Presenting for your critical viewing:

The Sacred Exorcist. v2.0

Concept: Cleric focused exclusively on Turning, Spell Casting and Buffing themself AND a companion.

Race: Human
Subrace: Aasimar (if you are using CODI's CC, then this character would majorly benefit form the +2 to wis and cha that aasimar gives ).
Alignment: Any (I chose Neutral Good)

Stats: Start | Finish
str: 08 | 08
dex: 10 | 10
con: 10 | 10
int: 08 | 08
wis: 18 | 26
cha: 16 | 26

Skills:
Concentration 43
Spellcraft 43

Leveling: 100% Pure Cleric

Feat and Attribute increase progression:
1. Extra Turning
Spell Focus (Evocation)
Air Domain
Destruction Domain
3. Empower Spell
4. Wis +1
6. Zen Archery
8. Cha +1
9. Spell Penetration
12. Greater Spell Focus (Evocation), Cha +1
15. Greater Spell Penetration
16. Cha +1
18. Extend Spell
20. Wis +1
21. Great Charisma I
23. Great Wisdom I
24. Great Charisma II, Cha +1
26. Great Wisdom II
27. Great Charisma III
28. Wis +1
29. Great Wisdom III
30. Great Charisma IV
32. Great Wisdom IV, Cha +1
33. Planar Turning
35. Epic Spell Penetration
36. Wis +1, Epic Spell Hellball
38. Epic Spell Focus (Evocation)
39. Epic Spell Greater Ruin
40. Cha +1

Equipment
Full Plate Mail
Tower Shield
Sling

Spell Memorisation:
Osirons:
Resistance x4
Light x2

First Level:
Remove Fear
Protection From Alignment

x2
Divine Favour x5

Second Level:
Extended Shield of Faith

x2
Extended Entroic Shield
Extended Bless x2
Find Traps
Ultravision
Bull's Strength

Third Level:
Darkfire
Magic Vestment x3
Negative Energy Protection

x2
Protection from Elements

x2

Fourth Level:
Empowered Bull's Strength

x1
Empowered Endurance x2
Empowered Eagle's

Splendour
Empowered Owl's Wisdom
Greater Magic Weapon
Death Ward x2

Fifth Level:
Extended Divine Power
Extended Freedom of

Movement x2
True Seeing x2
Battle Tide x2

Sixth Level:
Extended Spell Resistance

x2
Heal x3
Greater Sanctuary

Seventh Level:
Empowered Flame Strike x5
Resurrection

Eighth Level:
Extended Regenerate x2
Mass Heal
Empowered Blade Barrier x2
Empowered Chain Lightning

Ninth Level:
Implosion x3
Storm of Vengence x2

Epic Level:
Greater Ruin
Hellball

Main Capabilities:
Turning: Affects Undead, Outsiders, Constructs. I am unsure whether Sun domain helps when turning other than undead. If not, I would probably swap Sun domain for a domain that allows turning Elementals, maybe one that gives stone skin.

Generous Buffing: Lots of long lasting buffs. Most buffs last either 40 hours or 80 minutes. Best of all, it has enough buffs memorised to fully buff a melee focused companion, whether it be a henchperson or a team mate. Combine the sacred exorcist with a Kukri Master for example, and wow, what a team

Evocation Offense Has Epic Spell Penetration for busting through SR, Epic Spell Focus (Evocation) and Empowered Owl's Wisdom to ramp up the DCs. The DCs are not the maximum possible, as the character has an equal focus on Charisma and Wisdom. Has available for combat:
Hell Ball
Greater Ruin
Implosion x4
Storm of Vengence
Empowered Blade Barrier x3
Empowered Flame Strike x5
Hammer of the Gods

Bring Em Back From The Brink: Heal, Mass Heal, Resurrection, Raise Dead. When your friends get themselves in trouble, you'll be there to bail them out.

Caster Level: Pure level 40 caster level. Main advantages of that is penetrating SR, and making the buffs very hard to dispell (which is due to be fixed up in 1.63).

Weaknesses:
Hitpoints: Rather low, helped a little by Empowered Endurance, but you'll have to stay out of direct melee combat.

