D&D 3.5 Paladin Innocents Wall Build: Unbreakable Defender

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Article-At-A-Glance

  • Innocents Wall[1] is renowned for its masteries, as explored in the guide.
  • Explores an application D&D 3.5 Paladin Builds for character creation and development.
  • Details Paladin progression from Paladin to Squire, Knight of Raven, and Chalice.
  • Combat scenarios, equipment and roleplaying tips enhance your character’s journey.
Innocents Wall

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At level 1, this Paladin starts with solid defenses and offensive capabilities. Equipped with a longsword and shield, they can withstand significant attacks while dealing damage. Their primary abilities include Detect Evil and Smite Evil, making them particularly effective against evil-aligned foes.

Stat Block Level 1:

Innocents Wall[1]: male, human paladin 1; CR 1; Medium humanoid (human); HD 1d10+1; hp 11; Init 0; Spd 30 ft.; AC 14, touch 10, flat-footed 14; Base Atk +1; Grp +4; Atk longsword +4 melee (1d8+3/19-20) or shield bash +4 melee (1d4+3); Full Atk longsword +4 melee (1d8+3/19-20) and shield bash +4 melee (1d4+3); SA Smite Evil 1/day; SQ Aura of Good, Detect Evil; AL LG; SV Fort +3, Ref +0, Will +2; Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 15.

Skills, Abilities and Feats:

Knowledge (History) 3, Knowledge (Religion) 3; Able Learner, Nymph’s Kiss, Power Attack. Special Attacks and Qualities: Detect Evil (at will), Smite Evil (1/day).

Possessions: Longsword, shield, scale mail armor.

At level 5, this Paladin build excels in defending allies, smiting evil twice a day, and turning undead. Equipped with a longsword, shield, and the best armor available, he stands resilient with high Charisma aiding his special abilities and saves. Divine Grace and Lay on Hands enhance his supportive role in the battlefield.

Stat Block Level 5:

Unnamed Paladin: male, human Paladin 5; CR 5; Medium humanoid (human); HD 5d10+5; hp 41; Init +0; Spd 20 ft.; AC 21, touch 10, flat-footed 21; Base Atk +5; Grp +8; Atk +9 melee (1d8+3, longsword) or +5 ranged; Full Atk +9 melee (1d8+3, longsword) or +5 ranged; SA Smite Evil 2/day, Turn Undead; SQ Aura of Good, Detect Evil, Divine Grace, Lay on Hands 10 points, Aura of Courage, Divine Health, Special Mount; AL LG; SV Fort +9, Ref +4, Will +6; Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 15.

Skills, Abilities and Feats:

Knowledge(Religion) +10, Knowledge(History) +3; Able Learner, Nymph’s Kiss, Power Attack. Special Attacks and Qualities: Smite Evil – add Cha bonus to attack rolls and +5 damage for 1 attack, Turn Undead – turn undead as a cleric of 4 levels lower.

Possessions: Longsword, shield, best armor you can afford.

The Paladin-Innocents Wall[1] build is a resilient frontline combatant who excels at protecting allies. By level 10, the character has bolstered defenses from traits and feats, can Smite Evil, inspire courage, and has turn undead abilities. The build includes precise strikes and battlefield control, reflecting their duty as a stalwart protector.

Stat Block Level 10:

Innocents Wall[1]: male, human Paladin 5/Squire of Legends 3/Knight of the Raven 2; CR 10; Medium humanoid (human); HD 5d10+1d8+2d10+12; hp 65; Init +0; Spd 20 ft.; AC 20, touch 11, flat-footed 19; Base Atk +8; Grp +11; Atk +11 melee (1d8+3/19-20, longsword) or +9 ranged (1d6+2, composite longbow); Full Atk +11/+6 melee (1d8+3/19-20, longsword) or +9/+4 ranged (1d6+2, composite longbow); SA Smite Evil 2/day; SQ Aura of Courage, Divine Grace, Lay on Hands, Turn Undead, Paragon Path (Reikhardt), Faithful Companion (raven); AL LG; SV Fort +11, Ref +4, Will +8; Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 15.

Skills, Abilities and Feats:

Knowledge (History) +3, Knowledge (Religion) +10, Knowledge (The Planes) +5; Able Learner, Nymph’s Kiss, Power Attack, Improved Toughness, Goad. Smite Evil 2/day, Turn Undead, Aura of Courage, Divine Grace, Lay on Hands.

Possessions: Longsword, shield, full plate armor.

In combat, our Paladin excels at both offense and defense. He can withstand powerful attacks while delivering formidable blows. With a mixture of class abilities, special feats, and skills, he buffs allies, heals wounds, and stands as an unwavering shield against evil. His equipment includes a longsword, shield, and the best armor he can find.

