D&D 3.5 Paladin: 5 Tactical Build Variations

Posted by

Article-At-A-Glance

  • Compares five specialized 3.5 paladin builds, highlighting roles, tactics, and table impact.
  • Explains how each build trades damage, defense, mobility, and utility for different party needs.
  • Details core feat, class, and gear choices that make each paladin concept actually function.
  • Shows which campaigns suit each build, and what limitations or DM buy-in they demand.
Paladin

Strengths & Weaknesses

Build NameStrengthsWeaknesses
Cavalier[1]A mounted charger with a lance delivers devastating attacks, and feats like Spirited Charge, Cavalry Charger, and Deadly/Unstoppable Charge greatly multiply Power Attack damage. Strong battlefield leadership and diplomacy come from the Purple Dragon Knight prestige class, a high Intelligence of 20, and the Courtly Knowledge skill. These combine to provide significant social and morale support.This character relies heavily on their mount and open areas to fight effectively. Confined spaces, effects that hinder mounts, or a mount’s death significantly reduce damage. Average saving throws and a lack of natural flight or teleportation make this character vulnerable to powerful spellcasters and flying opponents.
Divine Whirlwind[2]Massive full-attack routine with dual shortswords, full Two-Weapon Fighting chain, and fighter feats, delivering many attacks per round.
Dex-based halfling with good AC and Weapon Finesse excels at hit-and-run melee in low-to-mid optimization groups.
This build depends on delivering full attacks in melee and lacks Pounce, meaning that effects which limit movement or control the enemy can easily reduce its damage. The character has low utility and relatively weak spellcasting for a 20th-level character. It functions primarily as a single-target damage dealer with limited defensive scaling.
Dark Knight[3]Brutal charge damage increases by combining Power Attack, Leap Attack, Combat Brute, and Shock Trooper. Blackguard smites and sneak attack dice further enhance this damage. A Darkstalker with ranks in Hide, along with Sacred Stealth and Shadowbane, becomes a dangerous and stealthy Inquisitor. This combination allows her to find or ambush hidden foes effectively.Alignment and ex‑Paladin/Blackguard requirements can be restrictive and challenging for parties that do not focus on evil or morally gray roleplaying. Both Sneak attack and charge abilities struggle against concealment, fortification, flight, and cramped terrain. Consequently, some encounters can significantly hinder her offensive capabilities.
Holyman[4]Vow of Poverty, combined with the Apostle of Peace class and numerous exalted feats, provides substantial AC, resistances, regeneration, and potent spellcasting fueled by high Wisdom. A character can neutralize opponents nonlethally through Holy Subdual, Subduing Strike, and Pacifying Touch. These abilities maintain a consistent, pacifist theme.Vow of Peace and other multiple vows create significant roleplaying and tactical limitations. These vows can forbid or heavily constrain many typical solutions. This build relies on exalted feats and requires DM approval. In some campaigns, restrictions, social challenges, or a lack of support may make this character frustrating to play.
Innocents Wall[5]A highly resilient frontline tank builds from the Squire of Legend path, benefiting from high Will saves. Improved Toughness, strong armor, and a shield further enhance defenses, alongside the defensive features of the Knight of the Chalice. This build specializes in hunting fiends and undead, gaining Fiendslaying bonuses and access to Smite Undead and Censure Demons. Holy Aura protects allies while effectively controlling evil enemies.Damage output is modest when compared to builds focused on charging or sneak attacks. This character excels through endurance rather than burst damage, potentially extending combat duration. The build performs best against evil outsiders and undead. Against neutral or non-fiend opponents, much of its equipment and abilities become less effective or commonplace.
Cavalier

Cavalier

This build combines a mounted paladin and cavalier[1], delivering devastating nova-level damage with every charge. It also functions effectively as a party’s leader both in social situations and on the battlefield. The build heavily emphasizes lance charges, benefits from the Purple Dragon Knight support, and relies on high Ride bonuses. This makes the character terrifying while mounted, though less formidable on foot.

