Post by kingcamaro on Jun 2, 2012 3:12:52 GMT
Introduction:
The Tiny Giant is a Fire Gnome subrace, focused on spell casting. the difference between this spell caster, and other spell casters is that this build uses constitution score for casting spells, and is unable to use any form of healing. instead the Pariah recovers health from regenerating (5% of maximum health every 3 seconds).
To summarize, these are the benefits of becoming a Pariah:
(A spell guide is provided after the build progression to help you understand the various key spells)
After achieving immortality, characters are able to take legendary levels (levels 41-60). Barbarians gain +1 constitution every 5th level. the 4 extra constitution means higer hit points, higher regeneration and 2 extra DC on spells. Thats a nice bump for any open subrace character.
Pariahs are very surviveable, even without strong gear. Which for a new player is invaluable. Not having to worry about healing means that you also dont have to spend any money on heals once you have become a pariah. unlike other arcane casters, with constitution being your modifier for your spells, you will not need to invest feats into bumping up your fortitude, which is also another bonus.
Final Build Statistics:
Armor Class: 119 (with +12 magical dexterity bonus and using level 60 gear that gives +17 to AC), 114 (with +12 magical dexterity bonus and using level 40 gear that gives +16 to AC)
Creation:
Race: Gnome (grants -2 STR +2 CON Spell Focus Illusion and Firewalk they also gain +2 skill points per level, you wont see this until lvl 41. The points are "banked".)
Subrace: Fire Gnome (requires Gnome, grants -2 STR, +2 CHA)
Alignment: Chaotic Evil
Ability Scores:
Format: Ability score on creation/with subrace edits
Initial Ability Scores:
Strength: 06/04
Dexterity: 08/08
Constitution: 20/20
Intelligence: 10/10
Wisdom: 14/14
Charisma: 14/16
At level 60:
Format: Unbuffed ability score (including class bonus stats)/Ability score with +12 magical ability bonus
Strength: 08/20
Dexterity: 06/18
Constitution: 52/64
Intelligence: 10/22
Wisdom: 14/26
Charisma: 20/32
While leveling, always increase constitution.
Build progression:
Note on skill points
you must only put points into concentration and spellcraft when your taking sorcerer levels. discipline, taunt tumble and some listen will not be spent until you are in legendary levels.
pre-epic feats
1:Barbarian (must be taken first level to gain control class barbarian in this build)-Strong Soul (As soon as you arrive on the docks, you must type speak the command !charedit select the option to make changes to your character, and then select Slippery Soul. this then allows to to increase your reflex and will saves instead of fortitude and will saves.)
2: Sorcerer
3: Sorcerer-Spell Focus Transmutation (this is one of the required feats to become a Pariah. it also adds 2DC to your Transmutation spells)
4: Barbarian-stat point constitution
5: Barbarian
6: Sorcerer-Greater Spell Focus Transmutation (this is the 2nd required feat to becoming a Pariah. it also adds a further 2DC to your Transmutation spells)
7: Sorcerer
8: Barbarian-stat pont constitution
9: Barbarian-metamagic Still spell (the final feat required to become a Pariah)
10: Sorcerer
11: Sorcerer
12: Barbarian-stat point constitution-Greater Spell Focus Illusion (gnomes get Spell Focus Illusion for free which is 2DC, the greater spell focus adds a further 2DC to illusion spells)
13: Sorcerer
14: Sorcerer
15: Sorcerer-Spell Focus Conjuration (Adds +2 DC to Conjuration spells)
16: Sorcerer-stat point constitution
17: Sorcerer-You are now a Pariah, please relog to make sure your changes take effect, such as regeneration etc. you now have the armor skin feat and auto still spell feats I-III
18: Barbarian-Armor Proficiency (heavy) (now you have the auto still spell feats, you can put on heavyt armor and shield now without arcane spell failure)
19: Barbarian
20: Barbarian-stat point constitution
Epic Feats
21: Sorcerer-Great Constitution I
22: Sorcerer
23: Sorcerer
24: Sorcerer-stat point constitution-Great Constitution II
25: Sorcerer
26: Sorcerer
27: Sorcerer-Great Constitution III
28: Sorcerer-stat point constitution
29: Barbarian
30: Barbarian-Great Constitution IV
31: Barbarian
32: Barbarian-stat point constitution
33: Barbarian-Great Constitution V
34: Barbarian
35: Barbarian
36: Barbarian-stat point constitution-Great Constitution VI
37: Barbarian
38: Barbarian
39: Barbarian-Great Constitution VII
40: Sorcerer-stat point constitution (you must make sure you have 43 points in concentration and spellcraft here)
Legendary Feats
Levels 41 and beyond do not require you to select which class you wish to take, with this build, it is automatically barbarian, so here i will list the feats to take.
