Attack Penalty Half-Elf Paladin PEACH

32 posts / 0 new
Last post
This is an attempt at stacking attack penalties and radiant vulnerability with a slight catch-22 and defender tendencies. As my first paladin build, it's an experiment, but I'm aiming at overall practicality and general usefulness as well as exploiting its main trick. It'd be a good fifth man, I think, especially in a Radiant Mafia.

The Build:
Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Nent, level 16
Half-Elf, Paladin, Morninglord
Build: Protecting Paladin
Arcane Admixture Damage Type: Arcane Admixture Thunder
Half-Elf Power Selection Option: Dilettante
Theme: Guardian
 
FINAL ABILITY SCORES
STR 11, CON 18, DEX 14, INT 9, WIS 11, CHA 24
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 8, WIS 10, CHA 18
 
 
AC: 33 Fort: 29 Ref: 29 Will: 33
HP: 123 Surges: 14 Surge Value: 30
 
TRAINED SKILLS
Diplomacy +22, Endurance +13, Intimidate +20, Religion +12
 
UNTRAINED SKILLS
Acrobatics +6, Arcana +7, Athletics +4, Bluff +15, Dungeoneering +8, Heal +8, History +7, Insight +12, Nature +8, Perception +10, Stealth +6, Streetwise +15, Thievery +6
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Paladin Feature: Divine Mettle
Paladin Feature: Divine Strength
Paladin Feature: Divine Challenge
Paladin Feature: Lay on Hands
Wizard Attack 1: Chilling Cloud
Paladin Attack 1: Enfeebling Strike
Paladin Attack 1: Virtuous Strike
Paladin Utility 2: Call of Challenge
Paladin Attack 3: Righteous Smite
Paladin Attack 5: Name of Might
Paladin Utility 6: Wrath of the Gods
Paladin Attack 7: Price of Cowardice
Paladin Attack 9: Ray of Reprisal
Paladin Utility 10: Cleansing Spirit
Morninglord Attack 11: Pure Glow
Morninglord Utility 12: Rising Sun
Paladin Attack 13: Castigating Strike
Paladin Attack 15: True Nemesis
Paladin Utility 16: Divine Aegis
 
FEATS
Level 1: Devout Protector Expertise
Level 2: Improved Defenses
Level 4: Group Defense
Level 6: Defending Dabbler
Level 8: Mark of Warding
Level 10: Adept Dilettante
Level 11: Arcane Admixture
Level 12: Versatile Master
Level 14: White Lotus Riposte
Level 16: Resounding Thunder
 
ITEMS
Crusader's Warhammer +3 x1
Pelor's Sun Blessing (level 3)
Bloodiron Plate Armor +3 x1
Heavy Shield x1
Dragonborn Greaves x1
Helm of Able Defense x1
Amulet of Protection +4 x1
====== End ======

The Big Idea:

+20 vs. AC burst 2 Chilling Cloud inflicts radiant vulnerability and a -3 mark, as well as giving all my allies +1 to AC against their attacks for an effective -6 penalty to affected enemies. Even on a miss, the attack creates a zone of -2 penalty to enemy attack rolls. That, combined with Bloodiron plate and White Lotus Riposte, gives hit enemies a -4 to attack me AND a 27 radiant damage riposte. As long as you sanction/challenge after you chilling cloud you won't override your defender punishment, which is 21 damage (with vulnerability). Damage by itself is a flat 21 (post vulnerability) but it's a friendly burst 2 in 10, which isn't bad.

Accuracy is decent, as are defenses. The latter will be aided by the significant attack penalties, and in the meanwhile he's spreading around radiant vulnerability, a bit of damage and penalties to aid his allies.

Feedback, suggestions and questions welcome. Would this be effective in a real campaign? Would this work well enough to be the main party defender?
I might recommend trying to work in the palidin mark feat debuffs. Inflicting some control might be more effecive in mitigating damage than a straight penalty to hit.
Yeah, this route is pretty feat-intensive. Suggestions for good paladin mark feat debuffs?
I forget their names. At paragon I think its the slow on mark. The epic one for later is weakened. I might have those wrong, though. My pali-fu isn't as robust as it could be.
Keep them close (different theme), slows all marked enemies.
Weakening challenge.  (saction only), weaken againt allies.

Both epic. 

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Well there you go. Nevermind then!
Love the build.

I believe chilling cloud normally targets Fort. Did you do something to change that?  It will actually give an effective +6 to all defenses, not just AC. Bloodiron armor, though, only works on attacks against AC.
Keep them close (different theme), slows all marked enemies.
Weakening challenge.  (saction only), weaken againt allies.

