Joined: 05 Jan 2002 Posted: Thursday, 18 March 2004 07:00PM
This one's just for fun (built for the sake of uniqueness rather than pure power):

Planar Guardian~

Race: Human
Alignment: Lawful Good
Classes: Cleric/Sorcerer/Monk, 16/23/1
Domains: Good and Air
Familiar: Pseudodragon
Description: Perhaps the champion of a benevolent diety, or a servant to some higher power yet unseen, the Planar Guardian delivers justice and order to throughout the planes. He possesses the power to banish or summon, with barely more than a thought, all but the most powerful of extra-planar beings. His long travels have given him unparalleled insight into the innermost workings of the universe.

STARTING STATS~
Str: 8
Dex: 10
Con: 8
Int: 10
Wis: 18
Cha: 16

END STATS~
Str: 8
Dex: 10
Con: 8
Int: 10
Wis: 18
Cha: 26 [+10 level stat bonuses]

LEVEL PROGESSION~

Lv 1-16 [Cleric]
Lv 17-39 [Sorcerer]
Lv 40 [Monk]

SPELLS (Sorcerer)~
Spell Level 0~
Ray of Frost
Electric Jolt
Acid Splash
Resistance
Light
Daze
Flare

Spell Level 1~
True Strike
Magic Missles
Protection from Alignment
Shield
Identify

Spell Level 2~
Ultravision
See Invisibility
Eagle's Splendor
Combust
Invisibility

Spell Level 3~
Gust of Wind
Greater Magic Weapon
Haste
Dispell Magic

Spell Level 4~
Improved Invisibility
Isaac's Lesser Missle Storm
Elemental Shield
Lesser Spell Breach

Spell Level 5~
Dismissal
Lesser Spell Mantle
Lesser Planar Binding
Lesser Mind Blank

Spell Level 6~
Greater Spell Breach
Planar Binding
Greater Missle Storm

Spell Level 7~
Banishment
Shadow Shield
Prismatic Spray

Spell Level 8~
Greater Planar Binding
Premonition
Greater Sanctuary

Spell Level 9~
Time Stop
Meteor Swarm
Gate

SPELLS (Cleric)~

NOTE: The Cleric spells aren't as important, so I won't list every spell choice that would "maximize" this build. I do recommend mixing in some of the following, however:

Spell Level 1~
Bless
Divine Favor
Entropic Shield
Sanctuary

Spell Level 2~
Sound Burst
Owl's Wisdom
Endurance
Aid

Spell Level 3~
Call Lightning
Searing Light
Glyph of Warding

Spell Level 4~
Divine Power
Stoneskin
Hammer of the Gods

Spell Level 5~
Spell Resistance
Flame Strike

Spell Level 6~
Planar Ally
Heal
Harm

Spell Level 7~
Word of Faith

Spell Level 8~
Earthquake
Summon Creature VIII

FEATS~

Lv 1: Weapon Proficiency: Martial
Lv 1: Spell Focus: Evocation
Lv 3: Greater Spell Focus: Evocation
Lv 6: Zen Archery
Lv 9: Extra Turning
Lv 12: Spell Penetration
Lv 15: Greater Spell Penetration
Lv 18: Improved Critical: Longbow
Lv 21: Point Blank Shot
Lv 24: Scribe Scroll
Lv 27: Craft Wand
Lv 30: Brew Potion
Lv 33: Epic Spell Penetration
Lv 36: Epic Spell Focus: Evocation
Lv 39: Epic Warding [Sorcerer Bonus Feat]
Lv 39: Greater Ruin

SKILLS (129 points total)~

Concentration: 43
Lore: 21
Spellcraft: 40
Tumble: 25

NOTE: Save 25 points for Tumble at the Monk level at level 40.

NOTE: The Guardian absolutely MUST have Spellcraft 34 by level 39.

VITALS~
Attack Bonus: 27/22/17 (With a mundane Longbow equipped)
Armor Class: 19 (completely naked)
Saving Throws: Fortitude 20, Reflex 16, Will 28 (+9 against spells from Spellcraft bonus)
Turns per day: 16
Special:
Flurry of Blows
Stunning Fist 1x per day (nearly useless)
Cleave
Evasion
Turn Outsiders and Elementals as Undead


STRATEGIES~

I won't go too in-depth concerning actual gameplay, since there are many ways that this character could be played. As far as combat goes, Cleric spells should focus on Evocation spells and AB and damage improving spells. True Strike, Divine Power, Divine Favor, and a decent longbow can make a pretty deadly combination. The larger portion of the Guardian's power is focused on banishing and manipulating planar creatures, casting them into their own plane of existence or bringing them to the prime on a whim. In addition, the Scribe Scroll, Craft Wand, and Brew Potion feats will make the Guardian far more adaptable.

Edited By Wild Eyes on 03/18/04 19:02:44

Edited By Cinnabar Din on 02/27/08 02:16