TheRaj'Urge (26cleric/13wizard/1monk)
Feb 24, 2018 13:58:37 GMT
sabregirl, Paradoom, and 2 more like this
Post by Raj on Feb 24, 2018 13:58:37 GMT
This is a build I made more than 10 years ago, right after the theurge class and the stargazer book have been introduced, and proved to be a valid alternative to the classic imploder cleric for all end game content (unlike the 'other' theurges, those plain suck). The basic features are always the same: you play a caster cleric with high AC and high concealment, that lets you tank a surprisingly number of foes while keeping you in battletide radius. It WAS an original build, now mostly posting it as an excuse for some cleric guide (most hints work for standard clerics as well) and the usual showoff/nerdlegacy.
It has been reincarnated a countless amount of times to swap around spell foci, in the end you must sacrifice a school (and which one depends on your end-game target and possible party mates/bots) compared to standard clerics but can use wizard spells to save on slots or get some unique buff. You give up on Gate soak, that means you should be more wary of damage sources that don't need to roll to hit you (namely, earthquakes and dragon breathes), but unlike a standard cleric you are pretty much safe from most on-hit effects. That's extremely important when end-game monsters can inflict/knockdown/dominate/instakill you on hits, and also proved to be a newbie safety net for when you are bad at avoiding flatfoot and the conceal saves you.
Also, for all you ERP fanatics, it lets you play a robed female drow, 'nuff said. Let meet at the inn at night, HG adventurers! I'll bring the Orc.
Self-buffed level 80 screenshot, using a SP artifact
Start as cleric (not a must, but makes cleric spellbook the main one when opening spell window), then 8 more cleric and 9 more wizard levels in any order to qualify for the quasiclass.
Take 2 more cleric levels so that pre-epic you're 11/9. Then to keep it simple take all remaining wizard levels (4) then cleric all the way to 39.
Monk last, remember to max the discipline and tumble skill at 40.
Note: Feats can be taken in pretty much any order if you're not reincarnating, also the epic spell tome can be whatever; if you're levelling from scratch, then best leave abj/div as bonus tome school because evocation is a good focus to have early on.
For reincarnations, taking that tome while going to RAA is quicker than running Sissy.
A note on Domains:
Evil gives you Enervation, a powerful tool and the best offensive option you have vs anything you can't instakill. You're going to use the wizard spellbook for buffs so most other domains offer you nothing. You could invest into the Lore skill and use no-save Ice Storms, plus some Chain Lightning from other domains but in practice it's hard to max the Lore value and the clerical spellbook is best filled with, well, clerical duty spells. Damage spells are just not slot-effective for them. War offers you Aura of Vitality so at least for newbies (and parties w/o druids) it has some uniqueness, also buffs summons if you're into soloing but really, pick whatever.
DO NOT pick plants with the idea of taking Illusion foci for Creeping Doom, to combine with Blade Barriers and Evards using Conjuration foci, creating the mother of all phisical damaging soup spells. That's something that works when you're a lone pre-immo, a VERY SLOW legendary player, or somebody who's not going to get into any endgame party because he is lacking what people look for when they shout 'cleric!', namely, the other useful spell schools. Also, the mother of all soups is always going to be gusted. By me. Good parties move quick and damage clouds tics are lagging behind.
The Moon Elf Build
This is a very feat starved build for an open race and most of the advantages of a theurge vs a normal cleric are relevant only way past lvl40/Immo, nonetheless it's a lot better to build this over yet another gnoll barbarian. Only 2 spell foci, 3 when you put your hands on a Divination book, are okay to cover the cleric must-haves. Lacking Enchantment (Girdle) is not going to net you many friendship points once level 55+ and the real group play begins, so better reincarnate by then. Save money for a couple of Stargazer books, shouldn't be that pricy; or move to classic plate cleric builds.
The Stargazer Build
This one covers all must haves for Hells. It is 1 DC short compared to plate clerics but it's a lot safer for a bad-geared theurge to stand in battletide/prayer radius than for a bad-geared plate cleric. Definitely newbie friendly.