Both epic. 



Weakening challenge works for both challenge and sanction. 
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
I may have misread your sentence about the debuff.  I guess the +1 to AC is the shield bonus from Devout Protector. 
Hmm - my paladin's biggest debuff to attacks would come from Astral Thunder (close burst 3, minus [WisBonus] to all attacks UEoNT).
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
Hmm - my paladin's biggest debuff to attacks would come from Astral Thunder (close burst 3, minus [WisBonus] to all attacks UEoNT).



It's a good power, but it's main weakness is that it comes at the same level as Price of Cowardice, which is just too good not to have. I actually ahve some trouble deciding between the two, because Astral Thunder is really quite good. But there's Price of Cowardice ... but there's Astral Thunder GAHHH

I really rather like this build, and could see myself playing it.

The one part I am not getting: How does Chilling Cloud inflict radiant vuln?
Crusader's Hammer can be used as a holy symbol and converts half of damage dealt to radiant, triggering Morninglord's Burning Radiance
Crusader's Hammer can be used as a holy symbol and converts half of damage dealt to radiant, triggering Morninglord's Burning Radiance



That is beautiful. Humorous to me, at least, I'd think Sehanine would want your worship if you're dealing cold AND radiant damage. But oh, right, Morninglord.
I may have misread your sentence about the debuff.  I guess the +1 to AC is the shield bonus from Devout Protector. 


Ah, I should have specified. It's -3 for the mark (all defenses), -1 for group defense and the mark (AC) and -2 for chilling cloud (all defenses) for -5/6 penalty to attack my allies. I wasn't even including the permanent +1 shield bonus to AC from devout protector, which would make it -5/7.

If I could fit in psychic lock it'd be even worse, but this build is pretty feat-strapped already.

Also, Astral Thunder is less penalty than Chilling Cloud for this build since I dumped Wis in favor of Con and Dex. It limited his capabilities as a healer, but the alternative was gimped defenses for being Wis/Cha primary and this guy will be drawing lots of aggro for all his penalties.
you could hybrid warlock and take protective hex for additional penalties, but I'm not sure it's worth it.
Hmm. If you have the feat slots to spare that might not be a bad idea - good stat synergy, and shadow walk could help with your survivability.
Hmm. If you have the feat slots to spare that might not be a bad idea - good stat synergy, and shadow walk could help with your survivability.

Except you'd have to spend your Hybrid Talent feat on Paladin Armor Proficiency, so you wouldn't be able to get Shadow Walk.
pal armor proficiency + mc assasin and cursed shadow gets you both. I didn't check to see if he has an MC already essential to this build... and that's a lot of feats.
Might be able to cram it all in by epic, but I think it might lose some of its effectiveness by then.
Might be able to cram it all in by epic, but I think it might lose some of its effectiveness by then.

Bonues/penalties to/against attacks never loose effectivness.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Maybe I'm thinking of a different feat, but doesn't Adept Dilettante count as your MC already? And doesn't dropping it mean you suddenly have to boost Int if you want to actually hit with Chilling Cloud?
Indeed, the MC slot is taken by Adept Dilettante, and that's important because it opens up WLR. No sneaky armored paladin/warlock/assassin here.

Another alternative is to change paragon path. I'm not sure what other PPs would be worth the drastic reduction in damage (I can't think of a mob in paragon that wouldn't shrug off 11 at-will damage that isn't a minion) but Messenger of Peace could work. It would bring the penalty to -8/9 to mobs within 2 squares, and if you keep casting centered on yourself you'd have a permanent aura of -4 whether you hit or not. Not much other application, though.

There's also Traveler's Harlequin, but I'm not sure what MCs would be worth that PP, except for perhaps a fully armored, shadow walking palawarlossassin. Maybe even throw permastealth rogue in the mix.
If you're going warlock|paladin you no longer need your MC to qualify for White Lotus, but that still leaves you needing Int to hit with Chilling Cloud.
If you're going warlock|paladin you no longer need your MC to qualify for White Lotus, but that still leaves you needing Int to hit with Chilling Cloud.



He could just go an Int/Cha array, and it would be fine.


@monkeygentleman:

Very cool build. I've little to add to the core build, although here's a pipe-dream of an epic-level expansion:

Warlock|Paladin/Morninglord/Radiant One
Int/Cha array, with Arcane Implement Proficiency (or MC Swordmage, since an Int/Cha array lets you skip Adept Dilettante) taking a Sorrowsong Blade as your implement. Take Protective Hex and Psychic Lock, and offhand a Rod of Ulban.

