FR The Elemental Archon

Post/Author/DateTimePost
#1

Zekarra

Jun 10, 2008 10:39:23
I'm trying to revamp an old character. He is an Earth Genasi worshipper of Grumbar. Cleric 6/Divine Agent 2/Divine Disciple 4/Elemental Archon 4.

Domains: Metal/Earth/Time
Feats:
1st - Regional - Education(Know Nature 8 ranks crossclass is a B****)
3rd - Shield Bash
6th - Two Weapon Fighting
9th - Quicken Spell
12th - DMM Quicken Spell
15th -
18th -
Free from domains - WP or EWP (Hammer of Choice), WF (Hammer of Choice), Improved Initiative

As an Elemental Archon, which is what I want to be, you need the Earth domain, Know (Nature) 8 ranks, any neutral alignment, in this case I'm True Neutral. Patron is Grumbar and you must speak Terran. Also you need to be able to cast Protection from Elements as a divine spell. Was Pro Elements 3.0?? I can't seem to find it in any 3.5 books. My best guess is either Endure Elements or Pro Energy.

Stats: This includes the +2 str,+2 con,-2 wis,-2 cha and increases from level
Str:20
Dex:12
Con:20
Int:12
Wis:16,17,18,19,20 from leveling
Cha:14

Yes I rolled good and these are the level 1 stats.

I want to retrain him to be better than what he was.

He wore Mithral Full Plate+5 Called/Speed
Heavy Steel Shield +5 Animated/Bashing with Spikes
Adamantine Warhammer +3 Throwing/Returning/Acidic Burst/Bane of Elementals(Air)/Impact
Cold Iron Warhammer +2 Impact/Bane of Outsiders (Evil)/Bane of Outsiders (Chaotic)/Bane of Outsiders (Lawful)/Holy

He would throw the Adamantine Hammer as the hasted action from the armor, then charge with a shield bash and activate the animated shield on the next round as the hasted action and then the returning Adamantine hammer would be in his hand for 2-weapon fighting.

He is the only Healer in the party and is always Standing his "ground." The other party members hated him at first because he would only walk where ever he needed to go. He wouldn't fly or teleport. They actually knocked him unconsious to get him on a flying ship to get to Evermeet. I listed the Quicken Spell and the DMM Quicken in the feats list to take place of the feats I had previously chosen.

I want to be Cleric and Elemental Archon. All books available from the FR and Greyhawk, Sorry no Eberron, Dragonlance, or Dragon Mags.

Please be kind. Thanks.
#2

reis

Jun 10, 2008 13:56:07
He would throw the Adamantine Hammer as the hasted action from the armor, then charge with a shield bash and activate the animated shield on the next round as the hasted action and then the returning Adamantine hammer would be in his hand for 2-weapon fighting.

that doesn't work

Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.

What you need is the Teleporting Psionic weapon ability

Teleporting

This ability can be imbedded only in weapons that can be thrown. A teleporting weapon returns through the Astral Plane to the creature that threw it. It teleports into the throwing creature’s empty hand in the round following the round when it was thrown, just before that creature’s turn. It is therefore ready to use again on that turn.

Faint psychoportation; ML 5th; Craft Psionic Arms and Armor, psionic dimension door; Price +1 bonus.

#3

Zekarra

Jun 10, 2008 15:54:30
Returning: This special ability can only be placed on a weapon that can be thrown. "A returning weapon flies through the air back to the creature that threw it." Catching it is a free action.
Since I'm running after it, one would logically think that you could cath it as a free action when you get there.

1st off my DM said it would be okay. That is all I need. :D
2nd it is the same Market price so there is no difference.
3rd you still did not answer the ? asked.
#4

Zekarra

Jun 10, 2008 21:12:52
Bump.