I would also like to point out that at level 41, you are able to read one Wondrous Tome of Ancient Lore. I would highly suggest reading the spell penetration book, it is one of the 3 easier to aquire books. this will grant you Epic Spell Penetration for free (+6 to Spell resistance checks).
Here is where you can start putting skill points into discipline taunt and lore. you will put the remainder of your points at level 60 into tumble first, then listen.
42: stat point constitution-Legendary Spell Penetration (a further +2 to spell resistance checks. If you havent read the book yet, take this feat later)
44: stat point constitution
45: Legendary Slippery Soul (+1 strength and constitution bonus)
46: stat point constitution
48: stat point constitution-Greater Spell Focus Conjuration
50: stat point constitution (+1 strength and constitution bonus)
51: Epic Spell Focus Transmutation
52: stat point constitution
54: stat point constitution-Epic Spell Focus Illusion
55: (+1 strength and constitution bonus)
56: stat point constitution
57: Epic Spell Focus Conjuration
58: stat point constitution
60: stat point constitution-Great Constitution VIII (+1 strength and constitution bonus)
Paragon Feats:
63: Legendary Spell Focus Conjuration (gain a further 2DC to conjuration spells)
66: Legendary Spell Focus Transmutation (gain a further 2DC to transmutation spells)
69: Legendary Spell Focus Illusion (gain a further 2DC to illusion spells)
72: Paragon Spell Penetration (gain a further 2 points against spell resistance check, reaching +10)
75: Great Constitution IX
78: Great Constitution X
skills
Discipline: this reduces the likely hood of your armor being made into scrap metal
Taunt: reduces an enemies AC
Concentraion: enables you to concentrate while casting spells
Spellcraft: enables you to counterspell enemies
Lore: some spell damages are increased with higher lore
Tumble: this gives you an extra 6 AC
Listen: there wasnt many points left to put into this, so it doesnt really matter what you put the final few points into
Spells:
Spell Guide:
Transmutation
Illusion
Conjuration
Level 1
Endure Elements: Grants 10% elemental immunity at lvl 60
Expeditious Retreat: Adds 2m/s run speed at lvl 59
Grease: Causes enemies to fall down or move at reduced speed
Magic Weapon: Adds 3 dice of magic damage to weapons
Protection from Alignment: Much later in the game, there is a few creatures this spell will protect you against.
Level 2
False Life: Grants temporary hit points 60 +1d8 at lvl 60
Flame Weapon: Adds 4 dice of fire damage to weapons
Ghostly Visage: Grants etherealness for 4 rounds, ideal for when your health is low, and you wish to take a small time out to regenerate
Shock Weapon: Adds 4 dice of electrical damage to weapons
Stone Bones: Grants 1% physical immunity per 2 aster levels, all critical hits will do half damage to you
Level 3
Displacement: Grants 53% concealment with epic spell focus Illusion
Greater Magic Weapon: Grants +14 enchantment bonus to wepons with epic spell focus transmutation
Keen edge: Adds keen effect to weapons
Mestil's acid Breath: A cone of 1d6 acid damage per 2 caster levels, boosted by lore
Level 4
Bestow Curse: will always reduce tagets spell resistance by 12, a failed save will also reduce ability scores by 12. pariahs get a +6DC bonus
Elemental Shield: Grants 50% cold and fire immunity, it also deals 1d6 + 1 per caster level fire damage to creatures that hit you
Evard's Black Tentacles: Targets are struck by a number of tentacles depending on their size, if they hit, they take 1d3 bludgeoning damager per caster level
Wall of Fire: At lvl 20, this becomes a wall of stone. use doorways to your advantage to block of enemies
Level 5
Energy Buffer: Will grant 60/- elemental resistance, soaking 3,000 damage at level 60
Flensing: the target will take 60d10 slashing damage per round and suffer a -10/- slashing resistance
Freezing Fog: Creatures entering the Cloud take 45d6 cold damage at lvl 60
Vitriolic Sphere: AoE acid spell, deals 45d6 acid damage, boosted by lore
Level 6
Acid Fog: Creatures entering the cloud take 120d6 acid damage at lvl 60, they also take 60d6 acid damage for each round inside the cloud
Disintergrate: Target must make a fortitude save, or be destroyed
Flesh to Stone: you can turn enemies into statues, pariahs receive a total of +9DC to this spell at lvl 60
Level 7
Greater Orb of Cold: Deals 60d12 cold damage at lvl 60, boosted by lore
Greater Orb of Fire: Deals 60d12 fire damage at lvl 60, boosted by lore
Greater Orb of force: Deals 60d10 force damage at lvl 60, boosted by lore
Level 8
Bigby's Clenched Fist: deals 60d20 bludgeoning damage, stuns the target on a failed save
Greater Sanctuary: You become ethereal for 60 rounds