  • A mounted charge’s damage increases significantly with the combination of the Spirited Charge, Deadly Charge, and Cavalry Charger feats. The Mounted Weapon Bonus further enhances this damage. A critical hit from a lance can then potentially defeat encounter-level threats with a single charge.
  • This build relies heavily on having a mount and clear paths for charging. Confined spaces like cramped dungeons or difficult terrain severely limit its offensive capabilities. Enemies that restrict movement will also shut down most of the offense.
  • Protect and upgrade your special mount with worthwhile investments. Then, coordinate the use of *Inspire Courage*, *Oath of Wrath*, and *Unstoppable Charge* during the same turn. This combination creates a powerful alpha strike that can quickly change the course of challenging boss fights.

Divine Whirlwind

An 8th-level Paladin/12th-level Fighter halfling dual-wields shortswords. This allows them to make up to seven attacks per round at 20th level. High Dexterity and complete Two-Weapon Fighting (TWF) chains enhance this capability. Divine Grace, smites, and sturdy armor help the character endure damage. They can then move through enemy lines using mobility feats.

  • This full-attack routine combines Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting. It also utilizes a fighter specialization to deliver numerous accurate attacks with each shortsword.
  • This build requires many feats and high statistics, particularly Dexterity, and has several prerequisites. This focus on offensive power can leave the character with weaker defenses against spells and battlefield control compared to a more defensively oriented frontline paladin.
  • Combine the benefits of the Spring Attack feat with a high initiative score to move into a flanking position alongside the party’s rogue. Then, deliver a flurry of attacks against a key target and quickly reposition. This forces enemies to pursue you through the threatened areas occupied by your allies.
Divine Whirlwind
Dark Knight

Dark Knight

A fallen paladin who becomes a Shadowbane Inquisitor and Blackguard combines smites, sneak attack, and brutal Power Attack chains for devastating charge damage. This character excels at hunting high-value targets whether mounted or on foot. They lead from the front and relentlessly punish anyone displaying a holy symbol.

  • Damage spikes are disgusting: Leap Attack + Shock Trooper + Combat Brute + Power Attack, stacked with sneak attack and Smite Good/Evil, can erase bosses in one charge. Between Dark Blessing/Divine Grace, full plate, fiendish servant, undead minions, and stealth tools like Darkstalker and Sacred Stealth, it survives and controls both open-field battles and shadowy skirmishes.
  • You rely heavily on charge lanes, flanking, and catching foes flat-footed. Confined spaces, difficult terrain, or flight can disrupt your alpha-strike pattern. Multiple alignment changes, Prestige Class entry requirements, and dependence on gear and party composition make this build DM-dependent. It also takes time to become effective at lower and middle levels.
  • Combine Detect Good/Evil and Pierce Shadows to act as the party’s living radar. This allows you to move through darkness or magical shadows and reveal hidden enemies. Then, charge forward with Shock Trooper, transferring all Power Attack penalties to your AC. This creates a dramatic, armor-rending first strike that announces every combat with blood and broken steel.

Holyman

A Wisdom-focused Half-Orc paladin can prioritize vows and exalted power over traditional gear and lethality, achieving nonlethal dominance. This build begins as a Serenity paladin, then transitions into the Sword of Righteousness and Apostle of Peace archetypes. It effectively tanks, heals, controls, and subdues nearly any threat without relying on magic items.

  • Combining Vow of Poverty, Vow of Serenity, and high Wisdom grants enormous AC, saves, exalted bonuses, and access to high-level Apostle of Peace spellcasting. Additionally, Holy Subdual and Subduing Strike allow every melee or ranged attack to deal nonlethal damage. This damage bypasses most good damage reduction.
  • Multiple exalted vows (Non-Violence, Peace, Chastity, Abstinence, Purity, Obedience) place brutal story and behavior limits, so party actions, torture, common adventurer greed, or casual killing can force code-breaking, loss of powers, or heavy table friction.
  • Combine Pacifying Touch, Ranged Smite Evil, and Holy Subdual against a dangerous foe. This allows you to approach radiating a holy aura, then strike the villain with a subdual Smite. You can knock them unconscious instead of killing them, preserving all of your Apostle of Peace power.
Holyman
Innocents Wall

Innocents Wall

Innocent’s Wall is a classic heavy-armor paladin build focused on protecting allies. It draws enemy attention with the Goad and Stand Still maneuvers, then relies on massive defenses. The build supports this with smites, healing, and buffs for the party. Combining Squire of Legends, Knight of the Raven, and Knight of the Chalice provides will-save bonuses, anti-fiend damage, and additional support features. This creates a resilient frontline anchor that effectively punishes demons and undead.