Stat Block Level 15:

“Paladin of the Wall”: male, human Paladin 5/Squire of Legends 3/Knight of the Raven 2/Knight of the Chalice 5; CR 15; Medium humanoid (human); HD 5d10+1d8+2d10+7d8+30; hp 95; Init +0; Spd 30 ft.; AC 22 (full plate + shield), touch 10, flat-footed 22; Base Atk +13/+8/+3; Grp +16; Atk +18 melee (1d8+4/19-20, longsword) or +14 ranged (1d8+2, composite longbow); Full Atk +18/+13/+8 melee (1d8+4/19-20, longsword) or +14 ranged (1d8+2, composite longbow); SA Smite Evil, Fiendslaying +2/+2d6; SQ Aura of Good, Detect Evil, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Turn Undead, Special Mount, Parangon Path (Reikhardt), Squire Burdens (Least, Lesser, Greater), Faithful Companion, Raven Harrier, Speak with Ravens, Censure Demons, Courage of Heaven (Fear); AL LG; SV Fort +14, Ref +9, Will +10; Str 18, Dex 10, Con 12, Int 10, Wis 14, Cha 16.

Skills, Abilities and Feats:

Knowledge (History) +3, Knowledge (Religion) +10, Knowledge (The Planes) +5; Able Learner, Nymph’s Kiss, Power Attack, Improved Toughness, Goad, Mounted Combat, Stand Still. Special Attacks and Qualities: Smite Evil 2/day, Fiendslaying +2/+2d6, Turn Undead, Lay on Hands, Divine Grace, Special Mount, Aura of Courage, Ravens Harrier (harry), Courage of Heaven (vs. fear), Faithful Companion.

Possessions: Longsword, shield, full plate armor, composite longbow, and various potions (healing, courage).

The Innocents Wall[1] build combines resilience with offensive power. As a Paladin heading to the Knight of the Chalice, this character stands unyielding against foes, using powerful smite attacks, fiendslaying abilities, and divine protection (Holy Aura). The character excels in melee combat, healing, and battlefield support, embodying the classic knight in shining armor trope.

Stat Block Level 20:

Paladin – Innocents Wall[1]: male, human Paladin 5/Squire of Legends 3/Knight of the Raven 2/Knight of the Chalice 10; CR 20; Medium humanoid (human); HD 5d10 + 3d8 + 2d8 + 10d10; hp 150; Init +0; Spd 20 ft.; AC 24, touch 12, flat-footed 24; Base Atk +17; Grp +19; Atk +22 melee (1d8+6, longsword) or +18 ranged (1d8+3, composite longbow); Full Atk +22/+17/+12 melee (1d8+6, longsword) or +18/+13/+8 ranged (1d8+3, composite longbow); SA Smite Evil 2/day, Fiendslaying +4/+4d6, Smite Undead 1/day, Turn Undead; SQ Aura of Good, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Special Mount, Paragon Path (Reikhardt), Least Squire Burden, Lesser Squire Burden, Faithful Companion, Greater Squire Burden, Raven Harrier (harry), Speak with Ravens, Censure Demons, Courage of Heaven (Fear, Enchantment, Radius); AL LG; SV Fort +14, Ref +7, Will +13; Str 16, Dex 10, Con 12, Int 10, Wis 14, Cha 16.

Skills, Abilities and Feats:

Knowledge (History) +3, Knowledge (Religion) +10, Knowledge (The Planes) +5; Able Learner, Nymph’s Kiss, Power Attack, Improved Toughness, Goad, Mounted Combat, Stand Still, Tower Shield Proficiency. Special Attacks and Qualities: Holy Aura 1/day, Consecrate Casting, Smite Good 6/day, Fiendslaying +4/+4d6, Smite Undead 1/day.

Possessions: Longsword, shield, full plate armor, composite longbow.

Milestones Of Character Development

  • Levels 1-5: This initial phase establishes your character’s foundation. You’ll gain core paladin abilities like Smite Evil, Lay on Hands, and Turn Undead. Key milestones include obtaining your Special Mount at Level 5 and enhancing your Charisma at Level 4. Feats like Power Attack and Nymph’s Kiss will boost your combat and social capabilities.
  • Levels 6-10: Transitioning to Squire of Legends and then Knight of the Raven, you’ll reinforce your resilience and leadership. Highlighted abilities include Parangon Path, Faithful Companion, and Smite Undead. Your Feat selection at Level 9, Goad, improves your battlefield control. This phase focuses on augmenting both offensive and defensive skills.
  • Levels 11-15: Entering Knight of the Chalice, you become a dedicated fiend slayer. Fiendslaying and Courage of Heaven features enhance your combat prowess against demonic foes. Feats like Mounted Combat and Stand Still expand your tactical options. Expect increased Strength scores, further refining your martial capabilities.
  • Levels 16-20: The culmination of your journey, maximizing your role as a paragon of virtue and defender of the innocent. Acquire Tower Shield Proficiency and the powerful Holy Aura ability. Your final Strength increase and advanced Fiendslaying capabilities ensure dominance in melee combat, cementing your status as an invincible force on the battlefield.