Mind Blank: Grants mind immunity to allies, negative mind-affecting effects are also removed
Level 9
Gate: Allows you to teleport between casts, good for getting away
Mordenkainen's Disjunction: strips buffs from targets and reduces their spell resistance by 10 points
Weird: An area of effect death spell, mind immunity protects from this spell
Playing tips:
first and foremost, your are an arcane caster who happens to have alot of health. unfortunatly due to the penalty in dexterity, your reflex saves are low. it might pose a small problem in very few areas, but for the most part, you will have no problems. I have alot of experience playing a build similar to this, do not be put off that this build has only epic spell focuses, it will be a good contributor to any party. a very strong spell you will be using is flesh to stone, focusing on crowd control means more survivability for your party. there is a very nice range of damage spells too. with your buffs, you will be very well prepared for whatever comes at you. if your are getting low on health, remember to cast ghostly visage to regen some health in a pinch, if you wish to have a bit of breathing space, cast greater sanctuary.
The Tiny Giant is a Fire Gnome subrace, focused on spell casting. the difference between this spell caster, and other spell casters is that this build uses constitution score for casting spells, and is unable to use any form of healing. instead the Pariah recovers health from regenerating (5% of maximum health every 3 seconds).
To summarize, these are the benefits of becoming a Pariah:
- Upon reaching Pariah status, you get +4 charisma, your Dexterity is set to a base score of 6.
- You gain armor skin and auto still spell I-III for free.
- You can only gain health by regenerating 5% of your maximum health every 3 seconds.
- Pariahs get a bonus of 1DC to Transmutation spells.
- Pariahs can aquire Transmute Barrier without needeing 25 sorcerer levels.
- Barbarian control class Pariahs mean you will also get a +4 bonus to constitution and strength during legendary levels.
(A spell guide is provided after the build progression to help you understand the various key spells)
After achieving immortality, characters are able to take legendary levels (levels 41-60). Barbarians gain +1 constitution every 5th level. the 4 extra constitution means higer hit points, higher regeneration and 2 extra DC on spells. Thats a nice bump for any open subrace character.
Pariahs are very surviveable, even without strong gear. Which for a new player is invaluable. Not having to worry about healing means that you also dont have to spend any money on heals once you have become a pariah. unlike other arcane casters, with constitution being your modifier for your spells, you will not need to invest feats into bumping up your fortitude, which is also another bonus.
Final Build Statistics:
Armor Class: 119 (with +12 magical dexterity bonus and using level 60 gear that gives +17 to AC), 114 (with +12 magical dexterity bonus and using level 40 gear that gives +16 to AC)
- Fortitude: 71 (with +20 magical saving throw bonus and +12 constitution)
- Reflex: 51 (with +20 magical saving throw bonus and +12 dexterity)
- Will: 59 (with +20 magical saving throw bonus and +12 wisdom)
- Access to 9th and lower sorcerer spells
- 33% physical immunity when stone bones is cast
Creation:
Race: Gnome (grants -2 STR +2 CON Spell Focus Illusion and Firewalk they also gain +2 skill points per level, you wont see this until lvl 41. The points are "banked".)
Subrace: Fire Gnome (requires Gnome, grants -2 STR, +2 CHA)
Alignment: Chaotic Evil
Ability Scores:
Format: Ability score on creation/with subrace edits
Initial Ability Scores:
Strength: 06/04
Dexterity: 08/08
Constitution: 20/20
Intelligence: 10/10
Wisdom: 14/14
Charisma: 14/16
At level 60:
Format: Unbuffed ability score (including class bonus stats)/Ability score with +12 magical ability bonus
Strength: 08/20
Dexterity: 06/18
Constitution: 52/64
Intelligence: 10/22
Wisdom: 14/26
Charisma: 20/32
While leveling, always increase constitution.
Build progression:
Note on skill points
you must only put points into concentration and spellcraft when your taking sorcerer levels. discipline, taunt tumble and some listen will not be spent until you are in legendary levels.
pre-epic feats
1:Barbarian (must be taken first level to gain control class barbarian in this build)-Strong Soul (As soon as you arrive on the docks, you must type speak the command !charedit select the option to make changes to your character, and then select Slippery Soul. this then allows to to increase your reflex and will saves instead of fortitude and will saves.)