#5

operation_shoestring

Jun 11, 2008 6:28:46
It would help if you state which book Elemental Archon is from
#6

Zekarra

Jun 11, 2008 7:34:46
It would help if you state which book Elemental Archon is from

Elemental Archon - Faiths and Pantheons FR
Divine Agent - Manual of the Planes 3.0
Divine Disciple - Player's Guide to Faerun (latest printing of the PrC)

The only one I wish to use is the Elemental Archon PrC. The other can be changed or removed.

Feats can be altered as well, but the Education feat is a must in order to take Elemental Archon before 13th level. Because Knowledge Nature is not a class skill and requires 8 ranks.

Check your link "Look up prestige classes", it's listed there as well.
#7

alkaru

Jun 11, 2008 13:12:47
According to the 3.5 update info I found - Protection from Elements is the 3.0 version of Protection from Energy.

Looks like a cool character btw - FR is what we've always played - and elemental clerics are always nifty. I hadn't really noticed that Elemental Archon PrC before - I'll have a good look at that too. Thanks ;)
#8

Zekarra

Jun 11, 2008 15:32:47
According to the 3.5 update info I found - Protection from Elements is the 3.0 version of Protection from Energy.

Looks like a cool character btw - FR is what we've always played - and elemental clerics are always nifty. I hadn't really noticed that Elemental Archon PrC before - I'll have a good look at that too. Thanks ;)

Your welcome.

Any ideas on how to better Optimize him?
#9

alkaru

Jun 11, 2008 16:01:00
I'm still getting the hang of optimizing sorry.

You get some feats from your domains that make a good foundation for a melee cleric - but are you sure Shield Bash and TWF are the way you want to go afterwards?
#10

Zekarra

Jun 11, 2008 19:50:28
I'm still getting the hang of optimizing sorry.

You get some feats from your domains that make a good foundation for a melee cleric - but are you sure Shield Bash and TWF are the way you want to go afterwards?

Well the original story behind the character was when in combat shield bash on charge and then fight with shield (bashing) and warhammer. when the shield was animated I went to two warhammers and still had the shiel bonus to AC. Now I'm not so worried about AC. With the DMM persist and quicken It should make my character better before battles. I'd be willing to give up the Shield bash and TWF for better feats.

Side note: My character has a fascination to fight in the dark. This includes magical darkness. I actually created a helm for him that would allow him to see in magical darkness, and then he would cast darkness on his throwing hammer and throw it and charge in after. He killed a Greater Abyssal Basilisk that way.
#11

alkaru

Jun 12, 2008 14:31:34
Well on that side note - darkness fits with underground - particularly in Faerun with the Underdark. It's natural for an Earth based cleric to like that sort of environment and want to recreate it - fits really well with the elemental supremacy attitude of Elemental Archon.

I didn't want to be too pushy about the combat feats because it is a character you have played before and have a history with.

Looking at your other feats - the DMM:Quicken I would generally associate more with a caster cleric - although Quicken is of course good for being able to cast and hit things. Quicken vs Persistant is in many ways a personal preferance (they are both very strong) - although you could argue Persistant being more Earthy - for the enduring strength of the Earth. From the optimization point of view - what cleric spells would be looking to cast at the same time as hitting things that would work well together?

Power Attack & Cleave seem like a solid choice to me - with an option on Great Cleave later on if you find the hitting things is going well enough to make it worth while. You'd need to be boosting attack a fair bit to make Power Attack itself worthwhile (although clerics do get some good options there) - but I've always been a big fan of Cleave. As an alternative for boosting damage there is always Divine Might - but that eats into the turning that could otherwise be used to DMM.

TWF requires a fair few feats to make work well I thought - and would mean you would need to either delay getting the later TWF that really help with cutting down the penalties - or delay Quicken.

Have you looked at the Earth Dreamer PrC in Races of Stone btw ?- it's very flavourful.

Just throwing out some ideas.
#12

Zekarra

Jun 12, 2008 16:11:48
Well on that side note - darkness fits with underground - particularly in Faerun with the Underdark. It's natural for an Earth based cleric to like that sort of environment and want to recreate it - fits really well with the elemental supremacy attitude of Elemental Archon.