The Drow Noble Build
By now you have to make a choice: Abjuration or Enchantment. If you're stuck playing Hells with less than optimal parties (read: carpet tanks) and there're no battle clerics or warchanters providing the epic Girdle, take the latter; this is the party-friendly choice.
If you are mostly concerned about being able to dispel and banish in Aboleths, Abyss and Limbo where enemy casters are often the main threat then Abj is a must. It also buffs your mage armor and energy immunity, while Girdle would net you nothing except rebuke power (but most Rebuke targets are also Heartbane targets); this is the selfish choice. Sometime lacking girdle hurts (no mates providing it, many sword+board tank types), sometime having a second one would have been a total waste so you're happy with one more school to toy with.
The Lolth-Touched Build
Hi.
It has been reincarnated a countless amount of times to swap around spell foci, in the end you must sacrifice a school (and which one depends on your end-game target and possible party mates/bots) compared to standard clerics but can use wizard spells to save on slots or get some unique buff. You give up on Gate soak, that means you should be more wary of damage sources that don't need to roll to hit you (namely, earthquakes and dragon breathes), but unlike a standard cleric you are pretty much safe from most on-hit effects. That's extremely important when end-game monsters can inflict/knockdown/dominate/instakill you on hits, and also proved to be a newbie safety net for when you are bad at avoiding flatfoot and the conceal saves you.
Also, for all you ERP fanatics, it lets you play a robed female drow, 'nuff said. Let meet at the inn at night, HG adventurers! I'll bring the Orc.
Self-buffed level 80 screenshot, using a SP artifact
Start as cleric (not a must, but makes cleric spellbook the main one when opening spell window), then 8 more cleric and 9 more wizard levels in any order to qualify for the quasiclass.
Take 2 more cleric levels so that pre-epic you're 11/9. Then to keep it simple take all remaining wizard levels (4) then cleric all the way to 39.
Monk last, remember to max the discipline and tumble skill at 40.
Note: Feats can be taken in pretty much any order if you're not reincarnating, also the epic spell tome can be whatever; if you're levelling from scratch, then best leave abj/div as bonus tome school because evocation is a good focus to have early on.
For reincarnations, taking that tome while going to RAA is quicker than running Sissy.
Build | Cleric 26, Wizard 13, Monk 1 | Cleric 26, Wizard 13, Monk 1 | Cleric 26, Wizard 13, Monk 1 | Cleric 26, Wizard 13, Monk 1 |
Race/Subrace | Elf "Moon Elf" STR -2, INT +2, +4 Spellcraft | Elf "Stargazer" INT +4, WIS +4, CHA -2 Free Feats: Spell Focus Divination, Defensive Roll | Elf (female) "Drow Noble" INT +4, WIS +6 Free Feats: Spell Focus Divination, Greater Spell Focus Divination, ESF: Lore SR 5 +1/lvl | Elf (female) "Lolth-Touched" INT +4, WIS +8 Free Feats: 2 Great Wis, Spell Penetration, Greater Spell Penetration, ESF: Concentration Other: +5 DC to Poison spell |
Abilities at character creation (Str, Dex, Con, Int, Wis, Cha) Note: Int and Wis as listed in different order at creation compared to how they appear on sheet | 8, 14, 12, 16, 16, 8 | 8, 16, 8, 14, 18, 8 | 8, 16, 8, 14, 18, 8 | 8, 16, 8, 14, 18, 8 |
Abilities after Subrace edits | 6, 14, 12, 18, 16, 8 | 8, 16, 8, 18, 22, 6 | 8, 16, 8, 18, 24, 8 | 8, 16, 8, 18, 26, 8 |
Domains | Evil + War | Evil + War | Evil + Anything | Evil + Anything |
