One last build for you:

Quote Originally Posted by The Fated Zari
The Fated Zari
Spoiler: Base Stats
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Azurin
Str: 16
Dex: 10
Con: 14
Int: 12
Wis: 8
Cha: 16
Level ups go into Cha

Spoiler: The Build
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Level
Class
Base Attack Bonus
Fort Save
Ref Save
Will Save
Skills
Feats
Class Features
1st Human Paragon +0 +0 +0 +2 Bluff + 4, Intimidate +4, Diplomacy +4, Knowledge The Planes +4, Knowledge Religion +5 Hidden Talent (Force Screen), Power Attack
2nd Human Paragon +1 +0 +0 +3 Bluff +5,
Diplomacy +5, Intimidate +5, Knowledge The Planes +5, Knowledge Religion +5
Skill Focus: Bluff
3rd Paladin of Freedom +2 +2 +0 +3 Skills
Bluff +6, Knowledge Religion +6, Knowledge The Planes +6
Sapphire Smite Detect Evil, Smite Evil 1/day, Aura of Good
4th Paladin of Freedom +3 +3 +0 +3 Bluff +7, Knowledge Religion +7, Knowledge The Planes +7 Divine Grace, Lay on Hands
5th Paladin of Freedom +4 +3 +1 +4 Bluff +8, Knowledge Religion +8, Knowledge The Planes +8 Aura of Resolve, Divine Health
6th Fatemaker +4 +3 +3 +6 Bluff +9, Craft Leatherworking +2, Use Rope +2, Knowledge The Planes +9, Spellcraft +1 Weapon Focus Whip Take-Charge Appeal, Spellcasting
7th Soulborn +5 +5 +3 +6 Bluff +10, Knowledge The Planes +10 Aura, Smite Opposition
8th Lasher +6 +5 +5 +6 Bluff +11, Knowledge The Planes +11, Use Rope +3 Whip Sneak Attack +1d6, Close Combat, Wound, Whip Lash
9th Fatemaker +7 +5 +6 +7 Bluff +12, Knowledge The Planes +12, Use Rope +4, Spellcraft +3, Use Magic Device +2 Psycharnum Infusion Confidence of the Fated
10th Fatemaker +8 +6 +6 +7 Bluff +13, Knowledge The Planes +13, Use Rope +5, Spellcraft +5, Use Magic Device +4 Sneak Attack +1d6
11th Fatemaker +9 +6 +7 +8 Bluff +14, Knowledge The Planes +14, Use Rope +6, Spellcraft +7, Use Magic Device +6 Aura of Confidence
12th Fatemaker +9 +6 +7 +8 Bluff +15, Knowledge The Planes +15, Use Rope +7, Spellcraft +9, Use Magic Device +8 Improved Smiting Take-Charge Appeal
13th Fatemaker +10 +7 +8 +9 Bluff +16, Knowledge The Planes +16, Use Rope +8, Spellcraft +11, Use Magic Device +10 Sneak Attack +2d6
14th Fatemaker +11 +7 +8 +9 Bluff +17, Knowledge The Planes +17, Use Rope +9, Spellcraft +13, Use Magic Device +12 Confidence of the Fated 2/day
15th Fatemaker +12 +7 +9 +10 Bluff +18, Knowledge The Planes +18, Use Rope +10, Spellcraft +15, Use Magic Device +14 Awesome Smite Aura of Confidence (+2)
16th Fatemaker +12 +8 +9 +10 Bluff +19, Knowledge The Planes +19, Use Rope +11, Spellcraft +17, Use Magic Device +16 Sneak Attack +3d6
17th Fatemaker +13 +8 +10 +11 Bluff +20, Knowledge The Planes +20, Use Rope +12, Spellcraft +19, Use Magic Device +18 Ego Manifestation, Take-Charge Appeal
18th Lasher +14 +8 +11 +11 Bluff +21, Knowledge The Planes +21, Use Rope +13 Elemental Smiting* Improved Trip, Third Hand
19th Lasher +15 +9 +11 +12 Bluff +22, Knowledge The Planes +22, Use Rope +14 Crack of Fate
20th Lasher +16 +9 +12 +12 Bluff +13, Knowledge The Planes +23, Use Rope +15 Lashing Whip
*Elemental Smite can only be taken if you have an elemental graft, so it is unfortunately item dependent and this is why I have chosen to take it at level 18 instead of a much lower level. This said if you can not obtain an elemental graft then take the feat Extra Smite instead. This will grant you 2 additional smites per day, however Elemental Smite is far superior.




Spells per Day
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st - - - - - - - - - -
2nd - - - - - - - - - -
3rd - - - - - - - - - -
4th - - - - - - - - - -
5th - - - - - - - - - -
6th - 0 - - - - - - - -
7th - 0 - - - - - - - -
8th - 0 - - - - - - - -
9th - 1 - - - - - - - -
10th - 2 0 - - - - - - -
11th - 3 1 - - - - - - -
12th - 3 2 0 - - - - - -
13th - 3 3 1 - - - - - -
14th - 3 3 2 0 - - - - -
15th - 3 3 3 1 - - - - -
16th - 3 3 3 2 - - - - -
17th - 3 3 3 3 - - - - -
18th - 3 3 3 3 - - - - -
19th - 3 3 3 3 - - - - -
20th - 3 3 3 3 - - - - -