  • This build provides strong frontline control against evil enemies. It combines high Armor Class, the use of a tower shield, and the Courage of Heaven ability for defense against fear and enchantment effects. Control tools like the Goad and Stand Still spells further protect more vulnerable allies.
  • The class has limited effectiveness against non-evil or non-fiend creatures, offering modest damage and spellcasting. This can make encounters with neutral or brute enemies feel slow and underwhelming. Offensive scaling is very narrow in these situations.
  • Focus on fiend-hunting by equipping a Holy or Sacred weapon and a permanent magic circle against evil. Once the Knight of the Chalice’s Fiendslaying and Holy Aura abilities activate, you become a powerful defense against demons. Your raven can scout ahead, and your mount will trample any enemies that attempt to bypass your defenses.

FAQ

Which paladin build is best for a new or casual D&D 3.5 group?

In most casual tables, Innocents-Wall is the safest and friendliest pick. It plays like a classic paladin: tough armor, big shield, very clear role. You stand in front, shout at evil, and take hits for everyone. Its mechanics are straightforward compared to Dark-Knight or Holyman[4]. You can still smite, heal, and inspire without juggling five vows or edgy alignment flips. Cavalier[1] is fun too, but mount dependence frustrates beginners in tight dungeons.##

How do I choose between Cavalier[1] and Dark-Knight for charge-based damage?

Cavalier[1] hits hardest when mounted with room to charge and a living lance. Dark-Knight hits hardest when it can stack charge, Power Attack, and sneak attack. Choose Cavalier[1] if your DM loves open fields, cavalry scenes, and heroic banner moments. Pick Dark-Knight if your DM allows morally gray play and stealth-heavy missions. Cavalier[1] is simpler: ride straight, explode one target, then circle around. Dark-Knight demands more setup with flanks, darkness tricks, and alignment hoops.##

Is Divine-Whirlwind actually worth it compared to a standard charger?

Divine-Whirlwind trades raw burst for consistency and style. A classic charger can delete a boss in one hit, then feel useless when movement is locked. Divine-Whirlwind shines when you can stand in one place and full attack. Seven shortsword attacks shred single targets that survive the opener. It feels great in dungeon crawls with many medium fights in a day. If you want simple ‘point and delete’, go Cavalier[1] or Dark-Knight instead.

How campaign-dependent are Holyman[4] and Dark-Knight compared to the others?

Holyman[4] and Dark-Knight are absolutely at the mercy of the campaign’s tone. Holyman[4] needs a DM and party that respect vows, diplomacy, and nonlethal solutions. One torture scene or loot-obsessed group can wreck the concept. Dark-Knight needs a DM comfortable with fallen paladins, Blackguards, and moral messiness. If your table wants bright heroics, Innocents-Wall or Cavalier[1] land better. If your table loves drama, politics, and gray morality, Dark-Knight and Holyman[4] can steal the story.##

Which build brings the most to the party outside of combat?

Cavalier[1] and Holyman[4] usually bring the biggest noncombat presence. Cavalier[1]’s social stats, Purple Dragon Knight, and leadership feats crush court scenes. You become the face, negotiator, and battlefield commander in one package. Holyman[4] dominates social play in a different way, through awe and sanctity. High Wisdom, exalted feats, and Apostle of Peace magic reshape moral choices. Innocents-Wall can support with leadership and faith, but leans more martial. Divine-Whirlwind mostly lives for combat, with modest utility.##

How do these Paladin builds handle flying enemies and tight dungeons?

Flying foes and cramped maps hurt Cavalier[1] and Dark-Knight the most. Both love long charge lanes and clear paths, so flight and clutter ruin their plans. Divine-Whirlwind suffers less in dungeons but still needs full-attack space. Innocents-Wall actually loves narrow corridors, since enemies must fight through him. Holyman[4] just shrugs and casts powerful spells or pacifies threats. If your DM loves vertical maps and twisting tunnels, avoid pure mounted chargers.##

Which Paladin build is most forgiving when gear is poor or magic items are rare?