Result:
Cursed target gains Vulnerable 10 Psychic (Psychic Mafia in addition to Radiant Mafia?!)
Chillling Cloud does Cold, Radiant, AND Psychic, and activates Psychic Lock. Between that and leveraging your curse for Protective Hex, and you'd be throwing down a -10 penalty to hit. Meanwhile, your attacks double-tap Radiant and Psychic Vulnerable 10; even triple taps Cold, if you invest in frostcombo.

It's really incredibly specific to a Sorrowsong blade, a level 29 item, but, well...we can dream... 
If you're going warlock|paladin you no longer need your MC to qualify for White Lotus, but that still leaves you needing Int to hit with Chilling Cloud.



He could just go an Int/Cha array, and it would be fine.


@monkeygentleman:

Very cool build. I've little to add to the core build, although here's a pipe-dream of an epic-level expansion:

Warlock|Paladin/Morninglord/Radiant One
Int/Cha array, with Arcane Implement Proficiency (or MC Swordmage, since an Int/Cha array lets you skip Adept Dilettante) taking a Sorrowsong Blade as your implement. Take Protective Hex and Psychic Lock, and offhand a Rod of Ulban.

Result:
Cursed target gains Vulnerable 10 Psychic (Psychic Mafia in addition to Radiant Mafia?!)
Chillling Cloud does Cold, Radiant, AND Psychic, and activates Psychic Lock. Between that and leveraging your curse for Protective Hex, and you'd be throwing down a -10 penalty to hit. Meanwhile, your attacks double-tap Radiant and Psychic Vulnerable 10; even triple taps Cold, if you invest in frostcombo.

It's really incredibly specific to a Sorrowsong blade, a level 29 item, but, well...we can dream... 


I like it. For added fun, Twofold Pact into Elemental, with Beseech Patron (Symbol of Victory helps trigger this every encounter). That's an extra 15 cold vulnerability on that cursed target... and it stacks with frostcheese.
I'm not seeing what prevents OA's when using Chilling Cloud, can you point that part out?
If you're handing out massive attack penalties as a Paladin, does it matter?
D&D Next = D&D: Quantum Edition
If you're going warlock|paladin you no longer need your MC to qualify for White Lotus, but that still leaves you needing Int to hit with Chilling Cloud.



He could just go an Int/Cha array, and it would be fine.



Int/Cha is doable, I'm just pointing out that it has additional implications.

1) Half Elf is not an int/cha race, & the previous bump stat, con, wasn't being kept at attack-stat levels, so you need to do some serious rebalancing of your initial point buy.
2) Int is useless to paladins.
3) You're dumping con, which really helps your survivability, for int, which doesn't; when you're handing out -6 or more to hit your allies, survivability is important.
4) If you're keeping int at attack stat levels you can use light armor, so do you really need paladin armor proficiency as your hybrid talent? What if you drop that to get shadow walk with your hybrid talent, in turn freeing up your MC? What are the (non-trivial) pros & cons of each choice?

Edit: To clarify, I'm not saying the idea doesn't have potential (especially at epic, as you pointed out), I'm just saying that it has some actual down-sides and is not so obviously better as to be an automatic choice. In fact, I think it carries enough changes with it to arguably be treated & discussed as a separate build, and as a separate variant at the very least.
Ooooh, shiny! I hadn't thought into epic, that's a pretty awesome build and I have no problem building to start at 30 if it's cool enough. I'll have to build that out and see how the feat slots layer up.

Actually, for half-psychic damage as early as 21 when you get Radiant One and can ditch Crusader's weapon you could go with Moonbow Dedicate and a Mindiron Bow, although you'd have to get a little shady with worshipping the pantheon instead of a sole specific god.

If you're going Int-primary, you can save your hybrid slot for Shadow Walk since you'll actually have more defense benefit from that and leather Shadow Warlock Armor than plate. Expertise gets a little wonky while you use a handbow until you get your Sorrowsong blade and switch back to Devout Protector, but before and after you can give your allies an extra +1 AC while using a shield.

Frostcheese is nice, but I'm discouraged since it's only 1 target that gains the vulnerability at a time and there's two feat slots you really need.

So that's -2 (all) Chilling Cloud, -2 (next) Psychic Lock, -2 (melee/close) Protective Hex, -3 (all) Defending Dabbler + Mark of Warding, -1 (AC) Group Defense and -2 (all) for Shadow Walk for a grand total of: -8/10 against allies and -4 against you (with WLMR) in a burst 2 in 10 vs. Fort.

