Ghost Hexblade /Paladin of Tyranny: will she make it?

Post/Author/DateTimePost
#1

peejay

May 24, 2008 18:24:55
High there.

This build is for an evil/undead game, ECL 13. I always wanted to play a ghost, and it seemed like the perfect opportunity. However, knowing that:
1) Nightsticks and DMM cheese are allowed for friends and foes
2) Rejuvenation does not apply
3) I get only one special attack: Horrific Appearance
..I wonder if it's feasible. I started optimizing on the basic concept (which was a ghost hexblade), and I don't know if I'm happy with the result. The big question is simple: do you think this character will survive hordes of good clerics, probably equipped to the teeth for the job and buffed up to heaven? The little questions, things I'm not sure about, are explained below in a nice blue color. As for the rest of the party, no idea yet.

If a bit of tweaking is enough for her to stand a chance, I'll keep her. If it's absolutely necessary to change class levels to something more powerful, I might. If the ghost's LA is simply too much, I think I'll drop it altogether. Thanks in advance.

Books: Core, PHB II and DMG II, All Completes, All Races of .... (Including Lords of Madness, Savage Species, and Planar Handbook), Arms and Equipment Guide, BOVD, Cityscape, Draconomicon, Dragon Magic, Expanded Psionics Handbook, Explorer's Handbook, Fiend Folio II (not the first one), Frostburn, Ghostwalk, Heroes of Horror, Libris Mortis, Magic Item Compendium, Magic of Incarnum, Miniatures Handbook, Oriental Adventures, Psionics Handbook, Sandstorm, Spell Compendium, Stormwrack, Tome of Battle, Tome of Magic, Unapproachable East, Unearthed Arcana

Build: Ghost LA +5, Human Hexblade 5/Paladin of Tyranny 3

Stats (rolled):
STR 17+1(level boost) = 18
DEX 13
CON -
INT 13
WIS 12
CHA 17+1(level boost)+4(ghost)+6(cloak) = 28

  • AC 27, HP 96
  • Saves 13/12/15 [LA hurts saves, but Arcane Resistance (+9, not included) and Mettle should cover it. Or do I need a vest of Resistance, regardless?]
  • Total Attack Bonus +12/+7 melee, +9/+4 ranged
  • Total Turn Resistance: +8 [I hope that's enough, not much more I can do, unless there's an item somewhere, cheap enough to grab??]


Feats:
  • Ghostly Grasp
  • Improved Turn Resistance
  • Improved Ability Damage
  • Necrotic Reserve
  • bonus: Spell Focus (Enchantment) [seemed marginally better than the other options]

[I decided against Quickened Manifestation, because once I manifest, I don't have to take an action to cause damage. I just have to come close enough to lower their saves (Dark Companion + Aura of Despair) and then poof! appear.]

Special Abilities:
  • Manifestation
  • Turn Resistance (Ex) +4
  • Horrific Appearance (DC 25, ability dmg 1d4 x 1.5)
  • Hexblade's Curse 2/day (-2 penalty, DC 24) [Will save: is this likely to affect a buffed caster? Is it a good idea to hex the tank-cleric, if there is one?]
  • Arcane resistance
  • Mettle
  • Dark Companion [-2 penalty to enemy saves is good]
  • Detect good
  • Smite good 1/day (+9 attack, +3 damage)
  • Divine grace
  • Deadly touch (16 hp, DC 20) [I expect this to be used for healing myself, mostly]
  • Aura of despair [another -2 penalty to enemy saves]