Holyman[4] wins this category by a mile. Vow of Poverty means the build assumes weak or no gear. Your AC, saves, and offense grow from class features and exalted feats. Apostle of Peace spells also give massive control and durability without many items. Innocents-Wall functions decently with just solid armor and a shield. Cavalier[1], Dark-Knight, and Divine-Whirlwind all expect strong weapons and key gear. In a low-treasure campaign, Holyman[4] will feel shockingly unfair.##

How do these Paladin builds scale from low to high levels?

Early on, Innocents-Wall and Cavalier[1] feel best, because they are simple and tough. A heavy shield, a lance charge, and smites matter a lot at low levels. Divine-Whirlwind is weak until you complete the TWF feat chain. Dark-Knight feels clunky before all its charge and sneak toys come online. Holyman[4] starts slow but skyrockets once Apostle of Peace spells arrive. By high level, Dark-Knight and Holyman[4] have the most game-warping ceilings.

Which Paladin build should I pick if my group cares a lot about story and roleplay?

Holyman[4] and Innocents-Wall carry incredible story weight. Holyman[4] forces big questions about mercy, violence, and holiness every session. Innocents-Wall naturally becomes the group’s moral shield and fiend-hunting icon. Dark-Knight offers a strong fall-and-redemption arc, but needs careful table consent. Cavalier[1] fits sweeping military or knightly drama, with orders, banners, and duels. Divine-Whirlwind is lighter in story hooks, but can embody bold halfling hero myths. Choose based on how much moral tension your table enjoys.

How do these Paladin builds synergize with common party archetypes?

Cavalier[1] and Dark-Knight love bards and buffers, who scale their nova damage. Divine-Whirlwind pairs well with battlefield controllers that pin enemies in place. Innocents-Wall thrives with squishy blasters and archers behind his shield wall. Holyman[4] supercharges social characters and sneaky types by ending fights nonlethally. In one campaign, I ran Cavalier[1] with a bard and warblade; charges were absurd. In another, Holyman[4] with a rogue made every victory a moral debate.

What should I try next, and could these Paladins hide D&D 3.5’s best build?

For your next game, actually test two of these builds side by side. Maybe run Cavalier[1] and Innocents-Wall in the same party, then swap to Dark-Knight and Holyman[4] next campaign. Talk with your DM first about mounts, vows, and alignment expectations. Then stress-test their strengths and watch which one warps encounters hardest. Join the discussion and share results in the Stellar Dragons Discord: https://discord.gg/uAPvgEq6Z7.

Author

  • Writer, Editor, GM, Technologist – Andrew’s been playing TTRPGs since as far back as he can recall… at least sometime in the nineties… or was it the early 2000s?

    View all posts
Terms definitions
1. Paladin – Cavalier – D&D 3.5 ( Cavalier )

Cavalier

Cavalier

Two years had passed since the orcs invasions. The young man, for the courage he demonstrated, received the right of peerage and became a squire for one of the King’s personal knights. Since that day, the young squire trained everyday with the goal of one day being formally knighted.

But the war wasn’t over yet he thought as he helped his master put on his full plate in the camp. The older man studied his squire intently.

-“You have come a long way, you know. Once, I was like you too. Eager, and inexperienced.” He turned and put his hand on his squire’s shoulder firmly.

-“You will soon learn that the hardest part is not the battle, no, that part is easy. The hardest part is dealing with the nobles that send us to do their dirty work.”

As the young man nodded, the Knight put on his helmet and jumped on his magnificent steed. The squire was in awe, as he saw his master ride towards the battlefield, charging in that ever growing army of darkness. With knights like him protecting the Realm, there was no way they would lose that war.

Race

Human

Class

Paladin 5/Purple Dragon Knight 5/Cavalier 10

Ability Scores

Str 16/Dex 10/Con 14/Int 20/Wis 10/Cha 16

Skills

Diplomacy 1/Listen 2/ Ride 6/Spot 2/Handle Animal 4/Knowledge(Nobility and Royalty) 4

Equipment

A longsword, a shield, a lance and the best armor you can afford.

Goal

You make the average Leap Chargers quiver in their boots with the absolutely ridiculous amount of damage you can dish out. You are also an incredible Diplomancer, and an excellent team leader. Useful both in and out of combat, if you can ride your steed, nothing will be able to stand in your way.

