items will upgrade
any build. I have not included the
abovementioned, other than the Handle Animal
skill for some builds. If you should want to
upgrade even more, then feel free to work these
concepts into the builds.

Even if they dont ignore, you have Shield


Other, Paladins Sacrifice and Suicidal.
Quick Note

Tiefling Paladin: The Tiefling version of this


build maximizes LoH healing. At 13th level, this
build can heal for an average of 63.5 (self) and
31.5 (others) per LoH and gets 16 LoHs.

Dont Forget to Get Optibuilds


Paladin PDF Part II The Divine
Archer.

Standard Self-Healing Tank


Race: Tiefling (Oni-Spawn) (+2Str/+2Wis/2Chr) (Alter-Self 1/day)
Traits: Suicidal, Fates Favored
Class/Archetypes: Paladin (Standard)13
Paladin Oaths: Oath of Vengeance or None
Favorite Class Bonus: +1 healing/level Lay
on Hands
Starting Stats (20pts): Str (18), Dex (10), Con
(14), Int (9), Wis (9), Chr (14). Add +1 to
Strength at 4th, 8th. Add +1 to Wisdom at
12th.
Feats / Class Abilities & Selections:
1) Fey Foundling, Aura of Good, Detect Evil,
Smite Evil 1/day;
2) Divine Grace, Lay on Hands;
3) Greater Mercy, Aura of Courage, Divine
Health, Mercy (Sickened);
4) Channel Positive Energy, Smite Evil
2/day;
5) Power Attack, Divine Bond (Weapon);
6) Mercy (Dazed);
7) Extra Lay on Hands, Smite Evil 3/day;
8) Aura of Resolve;
9) Extra Lay on Hands, Mercy (Nauseated);
10) Smite Evil 4/day;
11) Extra Lay on Hands, Aura of Justice;
12) Mercy (Paralyzed);
13) Dazing Assault, Smite Evil 5/day
Spells (includes extra spells from Chr
headband): 1st) Divine Favor x2, Heros
Defiance x2; 2nd) Protection v. Evil
Communal, Shield Other, Paladins
Sacrifice; 3rd) Magic Circle v. Evil, Remove
Blindness/Deafness; 4) Holy Sword or
Guardian of Faith
Skills (13 points): UMD (1), Diplomacy (12)
Equipment (98.5K): +4 Mithral Full Plate
(26.5K); Bracers of Merciful Knight, +3
Greatsword (9K), +3 Adaptive Longbow

Composite (10K), +2 Ring of Protection (8K),


+2 Amulet of Natural Armor (8K), Ring of
Force Shield (4K), +4 Headband of Charisma
(16K), +4 Headband of Strength (16K), Quick
Runners Shirt (1K), Potions: Enlarge Person
x5,
Wands: Cure Light Wounds, Honeyed
Tongue, Endure Elements, Heightened
Awareness
Alternative Builds
Human Version I (Charisma Skills / Cleaver):
Traits: Adopted (Suicidal), Fates Favored;
Favorite Class Bonus: +1 Skill Point per
Level;
Starting Stats (20pts): Str (18), Dex (10),
Con (14), Int (9), Wis (7), Chr (16).
Feats / Abilities: 1) Fey Foundling, Power
Attack; 5) Cleave;
Spells: 1 more 1st level spell;
Skills: Diplomacy (13), Use Magic Device
(13), Handle Animal (13). Get Skills PDF
Part 1 to enjoy the benefits of the Handle
Animal skill.
Human Version II (Super Charisma Skills):
same as Human Version I, except that you
replace your bonus feat for the Focused Study
alternative trait and choose the following:
Feats / Abilities: 1) Fey Foundling, Skill
Focus (Diplomacy); 5) Power Attack; 8)
Skill Focus (Handle Animal); 13) Skill
Focus (Use Magic Device)
Aasimar Version (Super Duper Charisma):
Starting Stats (20pts): Str (18), Dex (10),
Con (14), Int (9), Wis (7), Chr (18). Add +1
to Charisma at 4th, 8th.
Spells: 1 more 1st, 2nd, and 3rd level spell;
Alternative Oaths: Oath against Undeath is a
viable alternative to Oath of Vengeance. Also
Oath against Fiends can be taken with or in
alternative to Oath of Vengeance.