I didn't want to be too pushy about the combat feats because it is a character you have played before and have a history with.

Looking at your other feats - the DMM:Quicken I would generally associate more with a caster cleric - although Quicken is of course good for being able to cast and hit things. Quicken vs Persistant is in many ways a personal preferance (they are both very strong) - although you could argue Persistant being more Earthy - for the enduring strength of the Earth. From the optimization point of view - what cleric spells would be looking to cast at the same time as hitting things that would work well together?

Power Attack & Cleave seem like a solid choice to me - with an option on Great Cleave later on if you find the hitting things is going well enough to make it worth while. You'd need to be boosting attack a fair bit to make Power Attack itself worthwhile (although clerics do get some good options there) - but I've always been a big fan of Cleave. As an alternative for boosting damage there is always Divine Might - but that eats into the turning that could otherwise be used to DMM.

TWF requires a fair few feats to make work well I thought - and would mean you would need to either delay getting the later TWF that really help with cutting down the penalties - or delay Quicken.

Have you looked at the Earth Dreamer PrC in Races of Stone btw ?- it's very flavourful.

Just throwing out some ideas.

Earth Dreamer is a great idea. I did not see that one. As far as powerattack and cleave, I Don't Know. DMM persist is probably better but it costs another feat. Extend, persist, DMM persist. Spells I use a lot are Righteous Might, Divine Power, Bless , Divine Favor, and Ability boosts.
#13

Zekarra

Jun 13, 2008 12:30:31
This is what he looks like so far.

Level: Class Level: BAB: Fort: Ref: Will: Abilities:
1st Cleric 1-- 0 2 0 2 Turn Undead/2 Domains/Divine Spellcaster
2nd Cleric 2-- 1 3 0 3 (+1)CL
3rd Cleric 3-- 2 3 1 3 (+1)CL
4th Cleric 4-- 3 4 1 4 (+1)CL
5th Cleric 5-- 3 4 1 4 (+1)CL
6th Elemental Archon 1 --3 6 1 6 Mephit Underlings/(+1)CL
7th Elemental Archon 2 --4 7 1 7 Power of Arrogance/(+1)CL
8th Earth Dreamer 1-- 4 9 1 9 Earth Friend/(+1)CL
9th Earth Dreamer 2-- 5 10 1 10 Earth Dream/(+1)CL
10th Earth Dreamer 3-- 5 10 2 10 Lesser Tremorsense/(+1)CL
11th Earth Dreamer 4-- 6 11 2 11 Earth Sight/(+1)CL
12th Earth Dreamer 5-- 6 11 2 11 Earth Glide/(+1)CL
13th Elemental Archon 3-- 7 11 3 11 Elemental Resilience (Acid) 10/(+0)CL
14th Elemental Archon 4 --8 12 3 12 Elemental Affinity/(+1)CL
15th Elemental Archon 5 --8 12 3 12 (+1)CL
16th Elemental Archon 6 --9 13 4 13 Elemental Resilience (Acid) 20/(+0)CL
17th Elemental Archon 7 --10 13 4 13 Elemental Expertise/(+1)CL
18th Elemental Archon 8 --11 14 4 14 (+1)CL
19th Elemental Archon 9 --11 14 5 14 Elemental Resilience (Acid) 30/(+0)CL
20th Elemental Archon 10-- 12 15 5 15 Elemental Transcendence/(+1)CL

Feats:
1st: Education (Regional)
3rd: Earth Sense (RofS)
6th: Extend Spell
9th: Persistent Spell
12th: Divine Metamagic (Persistent Spell)
15th:
18th:
#14

alkaru

Jun 13, 2008 20:17:57
I hadn't really looked at the other two prestige classes you had mentioned until just now. Neither really compare to Earth Dreamer in a meaningful way. So unless something else gets mentioned that seems like good classes picked. There is still some options with the order of the levels - I really like top end Mephit sacrifice thing in Elemental Archon - although the sensory and mobility options from Earth Dreamer are also pretty cool.