LevelClassHDFeatSpecial
1Paladin12Negotiator, Mounted CombatAura of Good, Detect Evil, Smite Evil 1/Day
2Paladin1d10+2Divine Grace, Lay on Hands
3Paladin1d10+2Ride-By AttackAura of Courage, Divine Health
4Paladin1d10+2Turn Undead, +1 Str
5Paladin1d10+2Smite Evil 2/Day, Special Mount
6Purple Dragon1d10+2Spirited ChargeHeroic Shield
KnightRallying Cry
7Purple Dragon Knight1d10+2Inspire Courage 1/Day
8Purple Dragon Knight1d10+2Fear, +1 Str
9Purple Dragon Knight1d10+2Weapon Focus(Lance)Inspire Courage 2/Day, Oath of Wrath
10Cavalier1d10+2Special Mount, Courtly Knowledge, Ride Bonus +2, Mounted Weapon Bonus +1(Lance)
11Cavalier1d10+2Deadly Charge 1/Day, Mounted Weapon Bonus +1(Sword)
12Cavalier1d10+2TrampleBurst of Speed, +1 Str
13Cavalier1d10+2Deadly Charge 2/day, Ride Bonus +4
14Cavalier1d10+2Mounted Weapon Bonus +2(Lance)
15Cavalier1d10+2Cavalry ChargerDeadly Charge 3/Day, Full Mounted Attack, Mounted Weapon Bonus +2(Sword)
16Cavalier1d10+2Ride Bonus +6, +1 Str
17Cavalier1d10+2Deadly Charge 4/Day
18Cavalier1d10+2Improved InitiativeMounted Weapon Bonus +3(Lance), Ride bonus +8
19Cavalier1d10+2Unstoppable Charge 5/Day, Mounted Weapon Bonus +3(Sword)
20Purple Dragon Knight1d10+2Final Stand, +1 Str
2. Paladin – Divine Whirlwind – D&D 3.5 ( Divine Whirlwind )

Core-Only

Divine Whirlwind

They were cornered, the army of orcs and giants slew their way into the town that was surrounding the King’s Castle. They had ran away towards the gates, but they were too late. They were shut. As his mother and younger siblings knocked against the gate with a few other villagers, the young man turned around. Down the street, orcs were pillaging and a hill giant, taller than some houses, was slowly making his way towards them, a carnivorous and stupid smile on his face. The young man without hesitation picked a sword from a dead guard nearby and stood his ground. The giant laughted at the sight.

The sword was heavy, his hands were trembling in fear. Yet he stood, no one was coming to save them, so he had to save his family, no matter what. That’s when the impossible happened. A young girl, smaller than him, clad in full plate armor and armed with a pair of short swords ran past him and jump straight into the giant’s face. It took her merely seconds to vanquish that foe. That’s when he saw her bare feet. A Halfling took down a giant that easy?

She turned around and gave him a genuine smile.

“You were brave kiddo, but don’t worry, the cavalry has arrived”.

Race

Halfling

Class

Paladin 8/Fighter 12

Ability Scores

Str 14/Dex 17/Con 12/Int 8/Wis 12/Cha 14

Skills

Ride

Equipment

A pair of shortswords and the best armor you can afford, plus a Holy Symbol.

Goal

You rule the battlefield from the get go. Your pair of shortswords will let you attack seven times per round by lvl 20 without buffs, and your damage will be impressive. You are an absolute whirlwind of blades and not many can nor will dare stand in your way.

LevelClassHDFeatSpecial
1Paladin11Weapon FinesseDetect Evil, Smite Evil 1/Day, Aura of Good
2Paladin1d10+1Divine Grace, Lay on Hands
3Paladin1d10+1Two-Weapons FightingDivine Health, Aura of Courage
4Paladin1d10+1Turn Undead, +1 Dex
5Paladin1d10+1Smite Evil 2/Day, Special Mount
6Paladin1d10+1Improved Two Weapons FightingRemove Disease 1/Week
7Paladin1d10+1
8Paladin1d10+1+1 Dex
9Fighter1d10+1Weapon Focus(Shortswo rd)
10Fighter1d10+1Dodge
11Fighter1d10+1
12Fighter1d10+1Weapon Specialization(S hortsword), Greater Two Weapons Fighting+1 Dex
13Fighter1d10+1
14Fighter1d10+1Mobility
15Fighter1d10+1Spring Attack
16Fighter1d10+1Two-Weapons Fighting+1 Dex
17Fighter1d10+1
18Fighter1d10+1Greater Weapon Focus(Short Sword), Improved Initiative
19Fighter1d10+1
20Fighter1d10+1Greater Weapon Specialization (Shortsword)+1 Dex
3. Paladin – Dark Knight – D&D 3.5 ( Dark Knight )

