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| _metz_07-24-07, 11:38 AM | With the announcement of the new kobold cards, I have decided to make a Singer of Concordance. Races of the Dragon. The build is as such: Cleric 5/Singer of Concordance 10 NG Kobold of Io. Idea is of a flying dragon cleric. Stats: Str: 8 Dex: 14 Con: 14 <Essential due to inability to wear amulet of Health AND Periapt of Wisdom, so will only get an Ioun stone at best> Int: 10 Wis: 15 (All stat bumps here) Cha: 8 As for the Rest of the Stats, I am going the Craft Early, craft often route. Feats: 1: Dragon Wings 3: Craft Wondrous Item 6: Improved Dragon Wings 9: ??? 12: Improved Flight 15: Quicken For those who don't know about the class, here are the details: 10 level PrC Entry Requirements: Subtype: Dragonblood. Spellcasting: Ability to cast 3rd-level divine spells. Skills: Knowledge (religion) 8 ranks. Deity: Io. Class stuff: FULL caster Progression Half BaB Aspect of Peace (Su): Upon entering this class, you attune yourself to the great Song of Io and to one Sphere of Concordance that is sustained by Io’s song. In so doing, you draw that sphere’s aspect of peace spiritually closer to you and the reality you inhabit. This effect is always active while you are conscious (and the effect moves with you), but not if you are unconscious or dead. It grants you immunity to the first compulsion effect (magical or otherwise) that would otherwise affect you each day, and for the remainder of the day grants you a +4 morale bonus on saving throws to resist further compulsion effects. Each ally within 10 feet of you at any time during the day feels a reflection of the Sphere of Concordance’s aspect of peace and gains a +4 morale bonus on saving throws against compulsion effects. As you gain levels as a Singer of Concordance, you gain the ability to call up additional aspects of a Sphere of Concordance. As this occurs, you can enjoy multiple aspects operating simultaneously, without conflict. In fact, the more aspects called into existence, the closer you draw to your chosen Sphere of Concordance. Bonus Domain: At 2nd level, you gain access to an additional cleric domain from the following list of domains: Dragon, Healing, Knowledge, Magic, Strength, Travel, or Wealth. You gain the granted power associated with the domain you choose, and you can select the spells in that domain as your daily domain spells. Aspect of Refuge (Su): At 3rd level, you increase your attunement to your sphere, allowing you to call upon its aspect of refuge. You can call up this effect as a standard action, and dismiss it as a swift action (see page 122) or as a free action made in conjunction with attacking any other creature (automatic dismissal), or by moving more than 20 feet from where you first called up the aspect of refuge. All creatures within 20 feet of you that attempt to strike or otherwise target any other creature, even with a spell, must attempt a Will save (DC 10 + 1/2 your character level + your Wis modifier). If the save succeeds, the creature can attack normally and is not affected. If the save fails, the creature can’t follow through with the attack. That part of its action is lost, and it can’t directly attack another creature while it remains within the refuge. Creatures that do not attempt to target another creature with an attack or other effect remain unaffected. The refuge does not prevent creatures within 20 feet of you from being attacked or affected by area or effect spells, or from other attacks launched from farther away. You can use nonattack spells or otherwise act within the refuge without dismissing it. For instance, you could heal wounds, cast a bless spell, perform an augury, or summon creatures. Aspect of Exclusion (Sp): At 5th level, you further increase your attunement to your sphere, allowing you to call upon its aspect of exclusion once per day for a period of up to 1 round per caster level. You can call up this effect as a standard action, and dismiss it as a swift action or by moving more than 10 feet from where you first called up the aspect of exclusion. The aspect of exclusion appears as an immobile, faintly shimmering sphere that surrounds you and all creatures within 10 feet of you. This aspect prevents all spell effects of 4th level or lower from entering the sphere. This effect is otherwise identical to globe of invulnerability (and is considered a 6th-level spell effect). After reaching 8th level, you can use this ability twice per