Spells Known
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st - - - - - - - - - -
2nd - - - - - - - - - -
3rd - - - - - - - - - -
4th - - - - - - - - - -
5th - - - - - - - - - -
6th - 2 - - - - - - - -
7th - 2 - - - - - - - -
8th - 2 - - - - - - - -
9th - 3 - - - - - - - -
10th - 3 2 - - - - - - -
11th - 4 3 - - - - - - -
12th - 4 3 2 - - - - - -
13th - 4 4 3 - - - - - -
14th - 4 4 3 2 - - - - -
15th - 4 4 4 3 - - - - -
16th - 4 4 4 3 - - - - -
17th - 4 4 4 4 - - - - -
18th - 4 4 4 4 - - - - -
19th - 4 4 4 4 - - - - -
20th - 4 4 4 4 - - - - -
Level 6: Expeditious Retreat, Disguise Self
Level 9: Jump
Level 10: Invisibility, Spider Climb
Level 11: True Strike, Resist Energy
Level 12: Haste, Nondetection
Level 13: Darkvision, Tongues
Level 14: Remove Curse, Restoration
Level 15: Protection From Energy, Charm Monster
Level 16: Stoneskin

Spoiler: level 5
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By this point Zari is just a skilled paladin. Using Force Screen when needed to have a higher AC. She fights just like any other paladin of freedom. Grabbing a 2H weapon and swinging for the fences. Smiting when needed

Spoiler: Level 10
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Zari now has Psycharnum Infusion and Soulborn, she is able to smite much more often by Using Psycharnum Infusion on Sapphire Smite, granting her an additional 4 smites per day, 2 from her Smite Evil and 2 from her Smite Opposition giving her a grand total of 6 Smites. She also has begun to use her whip in combat and using her 2d6 sneak attack deals fairly decent damage on her smites.

Spoiler: Level 18
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Zari is now in her prime, dealing a good 4d6 Sneak Attack, able to use all her Fatemaker abilities to enhance her allies, and giving her Improved Trip. She definitely isn't a solo combatant but against the right enemy her Awesome Smites can trigger her Improved Trip, She has a total of 5 Smite Evil Attempts per day, 5 Smite Opposition Attempts per day, and 8 Elemental Smite Attempts per day, giving her a grand total of 18 smites that she can use in any given day. Her Smite Evil adds her huge cha mod to her to hit, and deals an additional 7 damage. Smite Opposition again adds her cha mod to hit and deals an additional 5 damage. And her Elemental Smite allows her to once again add the cha mod to hit, but gives her +22 elemental damage. Each of these smites can use Awesome Smite to either ignore 2* cha mod DR, ignore all types of miss chance, or if the target has no DR and no miss chances attempt to knock them down. And if she does knock someone down then she gets to trigger her improved trip giving her another attack against that same creature. Twice per day she can add 10 to her to hit or damage. And once per day she can grow to huge size increasing her whip's range to (I actually couldn't find just how much this increases the range! It looks like increasing by 1 size category doubles your reach, so if that is the case as a Huge creature she would have a 60 ft reach? That is insane)

Spoiler: Level 20
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Same as level 18 but now she has 5 attacks per round before awesome smite/improved trip combo, she gains one more elemental smite and deals 2 more damage with it. She adds +2 damage to all her attacks with her whip, which complements well with her +2 morale bonus to hit she got from Fatemaker.


Spoiler: Fluff
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Zari had a rough childhood. For as long as she could remember her mother was never in the picture. Her father always said that she left them, yet that never seemed like the truth. Her father was never the nicest man. He always made her do all the chores the second she was old enough to do them. He would always yell at her; if she didn’t listen then he would find a way to make her listen by not giving her food until she did or lock her inside her “room” which was really just a closet. Once she was in her late teens she had finally had enough and decided to run away to the nearby church for sanctuary. She wanted to make her life better and make her own fate. Since then she was sworn in to the paladin order and was tasked to bring freedom for all. She will not accept seeing anyone be treated the way she had been treated in her youth.

As she grew stronger she came to realize that her father had given her one thing, a silver tongue. Lies came naturally to her. She could con a guard out of his uniform if she so chose. Zari always thought that she was human, that her parents were human. It couldn’t have been further from the truth as she came to learn. Her father had the blood of a powerful psion from ages past.

She trained and trained as a paladin until one day one of the Fated appeared before Zari. The fated seemed to explain everything to Zari, and Zari bought it, hook line and sinker. She trained as one of the fated. Their classes were varied. After the first year of training as a Fated she learned who her mother was. She learned how she is an Azurin. Because her mother was a "powerful" incarnum user. Her mother died in a jungle somewhere in Xendrik. And this drove her father to despair. And her father took it out on poor Zari. Part of the training for the Fated is learning to use a whip, and Zari took particular enjoyment from the use of a whip. She trained and trained, renouncing her church but not her ways.

Zari is a powerful Knight for the forces of good. Despising any that use their rank or their position and knocking them down a peg.


Spoiler: Sources
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Unearthed Arcana: Human Paragon, Paladin of Freedom,
Expanded Psionic Handbook: Hidden Talent
Player's Handbook: Power Attack, Skill Focus, Weapon Focus
Magic of Incarnum: Azurin, Sapphire Smite, Soulborn, Psycharnum Infusion
Planar Handbook: Fatemaker
Sword and Fist: Lasher
Complete Divine: Improved Smiting
Complete Champion: Awesome Smite
Magic of Eberron: Elemental Smite