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Icewind Dale 2: Paladin Tank Build

Icewind Dale 2

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greg56

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Introduction

A good tank is usually a must-have for any serious adventuring party, and this Paladin fits that role really well. I built this Paladin to be very tanky while still putting out decent damage, so you don’t feel useless once the fighting starts. This is easily my favorite build to play, and honestly, it feels like something almost every party benefits from having.

You’ve got a ton of defensive tools to work with, which makes this Paladin great at staying on the front line and soaking up hits for everyone else. Heavy armor, a shield, strong saving throws, and Lay on Hands all add up to some really solid survivability. When things get rough, you usually have another button to press that keeps you standing.

What I like most about this build is how flexible it is. You can hold your ground in combat, deal respectable DPS, and still help the party out when needed. Outside of fights, the Paladin naturally ends up being the face of the group too, handling conversations and keeping things moving. Overall, it’s a well-rounded build that feels useful in almost every situation.

Roles

The primary role is that of a Tank. You also have the benefit of being able to attack even when blinded, thanks to Blind-Fight, which makes the Paladin excellent against Mages.

Stats

  • Str 18

  • Dex 10

  • Con 18

  • Int 12

  • Wis 13

  • Cha 20

 

  • 4th level: +1 Cha

  • 8th level: +1 Cha

  • 12th level: +1 Str

  • 16th level: +1 Cha

  • 20th level: +1 Cha

The +4 to Charisma is great for a Paladin since it boosts a lot of what you’ll be using all the time, like your saving throws, Lay on Hands, Smite Evil when you decide to use it, and even your Diplomacy checks. On top of that, the +1 to Strength pairs nicely with the other +1 Strength you get from the Holy Avenger quest, giving you a solid overall stat boost.

Skills

Concentration – I don’t cast spells very often on this Paladin, but when I do, it’s usually right in the middle of a fight, so this helps make sure they actually go off.

Diplomacy – I usually let my Paladin handle most of the talking for the party, so putting points here just makes sense.

Feats

This is where it gets interesting. The Feats will be the Bread and Butter of your Paladin build, so make sure you pick the right ones:

Starting Feats: Weapon Focus (Longsword) – I take a couple of early Fighter levels mainly to boost my longsword use. It helps a lot in the early game and really pays off later once you finally get your hands on the Holy Avenger.

2nd level: Power Attack – A staple pick. It lets you trade accuracy for damage, which is always nice once your attack bonus starts getting higher.

3rd level: Cleave – This is where things start to feel good. Once you drop an enemy, you get a chance to swing again and keep the pressure on.

4th level: Blind-Fight – Super useful if you get hit with blindness, but it also helps against sneaky rogues and enemies using invisibility or Improved Invisibility, which shows up a lot more in tougher encounters.

6th level: Iron Will – I’m a big fan of anything that boosts saving throws, even with a Paladin’s Charisma bonus. Since this build often charges straight at spellcasters, Iron Will felt like the best first choice. Having your main tank mind-controlled is a nightmare.

9th level: Improved Critical – Pretty much a no-brainer for any melee-focused character. More crits is always good.

12th level: Fiendslayer – Gives a really nice to-hit bonus against some of the most dangerous and common enemy types you’ll run into.

15th level: Lightning Reflexes – Helps shore up another weaker saving throw, which never hurts.

18th level: Great Fortitude – Rounds things out by maxing all of the Paladin’s saving throws, making him incredibly hard to shut down.

Itemization

  • 1st Weapon Set“Cera Sumat” Holy Avenger (Red Fang’s Tomb). This is the main setup and what the build is centered around.

  • 2nd Weapon SetStormbreaker with a Tower Shield of Charm Protection +1. Great for when you need extra defense or protection against control effects.

  • 3rd Weapon SetThrowing Hammer of Thunder +2 paired with a Tower Shield +1 (+4 vs. missile weapons). Handy for ranged pressure and dealing with archers.

  • 4th Weapon SetHoly Greataxe of Justice +5. Mostly for situations where you just want to hit really hard.

    • HelmetWhite Wyrm’s Helmet

    • AmuletAmulet of Natural Armor +3

    • ArmorThe Commander’s Plate +4

    • CloakShroud of Bankao

    • GlovesGauntlets of Weapon Expertise

    • 1st RingRing of Protection +3

    • 2nd RingRing of the Wise

    • BeltLittle Giant

    • BootsBoots of Speed

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