Little help with a Ruby Knight Vindicator

Post/Author/DateTimePost
#1

just_my_2_cents

May 12, 2008 18:31:40
G'morning. Or noon. Or afternoon. Or evening. Or whatever. Anyway. I am applying for a pbp dungeon crawl. The rules are pretty simple: get in, get out, don't die. While little to no RP is required, the fluff lover in me wants to keep thechaacter at least a little flavorful. Anyways, We are starting at level 10, stat generation is good ol' 4d6, drop lowest, and almost anything will be allowed for sources, although I myself don't have Dragon magazines and Complete Champion. However, I have access to most books I feel like I'll need. Since the DM is using a random dungeon generator and I have not gamed with him before, I have little to no idea what we will be facing. The rest of the party is unclear for now as well.
The build I chose to go with was Cleric of Wee Jas 1/Warblade 1/Ruby Knight Vindicator 7/Divine Abjurant Champion 1. (Yes, you read that right. Before you put me in an asylum, check this out. The DM specifically allowed this use of rebuilding and retraining after I explained to him what I was trying to do.)

My rolled stats were 9, 9, 15, 14, 16, 12. That left me with a base array of
Str 15
Dex 9
Con 14
Int 9
Wis 18 (2 level increases)
Cha 12

The DM is also giving everyone (Including non-clerics) an extra domain to start with. This is the first thing I need help with: The domains. Magic domain allows me to use pell trigger items as a Wizard of 1/2 my cleric level (i.e. 1). Doesn't sound like much, but it effectively gives me access to the entire 1st-level wizard list through wands and scrolls. After that, I'm not sure what to do with what WJ offers. As far as I can tell, though, the extra domain need not be from the deity's list. If the DM allows the divine Abjurant Champion, I was thinking about taking the Divine Magician ACF (CM page 33) to get shield on my spell list, replacing one of the domains I get from Wee Jas but keeping the bonus one. I'm also looking for abjuration spells that add a bonus to armor class that will not be outshone by full plate. Since this is only one dungeon crawl, I would assume we are unlikely to level more than twice, meaning that everything below 8 will be outshone by a +1 Full Plate for most of the adventure.
Next thing is the feats. Power Attack is an obvious choice, as for any melee characterthat has both hands free. Extra Turning obviously also helps, though I'm not certain whether taking it more than once would be worthwhile (I could just burn all my feats on it, but that seems very unoriginal). I don't really want to use the infinite turns cheese that Leadership gives me, or any of the other cheese for that matter, so that's out. Divine feats sound like an inclusion at first glance (wait, what?), but I'll mostly want to spend my turn attempts on Impetus and Recovery, so unless we can achieve a better effect that either of those, they're out too (although they can still be considered. options are always good).
Items. Ah, items. Starting gold for level 10 is 49k if I'm not mistaken, that gives me a whole bunch of stuff to play with. A weapon and armor are the most immediately obvious things. Full Plate would be the obvious thing for a meleeist. Adamantine gives me Dr 3/-, but it's expensive. I'd probably rather stack enhancement bonus or abilities on it. Open to suggestions here. Same goes for the weapon. Since shield gives me two free hands, I can easily swing a two-handed weapon around, seeking soft (or not-so-soft) yielding monster flesh. The kind of weapon should not matter much, but I was looking at a falchion, simply 'coz they're cool, and the RKV pic has the guy wield one. A greatsword does better base damage though. A periapt of Wisdom is a no-brainer for all clerics. My Reflex saves suck (between 4 classes with poor ref save and a Dex penalty), so gloves of dexterity might be an idea, if only to also get rid of the AC penalty. A Str-Boosting item (whether Belt of Giant Strength of Gauntlets of ogre power) sounds good, but it would seem to me that an amulet of Health would be more expedient, as I can increase my damage output through maneuvers more effectively that through higher Str.
Last but not least: Maneuvers. Even though I'm not taking leadership, White Raven Tactics is still interesting, giving the entire party an extra turn is always nice. Other than that, other boosts are the obvious way to go, though what should come after that?