Dark Knight

Dark Knight

At last after so many years of war, the young knight had survived impossible fights, to finally find himself leading the realm’s army for its final push against the dark army. That’s when he saw, away on the field, a dark figure, clad in black and red armor made its way forward, alone. He rode to his adversary’s parlay.

As he came close, the dark knight removed her helmet. A beautiful woman with raven dark hair stood as the leader of the evil army, he could hardly believe it.

-“I have an offer for you, Lord Commander of the Realm’s Army.” Her voice was cold, but direct. There wasn’t a hint of treachery, which surprised the young man.

-“State it”, replied the young Knight.

-“I propose a duel, if I win, your army stands down and let me march against your King’s Castle. If you win, my army leaves your lands, never to return.”

They stood there in silence for a moment.

-“Before I give you my answer, will you answer one question?” The young man asked.

-“As you wish.”

-“Why would you make such an offer?”

She smiled, sadly, and pulled an old, broken holy symbol, like the young knight was proudly wearing.

-“Because five years ago, I stood where you stood, and lost. What kind of knight would I be, were I not to offer you the same chance to end it all in one fight.”

The young man understood her pain, and her anger, he looked back to the men at his back, thought of them, their families, the kingdom. Finally turning back to the woman and firming his jaw before replying.

-“Then I accept your challenge, Lady Knight.” As they both put back their helmets on, she smiled. “Finally, a worthy foe.”

Race

Human

Class

Rogue 1/Ex-Paladin 5/Shadowbane Inquisitor 4/Blackguard 10

Ability Scores

Str 16/Dex 10/Con 12/Int 10/Wis 14/Cha 15

Skills

Gather Information 4, Hide 5, Sense Motive 8, Knowledge(Religion) 2

Equipment

Start with a longsword and a studded leather, but eventually switch to a greatsword and a full plate.

Goal

You are an absolute menace, you rule the battlefield with being able to leap attack, sneak attack, smite your opponents, hide in the dark or reveal hidden opponents. You ride into battle and are a fantastic team leader, with enough skills and spells to be a good secondary support spellcasting skill-monkey. You truly do it all, although your real focus is melee combat, at which you absolutely excel.

LevelClassHDFeatSpecial
1Rogue7Darkstalker, Power AttackTrapfinding, Sneak Attack +1d6
2Paladin1d10+1Aura of Good, Detect Evil, Smite Evil 1/Day
3Paladin1d10+1CleaveDivine Grace, Lay on Hands
4Paladin1d10+1Aura of Courage, Divine Health, +1 Cha
5Paladin1d10+1Turn Undeads
6Paladin1d10+7Improved ToughnessSmite Evil 2/Day, Special Mount
7Shadowbane Inquisitor1d10+2Absolute Conviction, Pierce Shadows
8Shadowbane Inquisitor1d10+2Sacred Stealth +4, Smite 1/Day, +1 Str
9Shadowbane Inquisitor1d10+2Improved Sunder, Improved Bullrush
10Shadowbane Inquisitor1d10+2Sneak Attack +1d6
11Blackguard1d10+2Aura of Evil, Detect Good, Use Poison, Smite Good 3/Day, Lay on Hands, Sneak Attack +2d6, Fiendish Summoning,
12Blackguard1d10+2Leap AttackDark Blessing, Smite Good 4/Day, +1 Str
13Blackguard1d10+2Command Undead, Aura of Despair
14Blackguard1d10+2Sneak Attack +3d6
15Blackguard1d10+2Combat BruteFiendish Servant, Undead Companion, Smite Good 5/Day
16Blackguard1d10+2+1 Str
17Blackguard1d10+2Sneak Attack +4d6
18Blackguard1d10+2Shock Trooper
19Blackguard1d10+2
20Blackguard1d10+2Sneak Attack +5d6, Smite Good 6/Day
4. Paladin – Holyman – D&D 3.5 ( Holyman )

Holyman

Holyman

Another year had passed. The two armies had retreated for the winter, and the young man had been knighted after managing his final test. He was now patrolling the woods against the undead that the evil master of the dark army had infested the forest with. As he rode his horse, shivering, he came across a half-orc in rags with a simple staff and a rusted sword at his hip seated next to a small campfire. He approached, dropping from his steed. He saw the tattoos and the wooden holy symbol on the traveler’s neck and bowed politely before asking.

