C&C Please: very weird build.

Post/Author/DateTimePost
#1

axator

Mar 28, 2009 19:39:06
So, I've come up with this weird build for an upcomming campaign and I'd really like your comments and advice on improvement.

First I have to explain a few house rules on calculating base attack bonus and saves.
For base attack bonus, instead of taking each class individually we count classes with poor BAB and classes with average BAB as one continous advancement in the same class.

Example1: if I had 1 level on sorcerer and 1 level in wizard, my BAB would normally be 0, but we calculate it as if I had 2 levels in a class with poor BAB, making it +1.

Example2: if I had 1 level on cleric and 1 level in rogue, my BAB would normally be 0, but we calculate it as if I had 2 levels in a class with average BAB, making it +1.

Example3: if I had 1 level on sorcerer, 1 level in wizard, 1 level in cleric and 1 level in rogue, my BAB would normally be 0, but we calculate it as if I had 2 levels in a class with poor BAB and 2 levels in a class with average BAB and then add them together, making it +2.

For saves, instead of taking each class individually we count levels in classes with poor fortitude, reflex or will saves as one continues advancement in a class with poor fortitude, reflex or will saves. Same goes for classes with good saves in fortitude, reflex or will.

Example1: let's say I had 1 level in fighter, 1 level in paladin, 1 level in rogue, 1 level in cleric, 1 level in ranger and 1 level in wizard.
For fortitude I would have 4 levels with good fortitude (fighter, paladin, cleric and ranger) and 2 levels with poor fortitude (rogue and wizard) making it 4 + 0 a total of +4
For reflex I would have 2 levels with good freflex (rogue and ranger) and 4 levels with poor reflex (fighter, paladin, cleric and wizard) making it 3 + 1 a total of +4
For will I would have 2 levels with good fortitude (cleric and wizard) and 4 levels with poor fortitude (fighter, paladin, rogue and ranger) making it 3 + 1 a total of +4

Hope that made sense. Ya, it's weird, but our DM insisted.


On with the build. The idea was to make a character with good battlefield control with some versatility added in.


Warlock 1 / Cleric 4 / Crusader 1 / Fighter 2 / Feat Rogue 2 / Eldritch Disciple 10 | Level 20 Human

Cleric of Kord

Alignment: Chaotic Good
Domians: Luck + Strength
Gifts of the Divine Patron:
-Corrupting Blast
-Healing Blast
-Protective Aura
-Wild Frenzy

Eldritch Blast: 6D6
Invocations: 11th Level (15th)
Caster Level: 13th Level
Initiator Level: 10th
BAB: +15 (due to house rules)
Turning: 14/day as a level 14 cleric
Saves F/R/W (Base): 21/18/24 (11/8/10) (again due to house rules)


/Base>Level>Item>Books>Total
Str 12>+1>+6>+1>20
Dex 14>->+6>->20
Con 14>->+6>->20
Int 10>->+6>->16
Wis 14>+4>+6>+4>28
Cha 14>->+6>+4>24


/Levels
1 Warlock 1 Combat Reflexes (Travel Devotion)
2 Cleric 1
3 Cleric 2 Stand Still
4 Cleric 3
5 Cleric 4
6 Crusader 1 Extra Turning
7 Eldritch Disciple 1
8 Eldritch Disciple 2
9 Eldritch Disciple 3 Practiced Spellcaster (Warlock)
10 Eldritch Disciple 4
11 Eldritch Disciple 5
12 Eldritch Disciple 6 Power Attack
13 Fighter 1 Divine Might
14 Fighter 2 Spell Penetration
15 Eldritch Disciple 7 Robilar's Gambit
16 Eldritch Disciple 8
17 Eldritch Disciple 9
18 Eldritch Disciple 10 Quicken Spell-like Ability (Darkness)
19 Feat Rogue 1 Extra Invocation (Curse of Despair)*
20 Feat Rogue 2 Defensive Sweep


To Hit Unbuffed:
(base)15+(str)6 - +21/+16/+11/+6

To Hit w/Divine Power + Righteous Might + Divine Favor + Wild Frenzy:
(base)20+(str)10+(df)4+(wf)2 - +36/+31/+26/+21

Damage Unbuffed:
(eldritch glaive)6D6 - 6-36; avg. 21

Damage w/Divine Power + Righteous Might + Divine Favor + Power Attack (5) + Divine Might + Wild Frenzy:
(ed)6D6+(df)4+(pa)7+(dm)7+(wf)2 - 6D6+20 and Reach increases to 15ft. - 26-56; avg. 41


Stances: Thicket of Blades (DS)
Maneuvers: Foehammer (DS), Leading the Attack (WR), White Raven Tactics (WR), Douse the Flames (WR), Mountain Hammer (SD)

The maneuvers are pretty useless for the build due to Eldritch Glaive being 1-full-round action, but I wanted Thicket of Blades bad, so I took one level in Crusader late enough to allow me to take it.