Human Raging Self-Healing Tank


Race: Human (+2Str)
Traits: Community Minded, Optimistic
Gambler
Class/Archetypes: Bloodrager 1 / Paladin
(Standard) 12
Paladin Oaths: Oath of Vengeance
Favorite Class Bonus: +1 skill point / level
Starting Stats (20pts): Str (18), Dex (10), Con
(14), Int (9), Wis (7), Chr (16). Add +1 to
Strength at 4th, 8th. Add +1 to Intelligence at
12th.
Feats / Class Abilities & Selections:
B1) Fey Foundling, Skill Focus
(Survival); Bloodline (Celestial),
Bloodline Power (Angelic Attacks),
Bloodrage, Fast Movement
P2) Aura of Good, Detect Evil, Smite Evil
1/day;
P3) Greater Mercy, Divine Grace, Lay on
Hands;
P4) Aura of Courage, Divine Health, Mercy
(Sickened);
P5) Power Attack, Channel Positive Energy,
Smite Evil 2/day;
P6) Divine Bond (Weapon);
P7) Eldritch Heritage (Orc Bloodline: Touch
of Rage), Mercy (Dazed);
P8) Skill Focus (Handle Animal), Smite Evil
3/day;
P9) Extra Lay on Hands, Aura of Resolve;
P10) Mercy (Nauseated);
P11) Imp. Eldritch Heritage (Orc Bloodline:
Strength of the Beast), Smite Evil 4/day;
P12) Aura of Justice;
P13) Dazing Assault, Skill Focus (Perception)
Mercy (Paralyzed)
Spells (includes extra spells from Chr
headband): 1st) Divine Favor x2, Heros
Defiance x2; 2nd) Protection v. Evil
Communal, Shield Other, Paladins
Sacrifice; 3rd) Magic Circle v. Evil, Remove
Blindness/Deafness; 4) Holy Sword or
Guardian of Faith

Skills (13 points): UMD (1), Diplomacy (13),


Survival (12), Handle Animal (12), Perception
(13)
Equipment (111.5K): Hat of Greater Disguise
(12K), +4 Mithril Full Plate (26.5K); Bracers
of Merciful Knight, +3 Greatsword (9K), +3
Adaptive Longbow Composite (10K), +2 Ring
of Protection (8K), +2 Amulet of Natural
Armor (8K), Ring of Force Shield (4K), +4
Headband of Charisma (16K), +4 Headband of
Strength (16K), Quick Runners Shirt (1K),
Potions: Enlarge Person x20 (1K)
Wands: Cure Light Wounds, Honeyed
Tongue, Endure Elements, Heightened
Awareness
Pet: You still have a considerable amount of
left over money for the Tiger or Dire Tiger. At
the very least get it a Mithril Chainshirt, Holy
Amulet of Mighty Fists, +2 Strength Belt,
Alternative Builds
Alternative Oaths: Oath against Undeath is a
viable alternative to Oath of Vengeance. Also
Oath against Fiends can be taken with or in
alternative to Oath of Vengeance.
Alternative Eldritch Heritage (Arcane)
Build: P7) Eldritch Heritage (Arcane
Bloodline: Arcane Bond (Familiar); P9)
Improved Familiar; P11) Extra Lay on Hands
There are so many familiars, improved
familiars, and familiar archetypes to choose
from. See the Optibuilds Shaman PDF to
get a taste for what the mauler familiar can
do.

Leveraging Community Minded &


Optimistic Gambler
Simply start your rage the 1st round, get your
attacks or whatever, and then turn off rage as a
free action before the end of your turn. Next,
let Optimistic Gambler and Community
Minded (you are your own ally) kick in. You
can cure the rage fatigue with your Lay on
Hands or just let it naturally go away in
basically one round, since the rd. you end rage
counts towards the 2 rds. the fatigue will last.
Keeping your Tigers Viable
If and when you purchase Tigers as suggested
in Skills PDF Part I, you will find that they
eventually run out of juice because at higher
levels you will be fighting creatures with
damage reduction. Most builds have to retire
the tigers from melee combat and/or invest
heavily in equipment. However, the Rager
Paladin build can boost the Tigers and Dire
Tigers attacks with Touch of Rage and later
with Aura of Justice. This means the Tiger is a
menacing option throughout 13th level
(especially against Evil).
Equipment Honorable Mentions
1.
Jingasa Jacket At lower levels, this is
a more accessible option that the Hat of Greater
Disguise. At higher levels I prefer the Hat of
Disguise Greater not just for the +2 stat bonus
to strength or dexterity, but for scent
(pheromone arrows and etc. discussed in Skills
PDF Part I), swim, climb, claw/bite attack
(troglodyte), and roleplay advantages.
2.
Prism Ioun Stones I am not a big fan
of these because they can be taken away so
easily. With that said, if you GM does not
have NPCs steal Ioun Stones, they are great.
Dusty Rose Prism Ioun Stone gives a +1
insight AC bonus for 5k. Cracked Dusty Rose
Prism for 500g give +1 to initiative. Cracked
Pale Green Prism gives a +1 competence bonus
to attack rolls or saving throws.

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