2: Sorcerer
3: Sorcerer-Spell Focus Transmutation (this is one of the required feats to become a Pariah. it also adds 2DC to your Transmutation spells)
4: Barbarian-stat point constitution
5: Barbarian
6: Sorcerer-Greater Spell Focus Transmutation (this is the 2nd required feat to becoming a Pariah. it also adds a further 2DC to your Transmutation spells)
7: Sorcerer
8: Barbarian-stat pont constitution
9: Barbarian-metamagic Still spell (the final feat required to become a Pariah)
10: Sorcerer
11: Sorcerer
12: Barbarian-stat point constitution-Greater Spell Focus Illusion (gnomes get Spell Focus Illusion for free which is 2DC, the greater spell focus adds a further 2DC to illusion spells)
13: Sorcerer
14: Sorcerer
15: Sorcerer-Spell Focus Conjuration (Adds +2 DC to Conjuration spells)
16: Sorcerer-stat point constitution
17: Sorcerer-You are now a Pariah, please relog to make sure your changes take effect, such as regeneration etc. you now have the armor skin feat and auto still spell feats I-III
18: Barbarian-Armor Proficiency (heavy) (now you have the auto still spell feats, you can put on heavyt armor and shield now without arcane spell failure)
19: Barbarian
20: Barbarian-stat point constitution
Epic Feats
21: Sorcerer-Great Constitution I
22: Sorcerer
23: Sorcerer
24: Sorcerer-stat point constitution-Great Constitution II
25: Sorcerer
26: Sorcerer
27: Sorcerer-Great Constitution III
28: Sorcerer-stat point constitution
29: Barbarian
30: Barbarian-Great Constitution IV
31: Barbarian
32: Barbarian-stat point constitution
33: Barbarian-Great Constitution V
34: Barbarian
35: Barbarian
36: Barbarian-stat point constitution-Great Constitution VI
37: Barbarian
38: Barbarian
39: Barbarian-Great Constitution VII
40: Sorcerer-stat point constitution (you must make sure you have 43 points in concentration and spellcraft here)
Legendary Feats
Levels 41 and beyond do not require you to select which class you wish to take, with this build, it is automatically barbarian, so here i will list the feats to take.
I would also like to point out that at level 41, you are able to read one Wondrous Tome of Ancient Lore. I would highly suggest reading the spell penetration book, it is one of the 3 easier to aquire books. this will grant you Epic Spell Penetration for free (+6 to Spell resistance checks).
Here is where you can start putting skill points into discipline taunt and lore. you will put the remainder of your points at level 60 into tumble first, then listen.
42: stat point constitution-Legendary Spell Penetration (a further +2 to spell resistance checks. If you havent read the book yet, take this feat later)
44: stat point constitution
45: Legendary Slippery Soul (+1 strength and constitution bonus)
46: stat point constitution
48: stat point constitution-Greater Spell Focus Conjuration
50: stat point constitution (+1 strength and constitution bonus)
51: Epic Spell Focus Transmutation
52: stat point constitution
54: stat point constitution-Epic Spell Focus Illusion
55: (+1 strength and constitution bonus)
56: stat point constitution
57: Epic Spell Focus Conjuration
58: stat point constitution
60: stat point constitution-Great Constitution VIII (+1 strength and constitution bonus)
Paragon Feats:
63: Legendary Spell Focus Conjuration (gain a further 2DC to conjuration spells)
66: Legendary Spell Focus Transmutation (gain a further 2DC to transmutation spells)
69: Legendary Spell Focus Illusion (gain a further 2DC to illusion spells)
72: Paragon Spell Penetration (gain a further 2 points against spell resistance check, reaching +10)
75: Great Constitution IX
78: Great Constitution X
skills
Discipline: this reduces the likely hood of your armor being made into scrap metal
Taunt: reduces an enemies AC
Concentraion: enables you to concentrate while casting spells
Spellcraft: enables you to counterspell enemies
Lore: some spell damages are increased with higher lore
Tumble: this gives you an extra 6 AC
Listen: there wasnt many points left to put into this, so it doesnt really matter what you put the final few points into
Spells:
- The Accursed Pariah uses Sorcerer level + Barbarian level (including legendary levels if control class is Sorcerer or Barbarian) to determine caster level for all Sorcerer spells. His caster level is capped at his current Constitution score.