Invocations
Least:
-Eldritch Glaive
-Darkness
-Devil's Sight
Lesser:
-Fell Flight
-Eldritch Chain
-Voidsense
-Curse of Despair*
Greater:
-Vitriolic Blast


Equipment, 647 spent so far:
36k Item +6 Str
36k Item +6 Dex
36k Item +6 Con
36k Item +6 Int
36k Item +6 Wis
36k Item +6 Cha
110k Book +4 Wis
110k Book +4 Cha
27½k Book +1 Str
29k +5 Mithril Breastplate
50k Amulet of NA +5
50k Ring of Protection +5
25k Cloak of Resistance +5
7½ Nightstick
10k Glove of Storing
2k +1 Morningstar
10k Bag of Holding IV
Advice on better or more equipment?


The idea was to use darkness quickened, on my armour or some other object carries by me, covering a few baddies, use travel devotion to get in there (with me still being able to see thanks to Devil's Sight) then use Stand Still and AoOs to pretty much keep them locked up in the darkness while the rest of the party handle everything else.
With travel devotion I should be able to use Eldritch Glaive without too many problems and still get around fairly easy.

Does anyone know if the Gift of the Divine Patron - Corrupting Blast stacks with itself through Eldritch Glaive? Anyway, I took Curse of Despair to take advantage of the will save debuff gotten through Corrupting Blast, don't know if it's worth it, though.

I also have moderate healing abilities with Eldritch Chain and Gift of the Divine Patron - Healing Blast.

CL 15 + 2 from Spell Penetration should get me through most spell resistances with my Eldritch Glaive up until the late levels where I might have to throw down a few Assay Spell Resistances. Also, I have Vitriolic Blast just in case.

It's still needs some work, I'm not sure on which classes to take when yet, and the same with the feats.

C&C please
#2

gorfnad_the_shiznit

Mar 28, 2009 21:08:26
Not too bad, but you've lost a lot of of caster levels which is most optimizers will tell you is a bad idea. How about this for a more caster based divine combantant
1. Warlock - Extend Spell
2. Cloistered Cleric
3. Cloistered Cleric - Persistent Spell
4. Cloistered Cleric
5. Crusader
6. Eldritch Disciple - Divine Metamagic Persistent
7. Eldritch Disciple
8. Eldritch Disciple
9. Eldritch Disciple - Knowledge Devotion
10. Eldritch Disciple
11. Eldritch Disciple
12. Eldritch Disciple - Extra Turning
13. Eldritch Disciple
14. Eldritch Disciple
15. Eldritch Disciple - Power Attack
16. Ruby Knight Vindicator
17. Ruby Knight Vindicator
18. Ruby Knight Vindicator - Divine Might
19. Ruby Knight Vindicator
20. Ruby Knight Vindicator

Edit: For invocations:
Least: Eldritch Glaive, Baleful Utterance, See the Unseen
Lesser: Fell Flight, Voracious Dispelling, Walk Unseen (or Flee the Scene if movement is an issue)
Greater: Vitriolic Blast (or Chilling Tentacles for battlefield control)
#3

Dictum_Mortuum

Mar 29, 2009 4:00:56
Save some money with belt of magnificence, miniatures handbook, +6 to all stats. Cost ~150.000 IIRC
#4

reis

Mar 29, 2009 4:32:47
Save some money with belt of magnificence, miniatures handbook, +6 to all stats. Cost ~150.000 IIRC

I'd like to know what the author of that book was thinking when he made that item.
#5

Caylin

Mar 29, 2009 5:00:19
1 crusader lvl is not enough for the thicket of blades stance. TOB clearly states that the stance gained at lvl 1 must be a 1st lvl stance. You would gain another stance at lvl 2 however and may use your initiator lvl to determine what lvl stances you qualify for then.
#6

reis

Mar 29, 2009 5:17:42
or you could take the feat martial stance if you cant fit in more crusader
#7

Grumman

Mar 29, 2009 5:25:13
I'd like to know what the author of that book was thinking when he made that item.

Probably that if you're actually coming out ahead (i.e. you are getting significant benefit out of at least 5 stats), you're suffering from so much MAD that it's an act of mercy to give you a discount.
#8

sofawall

Mar 29, 2009 12:26:30
Also, it takes up the belt slot i.e. no belt of battle :D
#9

Dictum_Mortuum

Mar 29, 2009 17:11:22
Also, it takes up the belt slot i.e. no belt of battle :D

Not if you use the magic item stacking rules.
#10

Pramxnim

Mar 29, 2009 17:44:18
Ah but then you can't use that in combination with the Belt of Magnificence (w/o a loss), since both Belt of Battle and BoM are set magic items. If you used the Magic Item stacking rules from MIC, you'd have to stack the stat increases individually (which would cost more than BoM AND wouldn't all fit in the belt slot)
#11

mcpoyo

Mar 29, 2009 18:27:34
Could just stack the belt of battle into the belt of magnificence, instead of the other way around.
#12

sofawall

Mar 29, 2009 18:28:02
So, I've come up with this weird build for an upcomming campaign and I'd really like your comments and advice on improvement.