Yeah - DMM: Persistant is a bit of feat hog - with two feats which are PrC requirements as well - you don't have any extra melee related feats except those you get from Domains (although the Persisted spells can be a pretty good melee bonus too of course). Rather than adding in the starter feats for a melee tree - might be better to boost the effectiveness of persisting - with maybe Extra Turning (of course with Earth Domain you might want to actually use turning to gain minions as well as DMM).
#15

Zekarra

Jun 14, 2008 10:51:17
I finished the ED asap so I could then focus on the EA. And the abilites from the ED are too good to pass up. I've never really used the Mephits for anything more than scouts, traps, and healing the party. And having three of them is just too cool.
#16

alkaru

Jun 14, 2008 16:16:25
Hmm - I think I was overrating the sacrificing mephits thing - with the Earth Dreamer stuff (which you can get a lot earlier as well) you can avoid a lot of the fights the mephits would otherwise be sacrificed in. Your build has the better order of levels.

Still not found any particularly good ideas for feats sorry.
#17

surreal

Jun 14, 2008 21:03:42
I don't really see the need in taking Elemental Archon all the way. You lose two caster levels for rather marginal benefits in my opinion. The elemental resistance is meh, and the change to elemental comes at a point where it won't make that much of a difference. The mephlings are the best part, and you get that at level 1 (without losing caster levels).

Just looking briefly at things, my first thought was Cleric 3/Walker in the Waste 10/Elemental Archon 2/Earth Dreamer 5 (taken in whatever order you like).

WitW is strong, is early entry, has that earthy flavour, and gives knowledge:nature. After that, you can still fit in Earth Dreamer and the important part of Elemental Archon.
#18

Zekarra

Jun 14, 2008 21:36:18
Where is Walker in the Waste? I can't say that I've heard of it.

Edit: Found it in Sandstorm. Seems more for a Fire EA instead of a Earth EA too me. Not that it wouldn't be good. I'll peruse it for a while and see what I can do with it.

Also with EA I lose 3 Caster levels at 3rd 6th and 9th and with WitW I lose 2 at 1st and 10th.

Thanks again though. I will look it over for while.
#19

surreal

Jun 15, 2008 1:22:10
Thematics are what you make of them. WitW is about dryness which I think can fit equally into fire or earth. In comparison with EA, you lose fewer caster levels (very important), you gain some monster crafting abilities, and you become a dry lich instead of an elemental. Overall, I would say the benefits of being a dry lich (y'know, like pseudo-immortality) far outweigh those of being an elemental. The only really nice part about being an earth elemental is the earth glide, and you already get that from Earth Dreamer.

And as I said earlier, WitW has knowledge:nature as a class skill, so you save yourself a feat there (or rather, your feat expenditure evens out since WitW requires heat endurance... which is possible to pick up with a racial bonus feat)
#20

brainpiercing

Jun 15, 2008 6:06:27
Your actions in combat don't work like that in 3.5. Speed only gives one extra attack in a full-attack routine, not an extra action. You need something else to give extra actions. (Belt of Battle is the easiest, but has a severe daily limit. There are some other ways, most notably spells or maneuvers, but someone else must use them on you.)

If you want to deal damage you're better off wielding your second warhammer two-handed. Pick a nice big one for that, like a large Warhammer used with Strongarm bracers, and power attack with it.

For throwing hammers the Brutal Throw feat is nice, since it lets you use Str instead of dex to throw.
#21

Zekarra

Jun 15, 2008 21:31:49
The weapon of choice is the hammer. Are there any different types of hammers? The Metal Domain gives access to the WP or EWP and WF Feats for your choice of Hammer. I'm looking for a hammer that is better than the standard Warhammer, something like a Great, Battle or Imperial whatever Hammer. I know of the possibility of making a Mercurial Warhammer. Any ideas are welcome. Thanks.

Surreal, sorry but the thematics of my character would be more along the lines of becoming and elemental more so than a lich. I do like the idea and may consider it for a different character. Thanks again for the insight, it was very useful. ;)