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| #1foxwanderSep 25, 2008 23:48:18 | We're spinning up a new campaign in a couple of weeks and I want to try something different and fun. The Swiftblade class (available online HERE if you don't know about it already) looks like it fills both of those requirements. Problem is I'm burned out on playing arcane caster's. My last 4 characters have been wizard types and even though a Swiftblade is more of a gish than a primary caster- it's still arcane spells and I want something at least a little different. So I've convinced the DM to let me mod the Swiftblade into a divine caster instead. How? Well it's not much of a "mod" really: 1) You change the word 'arcane' to 'divine' thru-out the class description. ;) 2) Create a cleric using the Spontaneous Domain Casting house rule from page 64 of Unearthed Arcana allowing you to use ALL your 3rd level spell slots casting Haste, per the prereqs. 3) You take the Time or Celerity domains (or both!) to get Haste. The Time domain even gives it to you as a 3rd level spell (along with Improved Initiative for a nice synergy) so you can get into Swiftblade as early as possible. And that's about as far as I've gotten and where I'm begging anyone reading this for help and advice. I've looked at so many character options and possible builds this past week before I settled on Swiftblade that I can hardly think straight. Most of the Swiftblade handbook (HERE) still applies, so that helps. For instance, I'll have to choose a race or a feat to get the martial weapon proficiency (or take the War domain). So there's good advice there, as well as the rest of the handbook, but I'm sure the build will be fundamentally different being based on divine rather than arcane. (However I will not be using any DMM cheese, as tempting as it may be, so that's one thing I don't need "help" with) Here are a few things I have considered though... but any other advice or tips will be MUCH appreciated. - Domain devotion feats (Complete Champion): Animal, Knowledge or Travel devotion could certainly enhance my fighting abilities. And I'll be able to burn turn attempts for extra uses. - Even without DMM the standard spells it's applied to will obviously be useful. - I'd love to find a way to be able to cast Greater Mighty Wallop so I can make whatever bludgeoning martial weapon (executioner's mace?) I choose even more deadly. Here are some things I'd specifically like some help with: - Our characters can have up to a +1 LA race/template for "free". (we're starting at 3rd level and the ECL will be considered already 'bought off' per the Unearthed Arcana variant rules. Obviously this could be a huge benefit- but what race should I take? - Cloistered or straight cleric? Or some other interesting variant? Are there any alternate class features I should definitely look at? - Speaking of the cleric part- is a "divine" swiftblade too over the top? Or broken in some way that I'm overlooking? Does the loss of caster level with Swiftblade counter the CoDzilla effect, or is curtailing DMM abuse enough for that? Or is it too much- am I gimping myself somehow? Ok, that's enough. I've rambled long enough. Time to post this and hope for some good feedback. Thanks in advance for any ideas or help. Let me know if there are any questions about stuff I probably left out. ![]() |
| #2Omen_of_PeaceSep 26, 2008 18:46:56 | - Greater Migthy Wallop you can get via Anyspell (Spell Domain (SC)). - Race: Aasimars are not bad. As outsiders they get proficiency with all martial weapons. I think there's a LA +1 outsider in the Planar Handbook that gets Spell Resistance (Bariaur ?). Avoid the War Domain except if you want to top the build with Ordained Champion (CC). - Often Cloistered is better but here you want to go into the PrC as soon as possible, so Cleric 5/Swiftblade X. (But CC 6/Swiftblade is not bad either.) It's a solid build. |
| #3vangrueSep 27, 2008 1:41:31 | - Greater Migthy Wallop you can get via Anyspell (Spell Domain (SC)). Bariaurs are Outsiders fully, meaning when not on Ysgard they have the extraplanar subtype. This means that they need not eat or sleep, but if they're dead, they can't be brought back with anything less than Limited Wish, Wish, Miracle, or True Resurrection. If there were some way to change them to Outsider(Native), no more worries about resurrection until you actually do die. ![]() Also, yes, they've got 40 base speed, a racial charge/ram attack for 2d6+1.5xStr, and Spell Resistance = 11 + Class level (which I suspect is supposed to be character level, since it's a racial ability and not a class/PrC ability). However, they can't wear normal armor or boots designed for normal humanoids. See if your DM will allow "anklets" or leg-bracers instead of boots (as the Bariaur in the PlH is seen wearing). |
| #4Omen_of_PeaceSep 27, 2008 17:39:33 | Or reflavor them as horseshoes. (Thanks, oh Bariaur specialist, for the lecture ! ;)) There's a Revive Outsider spell in the SC which is muc like Raise Dead IIRC. |
| #5phoenix00Sep 27, 2008 21:32:06 | If using partial bab and saves Cloistered Cleric 3/Church Inquisitor 2/Swiftblade 10 at level 15 you will have a bab of 13 Normal Cleric 5/Swiftblade 10 will have bab of 13.75. |
| #6vangrueSep 28, 2008 1:58:03 | Or reflavor them as horseshoes. I've been considering using one for characters for a while, so I might as well have the reference handy. :D |