- When under the effects of Barbarian Rage, the Accursed Pariah uses his Constitution score as his Spell Penetration for Transmution spells but does not receive the benefit of any Spell Penetration feats.
- When under the effects of Barbarian Rage, the Accursed Pariah gets +2to his spell penetration for schools other than Transmutation. This is applied with any Spell Penetration feats they may have.
- The Accursed Pariah uses Constitution to determine DCs for all spells. He also receives an additional +1 to DC for all Transmutation spells.
- A Pariah may change their spells once at level 60 using the Spells Pedestal in the docks if their control class is not Sorcerer.
- Accursed Pariahs may acquire the Transmutation arcane epic spell without 25 levels of Sorcerer, and cast it using their Sorcerer level plus their Barbarian level.
Spell Guide:
Transmutation
Illusion
Conjuration
Level 1
Endure Elements: Grants 10% elemental immunity at lvl 60
Expeditious Retreat: Adds 2m/s run speed at lvl 59
Grease: Causes enemies to fall down or move at reduced speed
Magic Weapon: Adds 3 dice of magic damage to weapons
Protection from Alignment: Much later in the game, there is a few creatures this spell will protect you against.
Level 2
False Life: Grants temporary hit points 60 +1d8 at lvl 60
Flame Weapon: Adds 4 dice of fire damage to weapons
Ghostly Visage: Grants etherealness for 4 rounds, ideal for when your health is low, and you wish to take a small time out to regenerate
Shock Weapon: Adds 4 dice of electrical damage to weapons
Stone Bones: Grants 1% physical immunity per 2 aster levels, all critical hits will do half damage to you
Level 3
Displacement: Grants 53% concealment with epic spell focus Illusion
Greater Magic Weapon: Grants +14 enchantment bonus to wepons with epic spell focus transmutation
Keen edge: Adds keen effect to weapons
Mestil's acid Breath: A cone of 1d6 acid damage per 2 caster levels, boosted by lore
Level 4
Bestow Curse: will always reduce tagets spell resistance by 12, a failed save will also reduce ability scores by 12. pariahs get a +6DC bonus
Elemental Shield: Grants 50% cold and fire immunity, it also deals 1d6 + 1 per caster level fire damage to creatures that hit you
Evard's Black Tentacles: Targets are struck by a number of tentacles depending on their size, if they hit, they take 1d3 bludgeoning damager per caster level
Wall of Fire: At lvl 20, this becomes a wall of stone. use doorways to your advantage to block of enemies
Level 5
Energy Buffer: Will grant 60/- elemental resistance, soaking 3,000 damage at level 60
Flensing: the target will take 60d10 slashing damage per round and suffer a -10/- slashing resistance
Freezing Fog: Creatures entering the Cloud take 45d6 cold damage at lvl 60
Vitriolic Sphere: AoE acid spell, deals 45d6 acid damage, boosted by lore
Level 6
Acid Fog: Creatures entering the cloud take 120d6 acid damage at lvl 60, they also take 60d6 acid damage for each round inside the cloud
Disintergrate: Target must make a fortitude save, or be destroyed
Flesh to Stone: you can turn enemies into statues, pariahs receive a total of +9DC to this spell at lvl 60
Level 7
Greater Orb of Cold: Deals 60d12 cold damage at lvl 60, boosted by lore
Greater Orb of Fire: Deals 60d12 fire damage at lvl 60, boosted by lore
Greater Orb of force: Deals 60d10 force damage at lvl 60, boosted by lore
Level 8
Bigby's Clenched Fist: deals 60d20 bludgeoning damage, stuns the target on a failed save
Greater Sanctuary: You become ethereal for 60 rounds
Mind Blank: Grants mind immunity to allies, negative mind-affecting effects are also removed
Level 9
Gate: Allows you to teleport between casts, good for getting away
Mordenkainen's Disjunction: strips buffs from targets and reduces their spell resistance by 10 points
Weird: An area of effect death spell, mind immunity protects from this spell
Playing tips:
first and foremost, your are an arcane caster who happens to have alot of health. unfortunatly due to the penalty in dexterity, your reflex saves are low. it might pose a small problem in very few areas, but for the most part, you will have no problems. I have alot of experience playing a build similar to this, do not be put off that this build has only epic spell focuses, it will be a good contributor to any party. a very strong spell you will be using is flesh to stone, focusing on crowd control means more survivability for your party. there is a very nice range of damage spells too. with your buffs, you will be very well prepared for whatever comes at you. if your are getting low on health, remember to cast ghostly visage to regen some health in a pinch, if you wish to have a bit of breathing space, cast greater sanctuary.