-“Holyman, may I sit by you to warm myself and my steed for a while?” The Half-Orc, with a smile, simply waived him towards a log.

-“Please Sir, share the warmth with me.”

As the young man was eating and warming himself, the half-orc was putting more wood in the fire.

-“Were you a knight once?” Asked the young man nodding at the traveler’s sword.

-“I still am, young man”. Laughed the half-orc. I just made a Vow of Peace. Hence why you find me here, away from the war. I will not kill another soul if I can help it.

-As he talked, he rose and picked his rusty sword and waived at something behind the young knight, who turned to see a few undead slowly creeping their way towards them. The young knight rose and drew his sword, standing next to the half-orc, who quipped with an annoyed groan.

-“Then again, I still carry this old sword for the things that are already dead”…

Race

Half-Orc

Class

Paladin 7/Sword of Righteousness 3/ Apostle of Peace 10

Ability Scores

Str 10/Dex 10/Con 16/Int 10/Wis 18/Cha 4

Skills

Concentration 10/Diplomacy 6

Flaws

Pathetic(Cha), Shaky

Equipment

A wooden Holy Symbol, a weapon of your choice.

Goal

You spend the first 10 levels being a regular paladin focused on Wisdom via your Serenity and Intuitive Attack feats, but without equipment due to your vow of poverty. When you take your vows of non-violence and peace, you also become a master of subdual damage, being able to beat enemies without killing them. You can cast high level spells, including exalted spells, and are more than capable both in melee, at ranged, or as a spellcaster.

LevelClassHDFeatSpecial
1Paladin13Intuitive Attack, Sacred Vow , Vow of PovertyAura of Good, Detect Evil, Smite Evil 1/Day, AC +4
2Paladin1d10+3Nimbus of LightDivine Grace, Lay on Hands
3Paladin1d10+3SerenityAura of Courage, Divine Health, +5 AC, Endure Elements
4Paladin1d10+3Holy RadianceTurn Undead, +1 Wis, Exalted Strike +1(Magic)
5Paladin1d10+3Smite Evil 2/Day, Special Mount, Sustenance
6Paladin1d10+3Servant of Heavens, StigmataRemove Disease 1/Week, AC +6, Deflection +1
7Paladin1d10+3Resistance +1, Wis +2
8Sword of Righteousness1d8+3Vow of Abstinence, Vow of ChastityNatural Armor +1, Mind Shielding, +1 Wis
9Sword of Righteousness1d8+3Vow of Non-Violence, Subduing StrikeAC +7
10Sword of Righteousness1d8+3Vow of Peace, Holy SubdualExalted Strike +2(Good), DR 5/Magic
11Apostle of Peace1d4+14Turn Undead, Wis +2, Con +2
12Apostle of Peace1d4+4Improved Initiative, Vow of ObediencePacifying Touch, +1 Wis, AC+8, Deflection +2, Greater Sustenance
13Apostle of Peace1d4+4Resistance +2, Energy Resistance 5
14Apostle of Peace1d4+4Touch of Golden IceExalted Strike +3, Freedom of Movement, Censure Fiends
15Apostle of Peace1d4+19Zen ArcherAC Bonus +9, Wis +2, Con +2, Dex +2, DR 5/Evil
16Apostle of Peace1d4+5Vow of Purity+1 Wis, Natural Armor +2
17Apostle of Peace1d4+5Exalted Strike +4, Resistance +3, Regeneration
18Apostle of Peace1d4+5Defender of the Homeland, Ranged Smite EvilAC +10, Deflection +3, True Seeing
19Apostle of Peace1d4+24+2 Wis, +2 Con, +2 Dex, +2 Str
20Apostle of Peace1d4+6Exalted Turning+1 Wis, Exalted Strike +5, Energy Resistance 15
5. Paladin – Innocents Wall – D&D 3.5 ( Innocents Wall )

Innocents Wall

Innocents Wall

Two blades clashed heavy against one another, having stepped from their mounts to pursue battle. He barely had the time to raise his shield as her massive sword crashed against it, yet he withstood the dark knight’s assault. His sword sang with the wind as it clashed against her armor with a resounding blow which could be heard across the fields. Cheers from both armies could be heard as the two champions fought against each other in a deadly struggle which would determine the fate of many.