As for OAs, hah, nothing actually prevents that :P My suggestion is to avoid melee distance until you've already layed out a few attack penalties and then not care for the rest of the battle. You've also got WLR to discourage them taking advantage of it.

EDIT: tylara67's post that snuck in as I was writing mine is accurate. Either you have Int/Cha with a penalty from off-race (and there are few accuracy boosters that apply here, so it'll be 75% at best) or you have to decide between shadow walk and paladin armor proficiency. Int/Cha would have 22/20 at level 16, which is -1 accuracy for Int and -2 for Cha, which is getting into the dangerously inaccurate territory.

On one hand, for Int/Cha there's Radiant One's extra damage, permanent CA from Shadow Warlock Armor, and equalized HP from Auspicious Birth.
On the other hand, for Cha/Con there's better defender punishment, automatic shield proficiency, increased surges and the ability to use all the paladin powers and warlock powers that don't use Int.
On the gripping hand, there's Traveler's Harlequin which would let you have Shadow Walk (with permanent CA), high HP and surges, good punishment, shield/armor proficiency, and the flexibility to use all your powers. However, you'd have leather armor with no Int or Dex, which is entirely counter to purpose, and you'd miss out on significant radiant vulnerability damage.

Dang.
Posting level 30 build, will post comments later. Looks good, but +35 to attack is a little low.

====== Created Using Wizards of the Coast D&D Character Builder ======
Nent, level 30
Half-Elf, Paladin/Warlock, Morninglord, Radiant One
Arcane Admixture Damage Type: Arcane Admixture Thunder
Hybrid Paladin Option: Hybrid Paladin Fortitude
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Hybrid Talent Option: Shadow Walk
Arcane Implement Proficiency Option: Arcane Implement Proficiency (heavy blade group)
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Holy Symbol)
Eldritch Strike Option: Eldritch Strike Charisma
Half-Elf Power Selection Option: Dilettante
Auspicious Birth (Auspicious Birth Benefit)
Theme: Gladiator
 
FINAL ABILITY SCORES
STR 10, CON 15, DEX 12, INT 26, WIS 12, CHA 24
 
STARTING ABILITY SCORES
STR 8, CON 11, DEX 10, INT 18, WIS 10, CHA 14
 
 
AC: 44 Fort: 41 Ref: 43 Will: 42
HP: 184 Surges: 15 Surge Value: 46
 
TRAINED SKILLS
Arcana +30, Diplomacy +29, Insight +23
 
UNTRAINED SKILLS
Acrobatics +17, Athletics +15, Bluff +22, Dungeoneering +16, Endurance +17, Heal +16, History +23, Intimidate +22, Nature +16, Perception +16, Religion +23, Stealth +16, Streetwise +22, Thievery +16
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Gladiator Feature: Disrupting Advance
Paladin Feature: Divine Challenge
Warlock's Curse  Power: Warlock's Curse
Wizard Attack 1: Chilling Cloud
Warlock Attack 1: Eldritch Strike
Paladin Attack 1: Enfeebling Strike
Warlock Utility 10: Ethereal Sidestep
Morninglord Attack 11: Pure Glow
Morninglord Utility 12: Rising Sun
Morninglord Attack 20: Lance of Dawn
Radiant One Utility 26: Star Flesh
 
FEATS
Level 1: Versatile Expertise
Level 2: Improved Defenses
Level 4: Group Defense
Level 6: Defending Dabbler
Level 8: Mark of Warding
Level 10: Arcane Fire
Level 11: Arcane Admixture
Level 12: Hybrid Talent
Level 14: White Lotus Riposte
Level 16: Resounding Thunder
Level 18: Arcane Implement Proficiency
Level 20: Rod Expertise
Level 21: Epic Fortitude
Level 22: Protective Hex
Level 24: Psychic Lock
Level 26: Keep Them Close
Level 28: World Serpent's Grasp
Level 30: Arcane Familiar
 
ITEMS
Pelor's Sun Blessing (level 3)
Sorrowsong Blade Longsword x1
Shadow Warlock Starleather Armor +6 x1
Rod of Ulban +5 x1
Rhythm Blade Dagger +1
Cloak of Translocation +6 x1
Incisive Dagger Dagger +2
Symbol of the Champion's Code +2 x1
Warlock's Bracers x1
Headband of Intellect (heroic tier) x1
Ring of Tenacious Will x1
Acrobat Boots x1
====== End ======
It used to be that you could grab a Opal Ring of Rememberance, which adds +2 to all Int attacks, and that would have shored up your accuracy by a bit. The other option is to scrap the radiant piece of it and go Sage of Ages, but at that point we're no longer talking variants so much as a separate build.