day. Aspect of Healing (Su): At 6th level, you become able to call upon your sphere’s aspect of healing. This aspect is always active while you are conscious (and the effect moves with you), but not if you are unconscious or dead. Any healing performed within 10 feet of you (and any healing you initiate) cures an additional 1d8 points. Undead within 10 feet of you that are dealt damage by a cure spell take an additional 1d8 points of damage. Aspect of Safety (Su): At 9th level, you can call upon your sphere’s aspect of safety once per day for a period of up to 1 minute per caster level. You can call up the effect as a standard action, and dismiss it as a swift action or by moving more than 10 feet from where you first called up the aspect of safety. The area within the 10-foot-radius sphere surrounding you is impervious to planar travel of any sort, except if such travel is initiated by you. The effect also deals 6d6 points of damage to creatures that attempt to enter it other than those you designate. A Will save (DC 10 + 1/2 your character level + your Wis modifier) halves the damage dealt. An undesignated creature within the sphere takes no further damage beyond the initial 6d6 points, unless it exits and then attempts to reenter. Sphere of Concordance (Sp): At 10th level, you perfect your unison with the great Song. You gain the ability to transport you and up to eight willing companions to and from a particular Sphere of Concordance at will. This effect is considered a 7th-level spell effect. The sphere of concordance itself is a demi planar pocket which is only really accessible by you and those you allow. It is comfortable, and healing is empowered there. It is frankly really cool, and who will ever need an Inn again? (unless there is a dimensional lock) Anybody out there played one before, or can recommend some feats/have any input? I want this character to be funky, but I expect with Con 14 and full Caster progression as a Cleric, as well as Craft Wondrous Item, it should still be useful to any party. Will Also take Racial Substitution levels for the turn energy thing. |
| mregecko07-24-07, 01:01 PM | Just curious... Improved Flight and Reinforced Wings, are these open? Because they aren't available from the Kobold Card... I made a build almost exactly like this, but I dropped the flying feats in favor of Divine Ward, Extra Turning, and ... something else. I forget what. OH, spontaneous healing, and I took the Alternate Class Feature: spontaneous domain (travel). :-) -- Gecko |
| Shaudius07-24-07, 01:22 PM | According the LGCS Improved Flight is, Reinforced Wings is not. Just curious... Improved Flight and Reinforced Wings, are these open? Because they aren't available from the Kobold Card... I made a build almost exactly like this, but I dropped the flying feats in favor of Divine Ward, Extra Turning, and ... something else. I forget what. OH, spontaneous healing, and I took the Alternate Class Feature: spontaneous domain (travel). :-) -- Gecko |
| Mithreinmaethor07-24-07, 05:46 PM | You took my exact build piece by piece (except the stats). I hate Kobolds but have no problem with being an annoying mostly non violent one. |
| _metz_07-24-07, 08:55 PM | According the LGCS Improved Flight is, Reinforced Wings is not. Ah ok, well I will have to ask for a special for that one... |
| clannagh07-24-07, 09:07 PM | Ah ok, well I will have to ask for a special for that one... I don't have RoD with me but I kind of remember looking at something similiar and having a problem with Improved Dragon Wings needing Dragonblood subtype which a Dragonwrought actually loses. Not sure about that .. but check. |
| D.K.R.07-24-07, 09:25 PM | I was just looking this up after reading the thread, and while RAW you are correct, the Dragonwrought feat itself allows to bypass that requirement for the Dragon Wings feat at 3rd, and it would be a fair assumption that RAI it would allow for the improvement later on as well. |