Combat offense: Has Zen archery, so it can plink away with a moderate attack bonus ( +36 when buffed with long lasting spells )

Update: If you cast Divine Power and Divine Favour, it gets 5 sling attacks per round (buggy divine power) at +54 / +54 / +54 / +49 / +44 .... certainly a rather nice attack bonus.. damage is a little bit low, 1d4 +7 magic. I really do think that strength bonus should be applied to slings... oh well :/



Commentary:
Place this character in a party with a melee focused character and it will work brilliantly. Can buff the melee up really well, keep them both well healed and safe from magic (SR 52 from Extended Spell Resistance).

I'm still testing the extent of it's turning capabilities, I'll post an update with what it can / can't turn.

I'd love some opinions about sun vs elemental domains... expanding the turning to Elementals is tempting, but I suppose it really depends on how common they are....

Progress Report:
Rakasha insta killed by Turning
Can't turn Dracoliches
Mithral and Adamantine golems took like 80 - 100 damage from each turning. Which probably makes it one of the best golem killers around... as long as you have someone else you can distract the golems from pounding you into mush.

Edited By Torias on 04/03/04 10:56:30

Bwookie
Game Owner
NWN
NWN: SoU
NWN: HotU
SW: KotOR PC


Joined: 23 Jun 2003 Posted: Saturday, 03 April 2004 07:03AM
I'd sub sun for air. Chain lightning would go well with your evocation focus. Its also easier to use than blade barrier.

Also you're a pure cleric don't you think epic spell penetration is a waste? Only things you're going to need it on are other clerics, druids and monks and thats if they've also been pure classed.

Possible replacements are imp combat casting, dragon knight fully buffed the pet rocks. Silent spell, Armor skin, epic reflexes are also good feats for a cleric.

For pre-epic you could get rapid shot, and point blank.

Torias
Moderator


Joined: 18 Oct 2001
From: Sydney, Australia Posted: Saturday, 03 April 2004 07:24AM

Quote: Posted 04/03/04 12:03:49 (GMT) by Bwookie

I'd sub sun for air. Chain lightning would go well with your evocation focus. Its also easier to use than blade barrier.

chain lightning would be cool, but I do like blade barrier cause of the long duration... cast it just in front of your melee tank friend and let it chop up monsters as they step up to attack... it'll last for 40 rounds!

chain lightning would be good for instant damage though.. maybe a mix of the two

Quote:
Also you're a pure cleric don't you think epic spell penetration is a waste? Only things you're going to need it on are other clerics, druids and monks and thats if they've also been pure classed.

and any enemies with really high spell resistance

and anyone that's got a really good Spell Resistance spell cast on them...

I like the fact that it's able to bust right through most SR as if it just wasn't there

Quote:
Possible replacements are imp combat casting, dragon knight fully buffed the pet rocks. Silent spell, Armor skin, epic reflexes are also good feats for a cleric.

For pre-epic you could get rapid shot, and point blank.


how long does dragon knight last for? also, the character doesn't have enough dex for rapid shot

if I had the pre-epic feats, I'd probably take Craft Wand, so I could make wands of cure critical wounds and use them between battles to save on healing potions / kits

Edited By Torias on 04/03/04 07:25:55 Quote: Posted 04/03/04 13:01:48 (GMT) by Toturi Sezaru

Quote: Posted 04/03/04 12:50:01 (GMT) by Torias

hmm, i'm not really sure how good domain and planar turning interact...

i'll see if I can understand the script for it in the toolset


if you had the ability to turn outsiders in the first place, planar turning halves their turning resistance. it is in the manual and in the in-game description, i think.


I can't find it listed in the manual yet...

I had a look through the script.

Sun Domain helps with ALL turning, it provides +1d4 to your turning check (which determines the modifier to your turning level, from -4 to +4), and adds +1d6 to the total number of hitdice you can turn.

Now, with the best possible rolls, your turning level is 44. That means that you can only EVER instantly destroy a creature with 22 hit dice or less. any more than that and you can only turn it, up to a maximum of 44 hit dice if you got a really good roll AND had a reall high charisma mod.

Now, Good or Evil domain allows you to turn outsides.

Planar Turning the feat allows you to turn outsiders AND halves the amount of spell resistance that is used for turn resistance.

there is NO BENEFIT from having good or evil domain if you have Planar Turning.

Now, I'm not really sure if Sun domain or Air domain is better...

sun does make the turning more reliable, but air domain expands it's utility dramatically AND provides a nifty attacking spell which suits the character perfectly.