First I have to explain a few house rules on calculating base attack bonus and saves.
For base attack bonus, instead of taking each class individually we count classes with poor BAB and classes with average BAB as one continous advancement in the same class.

Example1: if I had 1 level on sorcerer and 1 level in wizard, my BAB would normally be 0, but we calculate it as if I had 2 levels in a class with poor BAB, making it +1.

Example2: if I had 1 level on cleric and 1 level in rogue, my BAB would normally be 0, but we calculate it as if I had 2 levels in a class with average BAB, making it +1.

Example3: if I had 1 level on sorcerer, 1 level in wizard, 1 level in cleric and 1 level in rogue, my BAB would normally be 0, but we calculate it as if I had 2 levels in a class with poor BAB and 2 levels in a class with average BAB and then add them together, making it +2.

For saves, instead of taking each class individually we count levels in classes with poor fortitude, reflex or will saves as one continues advancement in a class with poor fortitude, reflex or will saves. Same goes for classes with good saves in fortitude, reflex or will.

Example1: let's say I had 1 level in fighter, 1 level in paladin, 1 level in rogue, 1 level in cleric, 1 level in ranger and 1 level in wizard.
For fortitude I would have 4 levels with good fortitude (fighter, paladin, cleric and ranger) and 2 levels with poor fortitude (rogue and wizard) making it 4 + 0 a total of +4
For reflex I would have 2 levels with good freflex (rogue and ranger) and 4 levels with poor reflex (fighter, paladin, cleric and wizard) making it 3 + 1 a total of +4
For will I would have 2 levels with good fortitude (cleric and wizard) and 4 levels with poor fortitude (fighter, paladin, rogue and ranger) making it 3 + 1 a total of +4

Hope that made sense. Ya, it's weird, but our DM insisted.

Those are variants from Unearthed Arcana, actually, (well, the BAB one is) as well as common sense. Having the BAB one but not the other makes dips more powerful, as you can avoid the downfall of dips (really low BAB) while keeping the upside (ridiculous saves).

I, too, like partial BAB/Saves.
#13

axator

Mar 30, 2009 5:01:26
Thanks for the input guys.

I know getting 9th level spells is always the best way to optimize a character with any form of spllcasting, but with this character I aimed for a melee battlefield control character a la the crusader lockdown build posted here by DaveTheMagicWeasel: [HTML]http://forums.gleemax.com/showpost.php?p=14400521&postcount=3[/HTML]
I think the build is fairly good at what it does because touch attacks and the high damage from eldritch blast + buffs make Stand Still killer. Add to that Invocations and 7th level cleric spells and it's all good.

I'll definitely be taking the belt of magnificence.

Also I took our one level of Feat Rogue and added one more level of Crusader so I was able to get one more stance (Iron Guard's Glare??) and Thicket of Blades
#14

arogenith

Mar 30, 2009 5:29:40
if your DM is being friendly on saves and you plan on jumping into the middle of a group of enemies and pulling agro (easiest word to get my point across, I've been playing D&D with WoWers recently), then you might want to grab the stance Immortal Fortitude. You die? make a fort save, you live. You die again? still in that stance? make another save....keep on living...Sounds like a nice feat to me. Only problem is you are an 11th level initiator by level 20, and you need to be a 15th level. Is Eldritch Disciple that important to you? If you drop all of those levels you could grab more crusader levels to replace it, you'd become a true tank-tripper, and have an extra level to throw into any class you'd like. Might not be what you're looking for, but Ex. Wpn Proficiency Spiked Chain is a favourable thing for a tripper, and then that last level could go Exotic Weapons Master. Just a thought

EDIT: 3 extra levels to play around with, meaning Ext Wpn Master 3, or keep some Eldritch Disciple and you can still blast away with your darkness, unless you're okay with using wands...
#15

axator

Mar 30, 2009 6:26:33
With buffs I'd be doing an average og 41 damage per hit, that's a reflex DC of 51 to get past Stand Still, and with Eldritch Glaive and Righteous Might I already have a 15 ft. reach.

With the miss chance from Darkness and the 15 ft. reach I don't plan on being hit all that much, meaning Immortal Fortitude won't be necessary even if it is a very good ability.
#16

arogenith

Mar 30, 2009 6:31:22
I suppose I'm a little headstrong when I play my melee characters, what other way is there to really play them? :P Also, its good to have a fallback. If you're stuck fighting a large number of creatures, or just large creatures with trample it could backfire