But no matter how hard she struck, or was vicious technique or trickery she used, she could not overcome the young man’s defenses. It enraged her.

Why was he standing so strong against her?

Where was this unconquerable man five years ago?

-“Why?” She questioned under her breath.

-“Why didn’t you save me from this fate five years ago?” She screamed as she struck the shield once again, uselessly.

Tears rolled down her cheeks, her efforts exhausting her to the point she began to pant, out of breath.

The young man dropped his guard, and replied.

-“Because five years ago, I was merely a young boy, not even a squire yet. I was at the King’s castle when the city was sacked. The gates were shut closed before we could get in, and as my family was about to get killed by your army, I stood there, because I refused to let them die while I could do something, ANYTHING to save them. Just like you did too, five years ago.”

She laughed.

“You mean to tell me a young peasant was able to defeat an entire army?”

-“No”. He replied, cutting her laugh. “I was about to get killed too. I was saved by fate, and you were betrayed by it. But not this time. This time, I will save you too.”

He charged her and put his entire strength, will, and heart in that one blow. As she raised her sword against his, her blade cracked, and was broken, just like her will and that of the army of monsters, who fled the land, forever protected by the Knightly Order of the Wall of Innocents.

Race

Human

Class

Paladin 5/Squire of Legends 3/Knight of the Raven 2/Knight of the Chalice 10

Ability Scores

Str 16/Dex 10/Con 12/Int 10/Wis 14/Cha 15

Skills

Knowledge(History) 3, Knowledge(Religion) 10/Knowledge(The Planes) 5

Equipment

A longsword, a shield and the best armor you can afford.

Goal

You are the quintessential Paladin. Ready to withstand anything thrown at you, forcing evil creatures to fight you instead of your allies, while buffing your party, being able to heal them, ride to battle, and stand your ground even against the most impossible foes. You are the classical trope of the knight in shining armor, with your raven companion and your steed. A white flame on the battlefield, you bring hope to the heart of your allies and dread in that of evildoers.

LevelClassHDFeatSpecial
1Paladin11Able Learner, Nymph’s KissAura of Good, Detect Evil, Smite Evil 1/Day
2Paladin1d10+1Divine Grace, Lay on Hands
3Paladin1d10+1Power AttackAura of Courage, Divine Health
4Paladin1d10+1Turn Undead, +1 Cha
5Paladin1d10+1Smite Evil 2/Day, Special Mount
6Squire of Legends1d8+7Improved ToughnessParangon Path(Reikhardt) , Least Squire Burden, +1 Will Save
7Squire of Legends1d8+2Lesser Squire Burden
8Squire of Legends1d8+2Faithful Companion, Greater Squire Burden, +2 Will Save, +1 Str
9Knight of the Raven1d8+2GoadRaven Harrier(harry), Speak with Ravens
10Knight of the Raven1d8+2Smite Undead 1/Day
11Knight of the Chalice1d10+2Fiendslaying +1/+1d6
12Knight of the Chalice1d10+2Mounted CombatCensure Demons, Courage of Heaven(Fear), +1 Str
13Knight of the Chalice1d10+2Fiendslaying +2/+2d6
14Knight of the Chalice1d10+2Consecrate Casting
15Knight of the Chalice1d10+2Stand StillCourage of Heaven(Enchan tment)
16Knight of the Chalice1d10+2Fiendslaying +3/+3d6, +1 Str
17Knight of the Chalice1d10+2
18Knight of the Chalice1d10+2Tower Shield ProficiencyCourage of Heaven(Radius)
19Knight of the Chalice1d10+2Fiendslaying +4/+4d6
20Knight of the Chalice1d10+2Holy Aura 1/Day, +1 Str

Leave a Reply

Your email address will not be published. Required fields are marked *