Core Abilities & Features of the Innocents Wall

Foundation of Paladin Strength

The Paladin-Innocents Wall[1] build thrives on its defensive capabilities, serving as a beacon of hope and protector. Starting with a robust base of 5 levels in Paladin, you’ll gain essential abilities like Aura of Good and Detect Evil. The standout feature here is Smite Evil, usable once per day at level 1 and twice per day by level 5. This allows targeted, high-damage strikes against evil foes, proving invaluable in both solo and group encounters. With Divine Grace and Lay on Hands, this build also offers superior saving throws and moderate healing, ensuring resilience in prolonged battles.

Squire of Legends: Enhanced Support

Progressing into Squire of Legends enhances the Paladin’s supportive role with Improved Toughness, boosting hit points considerably. Abilities like Least Squire Burden and Greater Squire Burden provide further defensive benefits, adding Will saves and strength boosts. At level 8, Faithful Companion introduces a loyal partner in the form of a special mount or animal, adding versatility to the character’s toolkit.

Knight of the Raven: Fearsome Foe of Undead

With a shift to Knight of the Raven, the build gains thematic and mechanical synergy. Raven Harrier and Speak with Ravens offer strategic advantages and battlefield communication. The core ability here, Smite Undead, enhances effectiveness against undead, aligning well with a Paladin’s typical role. This transition sets the stage for greater specialization in combating dark forces.

Knight of the Chalice: The Fiends’ Reckoning

The journey culminates with 10 levels in Knight of the Chalice. Abilities like Fiendslaying significantly boost damage against demons, stacking with Paladin’s smite capabilities for devastating attacks. Consecrate Casting and various Courage of Heaven abilities provide resistance to fear and enchantments, maintaining the build’s standing as an unyielding bastion. The ultimate feature, Holy Aura, is granted at level 20, offering powerful defensive bonuses to all allies once per day. This finalizes the character as a formidable protector who excels in both prevention and dispelling of evil.

Equipment Progression

Level RangeEquipmentDetails
L1-5+1 LongswordA starting magical longsword that provides a minor attack bonus
+1 Heavy Steel ShieldA durable shield with an enhanced bonus to Armor Class
Full Plate ArmorProvides substantial protection with a +8 AC bonus
L6-10+2 LongswordImproved magical sword with better attack and damage bonuses
+2 Heavy Steel ShieldUpgraded shield with higher AC benefits
+1 Full Plate ArmorEnhanced full plate armor with added magical protection
L11-15+3 Holy LongswordDeals extra damage to evil creatures, bolstering your damage output significantly
+3 Heavy Steel ShieldFurther improved shield providing optimal defense
+3 Full Plate ArmorOptimal defense armor with combined magical properties for high AC
Amulet of Health +4Increases Constitution score by 4, enhancing your hit points and Fortitude saves
L16-20+5 Holy AvengerThe ultimate paladin weapon, dispels magic and deals significant damage to evil
+5 Heavy Fortified ShieldProvides excellent AC and a chance to negate critical hits
+5 Adamantine Full PlateTop-tier armor providing superior protection and damage reduction
Belt of Giant Strength +6Massively boosts Strength by 6, enhancing your attack and damage rolls

Combat Scenarios

  • Dungeon Crawls:
    • Use your high AC and healing ability from Lay on Hands to endure long encounters. Protect squishier party members with your shield and check for traps frequently using your mounted Steed to scout ahead.
  • Open Fields:
    • Position yourself at the front line, using Smite Evil for powerful strikes. Use Mounted Combat to charge enemies, maximizing your mobility and ensuring enemies focus on you rather than allies.
  • Ambushes:
    • Activate Divine Grace for increased saves and quickly assume a defensive position. Use Turn Undead or Smite Evil as necessary, focusing on directing threats away from weaker party members.
  • Defensive Stands:
    • Create bottlenecks using your shield to hold narrow passages. Use your Special Mount to support flanking maneuvers. Utilize your healing abilities to sustain your defenses during prolonged engagements.
  • Urban Encounters:
    • Leverage your knowledge of Religion and History to navigate politically tense situations. Use Charisma-based skills to diffuse threats when possible. Focus on non-lethal options and crowd control to minimize collateral damage.

