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RetPaladin

Retribution Paladin


Initial
Values
Final
Values
STR 16 21
DEX 10 10
CON 10 10
INT 10 10
WIS 14 14
CHA 16 21
Base attack bonus 28
Fortitude save 26
Reflex save 12
Will save 17
Spell resistance 0
Hit Points 356
Natural AC 12; 20 self-buffed
  • Race: Human
  • Classes: Cleric 7 / Fighter 12 / Frenzied Berserker 5 / Divine Champion 6
  • Cleric Domains: Good, War
  • Build Nature: PvE
  • Alignment: Any nonlawful with a Veteran Background
  • Deity: I went with Torm, but any deity that allows you access to a large two-hand weapon of your choice through the War Domain is fine.



Description Edit

Why make this character?

This character revolves around the idea of having a Paladin that focuses specifically on damage while still having some degree of utility through buffs and healing, as with a Ret Paladin in World of Warcraft. However, a regular NWN 2 Paladin is a little too split between both fighting and clerical magic to be truly effective enough alone as either a fighter or a caster. This build addresses that issue by making a character that has pretty much everything that makes a paladin a paladin (4th level Cleric spells that actually offer a greater pool than what a regular Paladin has access to, aura of courage, smite, turn undead, lay on hands, remove disease, and bonuses to saving throws as well as access to feats like Epic Divine Might, Divine Shield, and Divine Vengeance) but with higher damage potential. However, as anyone checking this page out has noticed, I managed to do this without ever taking a single level as a Paladin. The name is fitting all the same, as this is basically a high-dps melee character that can offer everything to a party that a regular Paladin could. You even get some healing spells and buffs right from level one, which is something a regular Paladin doesn't offer.


Why a Human?

This is more for role-playing purposes than anything and also to avoid leveling penalties. Other races with better stat bonuses could be used and might allow for a bit more feat flexibility as you wouldn't have to put as many points into Great Strength and Great Charisma in order to get Divine Might.

 


Level Progression
Level          Class                                          Feat                                                                                                                                   Class Feat                                                                 Ability Bonus                
1 Cleric 1 Extra turning, Extra Turning II War Domain (Weapon Focus Greatsword), Good Domain N/A
2 Fighter 1 Power Attack N/A N/A
3 Cleric 2 Divine Might N/A N/A
4 Fighter 2 Cleave N/A CHA +1
5 Fighter 3 N/A N/A N/A
6 Cleric 3 Divine Shield N/A N/A
7 Fighter 4 Weapon Specialization (Greatsword) N/A N/A
8 Fighter 5 N/A N/A CHA +1
9 Cleric 4 Divine Vengeance N/A N/A
10 Fighter 6 Great Cleave N/A N/A
11 Fighter 7 N/A N/A N/A
12 Fighter 8 Greater Weapon Focus (Greatsword), Practiced Spellcaster (Cleric) N/A STR +1
13 Cleric 5 N/A N/A N/A
14 Cleric 6 N/A N/A N/A
15 Fighter 9 Toughness N/A N/A
16 Fighter 10 Improved Power Attack N/A STR +1
17 Fighter 11 N/A N/A N/A
18 Fighter 12 Greater Weapon Specialization (Greatsword), Blind Fight N/A N/A
19 Frenzied Berserker 1 N/A Frenzy N/A
20 Divine Champion 1 N/A Lay on Hands CHA +1
21 Frenzied Berserker 2 Epic Weapon Focus (Greatsword) Supreme Cleave N/A
22 Divine Champion 2 Epic Weapon Specialization (Greatsword) Sacred Defense N/A
23 Divine Champion 3 Great Charisma (+1) Smite Infidel N/A
24 Divine Champion 4 Epic Toughness (+30) N/A CHA +1
25 Divine Champion 5 Great Strength (+1) Divine Wrath N/A
26 Frenzied Berserker 3 N/A N/A N/A
27 Frenzied Berserker 4 Great Strength (+2) Deathless Frenzy N/A
28 Frenzied Berserker 5 N/A Enhanced Power Attack STR +1
29 Cleric 7 Epic Divine Might N/A N/A
30 Divine Champion 6 Armor Skin N/A N/A

 

Skills: Tumble to 10, and I recommend getting as much spellcraft and concentration as you can, since both help a lot.


Notes Edit

Potential Attack & Damage:

At lvl 30, with all self-buffs (Frenzy, Enhanced Power Attack, Divine Might) and a plain old Greatsword with no enhancements:

Main Hand: +34/+34/+29/+24/+19/+14/+9

      2-12 +38

      + 10 Divine (from divine might and keep in mind that this bypasses immunities to divine damage)    

Main Hand Damage: 7 * ( 6.5 + 38 + 10)               

                         = 381 per round

Main Hand w/ epic Greatsword: +42/+42/+37/+32/+27/+22/+17

      2-12 +38

      + 10 Divine 

      + 8 physical     

      + 5d6 fire     

      + 5d6 cold     

      + 5d6 electricity

Main Hand Damage: 7 * ( 6.5 + 38 + 10+ 8 + 3 * 5 * 3.5 )               

                         = 805 per round

It's worth mentioning here that while the build outputs respectable damage it also doesn't scale nearly as well with epic weapons as dual-wield builds do. That said, this character offers all the utility of a paladin while outputting far more damage than usual for such a role. And because it utilizes Divine Might both charisma and strength bonuses boost damage for the build.

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