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)
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
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.