Weaknesses & Counters of the Innocents Wall

WeaknessCounter
Low DexterityUse equipment like Gloves of Dexterity (+2 to Dexterity) to boost your Dexterity score.
Limited Ranged OptionsEquip a Light Crossbow and take Crossbow Sniper feat to increase your ranged capabilities.
Spell ResistanceUse items such as Piercing Amulet (ignores 5 Spell Resistance) or cast Greater Spell Penetration to make spells more effective against resistant creatures.
Low Skill VarietyAllocate skill points in useful cross-class skills such as Tumble to improve mobility and combat effectiveness.
Single-target FocusUtilize Cleave and Great Cleave feats to hit multiple enemies and distribute damage effectively.
Exhaustion in Prolonged CombatCarry wands of Cure Moderate Wounds or potions of Haste to maintain stamina and keep fighting longer.
Vulnerable to Mind-affecting SpellsUse equipment like a Mind Shielding Amulet to gain immunity from mind-affecting spells or items that boost Will saves.
Limited Healing AbilitiesSupplement healing by carrying Healing Balms or scrolls of Heal to quickly recover from critical damage.

Roleplaying

The Paladin of Innocents Wall[1] offers rich roleplaying opportunities tied to duty, honor, and unwavering courage. Emphasize the contrast between your character and the world’s harshness, and show how your steadfast moral compass guides your interactions.

Opportunities

Redemption and Mercy: Your character may face former friends or loved ones who have fallen into darkness. Their quest isn’t always to destroy evil but to redeem those who are lost, offering mercy when others would not.

Symbol of Hope: As a Knight of the Chalice, ensure you’re the beacon for allies. Use your presence to lift morale, not only through abilities but through speeches and actions that show hope never fades.

Righteous Wrath: Use Smite Evil to channel personal emotions, such as avenging fallen comrades. This isn’t just about mechanics—it represents moments of significant personal triumph and struggle.

Themes

Duty and Sacrifice: Your character’s life is built on the sacrifices made for the greater good. Show moments where this duty causes personal loss but strengthens their resolve, making them a tragic, yet inspiring, figure.

Legacy of the Past: With History and Religion knowledge, embody the weight of past events and traditions. Your character might repeat or rebel against historical precedents, creating a dynamic tension between expectation and innovation.

Inner Strength: Highlight moments of staggering odds where your character stands firm due to their unyielding faith and physical prowess. These moments should reflect the essence of being an unbreakable defender of the innocent.

Innocents Wall

FAQ

What makes the Innocents Wall[1] Paladin build unique?

This build focuses on defense and protection. It uses Paladin core abilities like Smite Evil and Divine Grace. Multi-classing into Squire of Legends and Knight of the Chalice enhances resilience. These classes offer improved saves and powerful, specialized offensive capabilities. Lastly, Knight of the Raven adds undead-slaying effectiveness.

Which feats are essential for the Innocents Wall[1] build?

Power Attack and Cleave are critical for combat effectiveness. Take Divine Might to boost damage using Turn Undead attempts. Improved Toughness increases hit points, crucial for tanking. For improved battlefield control, Goad and Mounted Combat are recommended. Stand Still can help in pinning down enemies.

How do I handle prolonged combat situations as a Innocents Wall[1] Paladin?

Utilize Lay on Hands and wands of Cure Moderate Wounds for healing. Keep potions of Haste for stamina and speed. Use abilities like Divine Grace to boost saves and resistances. Rely on your Special Mount for mobility and additional combat support. Finally, equip a Belt of Giant Strength to boost physical prowess.

What are the main weaknesses of the Innocents Wall[1] build?

Low Dexterity and ranged options are notable weaknesses. Equip items like Gloves of Dexterity and Crossbows. Spell Resistance can be countered with Piercing Amulet. Limited healing can be supplemented with Healing Balms. Use Cloaks of Resistance to improve weak reflex saves.

Is roleplaying significant for the Innocents Wall[1] Paladin build?

Roleplaying enhances your experience, emphasizing duty and morality. Your character can focus on redemption and mercy, offering rich story moments. Use your presence to lift morale and act as a symbol of hope. Draw on past events to create a dynamic character with a strong moral compass.

Join us at Stellar Dragons

Consider integrating a Innocent into your next D&D 3.5 game for a dynamic play experience. Could this be the best build in D&D 3.5? Join our discussion on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7 to share your thoughts.

Authors

  • 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?

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Terms definitions
1. 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

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