Gear:
  • Greatsword +2 Sudden Strike, Unholy, Lesser Truedeath Crystal
    +14/+9 attack, 2d6+8 damage, +2d6 Vs Good, + 1d6 Vs Undead, Sudden stunning: DC 25 reflex or stunned 1d4+1 rounds
    [Is this attack bonus acceptable for ECL 13? I fear that all those nice enchantments will be useless if I never get to hit. Drop Unholy for another +2, maybe? Get some Strength bonus?]
  • Mithral breast plate +2
  • Cloak of Charisma +6
  • Veil of Allure (+2 DC to Cha-based saves and Enchantments) [this affects almost everything]
  • Hexbands (+2 DC to curse, 5/day +9 dmg to cursed creature) [to make curse DC acceptable, potential melee synergy with Smite Good]
  • Anklet of Translocation (teleport 10 ft. 2/day) [I fear Wall of Force]
  • Eternal Wand of Shield x 2 [I fear Magic Missile]

That leaves me about 9000 gp from 110000 total. Where would it do more good?? (Eternal Wands of Inflict Wounds come to mind.)

Spells: (for now, 3 known and 3/day, level 1, DC 20)
  • Protection from Good
  • Charm Person? [But who's gonna come for us without Protection from Evil? I get +4 to DC for enchantment spells, by the way.]
  • Disguise Self?? [Not sure]


... Aaand that's about it. Any kind of feedback will be welcome. Thanks again.
#2

surreal

May 24, 2008 18:43:38
I didn't have the time to read everything too indepth, but I'll just answer this little tidbit:
The big question is simple: do you think this character will survive hordes of good clerics, probably equipped to the teeth for the job and buffed up to heaven?

Honestly? You're boned. To be fair though, a fully equipped, buffed and metagamed team of clerics would destroy just about anything.
#3

hogarth

May 24, 2008 19:00:39
The fact that you only get Horrific Appearance is pretty rough. I probably wouldn't play a ghost unless I got at least one of the following:
  • Telekinesis
  • Malevolence
  • Draining Touch


I'd also prefer to take levels in Wilder than Hexblade; Vigor and Ego Whip are better than Dark Companion, IMO.
#4

meth0dical

May 25, 2008 1:27:20
One question: Does that big choppy greatsword still have the 50% miss chance against corporeal creatures? 'Cos I'd like to slap Ghost Touch on there as well if you're planning on hitting people with it.

I think your turn resistance is probably fine, as long as you won't be facing foes much higher level than you. I've never seen a cleric turn something equal level-ish with more than +4 or so turn resistance.
#5

peejay

May 25, 2008 1:44:38
Honestly? You're boned. To be fair though, a fully equipped, buffed and metagamed team of clerics would destroy just about anything.

Yes. Yes, they would.
Well, the "hordes of good clerics" part was a figure of speech, actually, sorry if I didn't make that clear. The idea was "if the party uses cheese, so will the DM in equal measures."

And "boned" is a favorite expression of mine.

I'd also prefer to take levels in Wilder than Hexblade; Vigor and Ego Whip are better than Dark Companion, IMO.

I might consider it if it was a life-saver (as opposed to "marginally better"), but is it? BAB will sink and Surging Euphoria doesn't work for undead, it's a morale bonus. (Also, I'd rather not touch psionics: the confusion of the term "manifest" makes me cringe. :P)

Does that big choppy greatsword still have the 50% miss chance against corporeal creatures? 'Cos I'd like to slap Ghost Touch on there as well if you're planning on hitting people with it.

It has Ghost Touch. Lesser Truedeath Crystal gives Ghost Touch and 1d6 Vs Undead.
Pros: I get Ghost Touch cheap enough to add another +1, and a bonus damage that may never come up, but you never know. What if there are traitors in our ranks?
Con: I immediately lose the versatility of using crystals.

Thanks for the feedback. Any other suggestions within the limitations of this build (hoping it's not Beyond Local Repair) ?
#6

meth0dical

May 25, 2008 1:51:20
I think it's actually a rather good build. Not terrible, at least. Not sure how much the rest of your party is optimizing, but it certainly seems like you'll be able to pull your weight in a party.
#7

straw_man

May 25, 2008 16:36:42
If your paying the LA you should get ALL the bennies that come with it.