Werewolf
Warrior, Mage, Lord, Atronach or Steed stones
Spellbreaker and Dawnbreaker are awesome, but optional.
Some limitations apply to avoid becoming overpowered (see below)
The perks: http://skyrimcalculator.com/#115220
The idea:
To begin with, this is your basic Heavy Armor sword-and-board warrior, the main difference being that this warrior can defend excellently against magic. Some of the build may appear odd to many of you, so let's go through the skills one by one.
One Handed, Heavy Armor, Block...that seems well and nice, but why put points into dual wielding and Block?
For this build, shields are pretty much the standard, but some proficiency in dual wielding means we can change the combat style on the fly, going from defensive to offensive in an instant. This is helpful for dealing with loads of weaker enemies like skeletons, as the shield will just make combat slower, switching to the offensive when you have the upper hand (like against a grounded dragon), or making the best use out of the Elemental Fury shout. Notice, however, that there's only one point in Dual Flurry--we don't want to get too focused on this combat style, as variety is important, and it also saves us a perk point.
Why use Heavy Armor and the light side of the Smithing tree?
There are several reasons for this, but it's mostly a matter of weight. Having lighter weapons means we can have more of them in our inventory, which is especially useful since this build uses Enchanting and will therefore have different weapons for different occasions, so we'll need a few. Lighter weapons also means less stamina usage for power attacks.
When it comes to armor, this path takes less perks to reach Dragon Smithing, and the heavy armors along the way are far from useless (Iron, Steel and Steel Plate). On top of that, even though Deadric has the best armor rating, Dragon is far superior: both can easily reach the armor cap (especially with the 100 Smithing skill required to make Dragon), so it comes down to a matter of weight and availability. The components for Dragon armor are available from the beginning of the game if you save your bones and are easily smithed for cash (as opposed to rare and expensive Deadra hearts and Ebony ingots), and since it weighs less, you can carry more stuff. Even with the Steed stone, this is important, since we may have, say, multiple shields for different encounters.
Also, if the time comes when we want to level up our Light Armor skill so as to increase our level, we can rest assured that we'll have the best of the best to choose from, but that's just an added bonus.
Finally, this side of the tree has more classically fantastical stuff, which I think suits the Paladin build well

What about Restoration and Enchanting?
Restoration should be a bit obvious: we can hotkey shields and healing spells to stay alive and potent, as well as restore the stamina that bashing, power attacks, and running around in heavy armor will deplete. Recovery (2) is vital since we're not using robes (and certainly not the Apprentice stone), and Avoid Death is not only amazing, but probably the perfect perk for the build. Necromage means that our enchanted weapons do more damage against undead and spells that repel undead are more effective.
Enchanting's purpose is many fold. For one, we can increase our attributes, making us more tank-like and giving us a bigger magicka pool. There are other nice touches, like putting Fire Resistance on a shield to make breath attacks from dragons laughable (50% Resist Frost from being a Nord, 50% Elemental Resistance from the aptly named perk, and there is no Shock Breath shout [
]), Magic Resistance on our armors and other goodies. For the most part, the purpose of Enchanting in this build is to make the user more effective against magic and deal effective magic/melee damage. Enchanting and Restoration really tie together what a Paladin is and makes the distinction between one and a simple warrior.Y U NO Quick Reflexes?
In my experience, my reflexes are quick enough--I can tell when an enemy is charging up a power attack and react accordingly, usually with an interrupting bash or block if I know I don't have enough time to bash, though sometimes I can outright dodge it. Put it in there if you must, but you're spending an extra perk.
Y U NO Breton?
Honestly, it began as a roleplaying decision, but quickly evolved into something the build is better off without.
Bretons are incredibly defensive, able to shrug off 25% of all magic from the beginning and turning that into a massive 50% reduction with nothing but the Lord stone, which confers an extra 50 points of armor rating to make them even more effective. That stacks with Elemental Protection (though not for 100% resistance) greatly. On top of that, there's the Dragonskin power. Yes, this is amazing, but I believe Nords are better suited for the build.
For one thing, they're bigger, cooler and more intimidating, but that's really beside the point

50% Frost Resistance is nothing to scoff at, and with Elemental Protection, it means never having to have or use enchantment slots for it. Battlecry is considerably more defensive than Dragonskin as it scares the crap out of all enemies as opposed to giving us a 50% chance to absorb hostile spells. In fact, the nature of Dragonskin means that we have to let enemies attack us (and potentially damage us without the Atronach stone) in order for it to be effective, while Battlecry actually helps us win fights by giving us an opportunity to flank the enemy or avoid tough fights altogether. Most importantly, in this build, the only magic school in use is Restoration. What, do you want to absorb half of hostile magic just to heal the damage done by the other half?
Furthermore, Nords have better starting bonuses (or, at least, starting bonuses that better suit the build). Finally, the one advantage Bretons have over Nord Paladins is magic resistance, and it's such a potentially massive difference that I personally consider it gamebreaking, as Bretons can easily reach the resistance cap.
Still, it's possible to cap out our resistance even if we're not Bretons so long as we have Enchanting, which we do. The Bretons, therefore, have no real advantage in this build.
Useful Enchantment Combos for Weapons
Turn Undead + Fear. Very useful for getting things the hell away from you.
Frost Damage + Stamina Damage. Incapacitates the hell out of melee based enemies.
Magicka Damage + Absorb Magicka. Incapacitates the hell out of powerful mages.
Frost Damage + Fire Damage. Practically guaranteed to be super-effective against loads of enemies. If they resist one, they're likely to be weak to the other, and hey: even what they resist deals damage to them.
Frost Damage + Shock Damage. Just because the name "Razor Wind" is too cool to not use.
Armor should be pretty simple. Fortify things like health and magicka as well as magicka regen, resist magic and specific elements, etc. A shield with Resist Fire would be very useful against dragons.
Some overpowered weapon combos you might want to avoid:
Anything with Paralyze. Seriously.
Absorb Stamina + Absorb Health. Even separately they can be gamebreaking.
That's all for now. I'm really tired.
I've played this build for a few hours (currently level 12) and it's loads of fun. What do you folks think?



I was saying "it will open the Light Armor side, the Dragonscale", not "which one is the light armor? Dragonscale or Dragonplate?"