OA-Prevention possibility - Arcane Reach.

Also: Avangion might be better than Radiant One.
Finally have time after the wedding to revisit this build. Here are two variants I've put together based on feedback and experimentation.

Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Nent, level 30
Half-Elf, Paladin/Warlock, Morninglord, Radiant One
Arcane Admixture Damage Type: Arcane Admixture Thunder
Hybrid Paladin Option: Hybrid Paladin Fortitude
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Hybrid Talent Option: Shadow Walk
Arcane Implement Proficiency Option: Arcane Implement Proficiency (heavy blade group)
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Holy Symbol)
Eldritch Strike Option: Eldritch Strike Charisma
Half-Elf Power Selection Option: Dilettante
Auspicious Birth (Auspicious Birth Benefit)
Theme: Gladiator
 
FINAL ABILITY SCORES
STR 10, CON 15, DEX 12, INT 26, WIS 12, CHA 24
 
STARTING ABILITY SCORES
STR 8, CON 11, DEX 10, INT 18, WIS 10, CHA 14
 
 
AC: 44 Fort: 41 Ref: 43 Will: 42
HP: 184 Surges: 15 Surge Value: 46
 
TRAINED SKILLS
Arcana +30, Diplomacy +29, Insight +23
 
UNTRAINED SKILLS
Acrobatics +17, Athletics +15, Bluff +22, Dungeoneering +16, Endurance +17, Heal +16, History +23, Intimidate +22, Nature +16, Perception +16, Religion +23, Stealth +16, Streetwise +22, Thievery +16
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Gladiator Feature: Disrupting Advance
Paladin Feature: Divine Challenge
Warlock's Curse  Power: Warlock's Curse
Wizard Attack 1: Chilling Cloud
Warlock Attack 1: Eldritch Strike
Paladin Attack 1: Enfeebling Strike
Warlock Utility 10: Ethereal Sidestep
Morninglord Attack 11: Pure Glow
Morninglord Utility 12: Rising Sun
Morninglord Attack 20: Lance of Dawn
Radiant One Utility 26: Star Flesh
 
FEATS
Level 1: Versatile Expertise
Level 2: Improved Defenses
Level 4: Group Defense
Level 6: Defending Dabbler
Level 8: Mark of Warding
Level 10: Arcane Fire
Level 11: Arcane Admixture
Level 12: Hybrid Talent
Level 14: White Lotus Riposte
Level 16: Resounding Thunder
Level 18: Arcane Implement Proficiency
Level 20: Rod Expertise
Level 21: Epic Fortitude
Level 22: Protective Hex
Level 24: Psychic Lock
Level 26: Keep Them Close
Level 28: World Serpent's Grasp
Level 30: Arcane Familiar
 
ITEMS
Pelor's Sun Blessing (level 3)
Sorrowsong Blade Longsword x1
Shadow Warlock Starleather Armor +6 x1
Rod of Ulban +5 x1
Rhythm Blade Dagger +1
Cloak of Translocation +6 x1
Incisive Dagger Dagger +2
Symbol of the Champion's Code +2 x1
Warlock's Bracers x1
Headband of Intellect (heroic tier) x1
Ring of Tenacious Will x1
Acrobat Boots x1
====== End =====

Penalties and Defenses:
This is the default build.

Attack: 15 half level + 8 int + 3 expertise + 6 enhancement + 1 headband + 2 CA = 35 vs. Fort (burst 2 in 10)
Damage: 16 int + 5 vuln cold + 10 radiant vuln + 10 psychic vuln + +8 radiant one + 2 pelor = 51 damage
Penalty: -2(all) cloud -4(all) mark -2(all) shadow -2(next) lock -2(melee/close) hex -2(all) prone = -10/12 allies, -8 you (with 43 WLR)
Defense: against cursed enemies after teleport = AC: 47 Fort: 42 Ref: 46 Will: 43 (49/44/48/45 with shadow walk)

With Rakshasa Claw, quick-swap incisive blades for an at-will teleport 5 with Ethereal Stride, avoiding OAs through better positioning and making sure you are constantly Shadow Walking and benefit from cloak. When not actively attacking, keep rod and rhythm blade for +2 shield bonus. Accuracy is only 65%, so automatic penalty from cloud and broad area of effect are vital.