| _metz_07-24-07, 11:43 PM | I don't have RoD with me but I kind of remember looking at something similiar and having a problem with Improved Dragon Wings needing Dragonblood subtype which a Dragonwrought actually loses. Not sure about that .. but check. Yeah, I saw that to start off with, and checked myself. Fortunately it is ok... From Races of the Dragon: Dragons automatically qualify for any classes, prestige classes, racial substitution levels, feats, powers, or spells that require the dragonblood subtype. Races presented in this book that have the dragonblood subtype include dragonborn, spellscale, kobold, and draconic creatures. Should a creature acquire the dragon type, it loses the dragonblood subtype. Emphasis added. A Dragon does not have the dragonblood subtype, but still qualifies for the purposes of feats, PrCs etc. A Dragonwrought Kobold's type becomes 'Dragon', hence it still qualifies. (page 4, Races of the Dragon) I changed the stats to represent the fact that the character will probably end up wearing mithral breastplate (in order to fly without reinforced wings) |
| Necrochaos08-15-07, 06:59 AM | The big problem with the 8 int is that you can't speak common. You get no bonus languages and don't have any points for speak language. How will you communicate with the rest of society without common? What do you plan to do with your flight abilities? Also, what domains are you planning to take? I would also suggest that you take the racial sub level at first to get the turn energy, as your turn undead will be pretty limited with your negative charisma |
| _metz_08-15-07, 07:57 AM | Fixed above for Dispel Confusion, etc. As for Domains: Probably Travel and Strength initially (Strength so I can use wands of Enlarge) And pick up Magic later on in the class. (otherwise probably Magic and Travel to kick off with) I am very unsure on the Draconic Rite however... If I was making a Rogue it would be Mage armour for sure, but I am really not sure! |
| CrystalBlue08-15-07, 08:16 AM | Got me one I'm making for Greyhawk Ruins. :D Same basic idea, I take it a different way. Shu'sanni Male Gold Dragon Kobold (Dragon) Cleric 5 / Singer of Concordance Domains: Strength and Travel Alternate Class Feature: Spontaneous Restoration (sacking strength) Str: 6 Dex: 10 Con: 12 Int: 12 WIS: 18 Cha: 8 1st: Dragonwrought 3rd: Dragon Wings 6th: Craft Wonderous 9th: Divine Ward 12th: Something 15th: Something else Not the best cleric, but I like the feel of it. ^.^ |
| mregecko08-15-07, 08:55 AM | Getting Divine Ward with an 8 Charisma and no Extra Turning is almost worthless... You'll have TWO turning attempts per day. As for the not speaking common, and 8 intelligence is still feasible with this build. At first level, you will get 4 skill points (4x1). Spend two in speak languages cross-class and you'll get Common. Granted, you won't have many points for other skills... but it's still feasible. EDIT: Blah, just noted the Knowledge (Religion) 8 racks requirement. I see the dilemma now. -- Gecko |
| Necrochaos08-15-07, 04:03 PM | I wonder if you are better off to take another crafting feat like craft wand or arms and armor instead of quicken or another feat. You can be self sufficent and delay your leveling to get better gear so you will be more efficient at your level. The build isn't overly strong, it has a lot of flavor. Dumping XP into items may give you an edge as you would be for ex. 6th level with 8th level gear or something like that. Just an idea. |
| Tonus08-15-07, 06:04 PM | I just started a very similar little anklebiter. Since most of the Singer of Concordance abilities require being clumped up in fireball formation, I took the Dragonblood Cleric substitution level with Turn Energy(fire). :D With an 8 charisma and maximum 5 cleric levels, Turn Undead wasn't looking to get much use anyway. |
| Necrochaos08-15-07, 06:30 PM | Another problem with the build is the 8 strength. At 8, your light load is about 20 lbs. Add in armor, shield, weapon and even a small amount of equipment and you are at 20lbs. With dragon wings, you can't fly with medium or heavy load. You may want to look at raising your strength or investing in a strength item if you plan to fly much. I know that mithril will make your armor lighter, but be on the look out for a bag of holding early. |
| _metz_08-15-07, 10:43 PM | Another problem with the build is the 8 strength. At 8, your light load is about 20 lbs. Add in armor, shield, weapon and even a small amount of equipment and you are at 20lbs. With dragon wings, you can't fly with medium or heavy load. You may want to look at raising your strength or investing in a strength item if you plan to fly much. I know that mithril will make your armor lighter, but be on the look out for a bag of holding early. Yeah I totally agree. Thank goodness for being small sized! I definitely plan on making a Str stat booster early. Also plan on using magic domain to craft a nice big Dex booster, and fortunately will only need a wisdom booster at Level 7. |