Epic Build for a good fiend-slaying Paladin. [Archive] - Wizards Community

Post/Author/DateTimePost
Zalakhiel

04-15-07, 05:59 PM
I was thinking about something that would prove a good combination for a Paladin who excells at fighting all types of foes, especially fiends. I have a 52 level build which is Paladin 20/ Gray Guard 10/ Knight of the Chalice 10/ Divine Emissary of Heironeous 12 (with the War Domain chosen). Btw, the Divine Emissary that I use is a variant posted in a thread somewhere in this forum and is as follows.

Table : The Divine Emissary
Level Special
1st Granted domain
2nd Divine inspiration +2
3rd Extra smite 2/day
4th Divine hand 1/day
5th Divine inspiration +4
6th Extra smite 4/day
7th Divine hand 2/day
8th Divine inspiration +6
9th Extra smite 6/day
10th Divine hand 3/day
Class Features
All the following are features of the divine emissary prestige class.
Spells per Day/Spells Known: At each divine emissary level, the character gains new spells per day (and spells known, if applicable) as if he or she had also gained a level in a spellcasting class to which he or she belonged before adding the prestige class level. If already an epic spellcaster, the character gains only the benefit noted under the Spells entry for that epic class. He or she does not, however, gain any other benefit a character of that class would have gained. If the character had more than one spellcasting class before becoming a divine emissary, the player must decide to which class to add the new level for the purpose of determining spells per day.
Special Mount: If he or she has one, the divine emissary’s special mount continues to increase in power. Every five levels after 1st, the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount’s spell resistance equals the divine emissary’s class level + the class level that provided the special mount + 5.
Granted Domain (Ex): A divine emissary gains access to one of his or her deity’s domains, as well as the granted power of that domain. The extra domain expands a paladin’s selection of spells, but he or she does not gain the ability to cast higher-level spells than he or she otherwise could. Clerics gain an additional domain but otherwise use the rules for preparing spells from their domains normally.
Divine Inspiration (Su): A divine emissary gains a +2 luck bonus on his or her attack and damage rolls. This bonus increases by an additional +2 every three levels thereafter.
Extra Smite (Su): A divine emissary can use his or her smite ability two extra times per day, plus two additional times per day every three levels thereafter. To determine the damage with any smite attack, a divine emissary adds together his or her divine emissary levels and class levels that originally conferred the smite ability.
Divine Hand (Su): As a free action, the emissary gains a sacred (or profane if appropriate) bonus equal to twice his or her class level on his or her next melee or ranged attack roll, as long as the attack is made with the deity’s favored weapon. The emissary can use divine hand once per day at 4th level, plus one additional time per day every three levels thereafter.

The credit goes to the one who made this PrC, not me.

Anyway, what do you guys think, is this good enough to qualify for an epic Crusade in the Nine Hells? I was rather concerned whether it would pay off. Oh, and btw, I am using the stats given in Gates of Hell for the encounters there. So feel free to rate this build on a 1 to 10 scale and clarify your decision. Thank you for your time. :)
Grandmaster_Kane

04-15-07, 06:00 PM
put gray gaurd into plaiddin

get planar turing and you should be ok
Zalakhiel

04-15-07, 06:12 PM
Ummmm... I beg your pardon? Forgive me for being rather slow on the uptake, but what did you mean by the first words of yours? I have included the Planar Turning feat in the build, along with Great Smiting, Overwhelming and Devastating Critical and Epic Weapon Focus. Also, I am sorry for not mentioning this, but this Paladin is a Half-Celestial, and his abilities are as follows: Strength 30(42), Dexterity 23(35), Constitution 26(38), Intelligence 20(32), Wisdom 24(36), Charisma 36(48). The numbers in parenthesis pertain to the increased ability scores due to equipment, such as Bracers of Relentless Might, Periapt of Epic Wisdom +12, Gloves of Epic Dexterity +12, e.t.c. I also took 10 levels as Paladin, then 10 levels as Gray Guard, then the other 10 levels of Paladin and then KotC 10 and DE 12.
Grandmaster_Kane

04-15-07, 06:25 PM
can you post what gray gaurd does?
Zalakhiel

04-16-07, 01:06 AM
Gray Guard allows you to smite foes regardless of alignment, gives 3 extra smite attacks per day, allows you to use even underhanded means in slaying your foes while preventing you from losing your Paladin status so long as you act in the name of Good and Rightiousness, allows you to use Lay on hands as Debilitating and Devastating Touch (the first one expends 5 points from Lay on hands and sickens the opponent, while the second one deals one point of negative energy damage per point of Lay on hands, the first allowing a Fort save with a DC=10 + Gray Guard level + Cha modifier to negate the effect, the second allowing the same save ONLY to nonevil foes for half damage), while the levels of Gray Guard stack with the Paladin levels for determining the power of Smite, Lay on hands and the Paladin`s special mount. Finally, at 10th level you add half your Gray Guard level as a competence bonus on all Bluff, Disguise, and Intimidate checks.