Show
====== Created Using Wizards of the Coast D&D Character Builder ======
Nent, level 30
Half-Elf, Paladin/Warlock, Morninglord, Radiant One
Arcane Admixture Damage Type: Arcane Admixture Thunder
Hybrid Paladin Option: Hybrid Paladin Fortitude
Eldritch Pact (Hybrid) Option: Sorcerer-King Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Will
Hybrid Talent Option: Shadow Walk
Arcane Implement Proficiency Option: Arcane Implement Proficiency (heavy blade group)
Versatile Expertise Option: Versatile Expertise (Heavy Blade)
Versatile Expertise Option: Versatile Expertise (Holy Symbol)
Eldritch Strike Option: Eldritch Strike Charisma
Twofold Curse Option: Infernal Pact
Half-Elf Power Selection Option: Dilettante
Auspicious Birth (Auspicious Birth Benefit)
Theme: Gladiator
 
FINAL ABILITY SCORES
STR 10, CON 15, DEX 12, INT 26, WIS 12, CHA 24
 
STARTING ABILITY SCORES
STR 8, CON 11, DEX 10, INT 18, WIS 10, CHA 14
 
 
AC: 44 Fort: 41 Ref: 43 Will: 42
HP: 184 Surges: 15 Surge Value: 46
 
TRAINED SKILLS
Arcana +30, Diplomacy +29, Insight +23
 
UNTRAINED SKILLS
Acrobatics +17, Athletics +15, Bluff +22, Dungeoneering +16, Endurance +17, Heal +16, History +23, Intimidate +22, Nature +16, Perception +16, Religion +23, Stealth +16, Streetwise +22, Thievery +16
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Gladiator Feature: Disrupting Advance
Paladin Feature: Divine Challenge
Warlock's Curse  Power: Warlock's Curse
Wizard Attack 1: Chilling Cloud
Warlock Attack 1: Eldritch Strike
Paladin Attack 1: Enfeebling Strike
Warlock Utility 10: Ethereal Sidestep
Morninglord Attack 11: Pure Glow
Morninglord Utility 12: Rising Sun
Morninglord Attack 20: Lance of Dawn
Radiant One Utility 26: Star Flesh
 
FEATS
Level 1: Versatile Expertise
Level 2: Improved Defenses
Level 4: Group Defense
Level 6: Defending Dabbler
Level 8: White Lotus Riposte
Level 10: Hybrid Talent
Level 11: Arcane Admixture
Level 12: Twofold Curse
Level 14: Bloodied Boon
Level 16: Resounding Thunder
Level 18: Arcane Implement Proficiency
Level 20: Rod Expertise
Level 21: Epic Fortitude
Level 22: Protective Hex
Level 24: Psychic Lock
Level 26: Keep Them Close
Level 28: World Serpent's Grasp
Level 30: Arcane Familiar
 
ITEMS
Pelor's Sun Blessing (level 3)
Sorrowsong Blade Longsword x1
Shadow Warlock Starleather Armor +6 x1
Rod of Ulban +5 x1
Rhythm Blade Dagger +1
Cloak of Translocation +6 x1
Incisive Dagger Dagger +2
Symbol of the Champion's Code +2 x1
Warlock's Bracers x1
Headband of Intellect (heroic tier) x1
Ring of Tenacious Will x1
Acrobat Boots x1
Rod of Corruption x1
====== End =====

Warlock THP Generator:
Improve survivability by exploiting warlock's curse.

Attack: 15 half level + 8 int + 3 expertise + 6 enhancement + 1 headband + 2 CA = 35 vs. Fort (burst 2 in 10)
Damage: 16 int + 10 radiant vuln + 10 psychic vuln +8 radiant one + 2 pelor = 46 damage
Penalty: -2(all) cloud -3(all) mark -2(all) shadow -2(next) lock -2(melee/close) hex -2(all) prone = -9/11 allies, -8 you (with 38 WLR)
Defense: against cursed enemies after teleport = AC: 47 Fort: 42 Ref: 46 Will: 43 (49/44/48/45 with shadow walk)

Swap out -1 penalty and 5 damage for 30 THP every time a cursed enemy is bloodied or dies, and spread the curse quicker with a quick-swapped Rod of Corruption. Still highly effective and helps the paladin survive drawing all that aggro.

On both builds, if you can swing a Rare Opal Ring of Rememberence you can increase the accuracy to 70%. If you don't try to slow and prone, you have two more feat slots to work with and the theme opens up.