Ability points | All Points in Wisdom | All Points in Wisdom | All Points in Wisdom | All Points in Wisdom |
Pre-epic feats | Spell Focus: Necromancy Spell Focus: Evocation Spell Penetration Metamagic: Extend Spell (bonus wiz) Greater Spell Focus: Necromancy Greater Spell Focus: Evocation Greater Spell Penetration Metamagic: Empower Spell | Spell Focus: Necromancy Spell Focus: Evocation Spell Penetration Metamagic: Extend Spell (bonus wiz) Greater Spell Focus: Necromancy Greater Spell Focus: Evocation Greater Spell Penetration Greater Spell Focus: Divination | Spell Focus: Necromancy Spell Focus: Abjuration Spell Penetration Metamagic: Extend Spell (bonus wiz) Greater Spell Focus: Necromancy Greater Spell Focus: Abjuration Greater Spell Penetration Metamagic: Empower Spell | Spell Focus: Necromancy Spell Focus: Abjuration Spell Focus: Divination Metamagic: Extend Spell (bonus wiz) Greater Spell Focus: Necromancy Greater Spell Focus: Abjuration Greater Spell Focus: Divination Metamagic: Empower Spell |
Epic feats | Epic Spell Penetration (bonus wiz) Great Wisdom x7 | Epic Spell Penetration (bonus wiz) Great Wisdom x6 Epic Spell Focus: Divination | Epic Spell Penetration (bonus wiz) Great Wisdom x6 Epic Spell Focus: Necromancy | Epic Spell Penetration (bonus wiz) Great Wisdom x6 Epic Spell Focus: Necromancy |
Cleric bonus feats | Epic Spell Focus: Evocation Epic Spell Focus: Necromancy | Epic Spell Focus: Evocation Epic Spell Focus: Necromancy | Epic Spell Focus: Abjuration Epic Spell Focus: Divination | Epic Spell Focus: Abjuration Epic Spell Focus: Divination |
Tome | Divination | Enchantment | Evocation | Evocation |
Legendary level feats | Legendary Spell Penetration Legendary Spell Focus: Evocation Legendary Spell Focus: Necromancy Legendary Spell Focus: Divination Great Wisdom x3 | Legendary Spell Penetration Legendary Spell Focus: Evocation Legendary Spell Focus: Necromancy Legendary Spell Focus: Divination Great Wisdom x2 Empowered Spells or LSF: Enchantment | Legendary Spell Penetration Legendary Spell Focus: Evocation Legendary Spell Focus: Necromancy Legendary Spell Focus: Divination Legendary Spell Focus: Abjuration Great Wisdom x2 | Legendary Spell Penetration Legendary Spell Focus: Evocation Legendary Spell Focus: Necromancy Legendary Spell Focus: Divination Legendary Spell Focus: Abjuration Great Wisdom x2 |
Paragon level feats | ... You should be able to upgrade race by now | Paragon Spell Penetration Paragon Spell Focus: Divination Paragon Spell Knowledge: Divination ... You should be able to upgrade race by now | Paragon Spell Penetration Paragon Spell Focus: Divination Paragon Spell Knowledge: Divination Paragon Spell Focus: Abjuration Paragon Spell Focus: Necromancy Paragon Spell Knowledge: Necromancy | Paragon Spell Penetration Paragon Spell Focus: Divination Paragon Spell Knowledge: Divination Paragon Spell Focus: Abjuration Paragon Spell Focus: Necromancy Paragon Spell Knowledge: Necromancy |
Artifact | trade it for a better race | trade it for a better race | SP | SP |
Pandect | - | ER/CA/Not Important | ER/CA/Not Important | ER/CA/Not Important |
Skills | Concentration 63 (raise every level) Discipline 63 (save and invest on monk level, then raise with able learner) Heal - leftovers Listen 43 (on monk level) Tumble 60 (save and invest on monk level, then raise with able learner) | Concentration 63 Discipline 63 Heal - leftovers Listen 43 Tumble 60 | Concentration 63 Discipline 63 Heal - leftovers Listen 43 Tumble 60 | Concentration 63 Craft Armor 25 (dump spare points at 60) Discipline 63 Heal 44 Listen 43 Tumble 60 |
Paragon Skills | Parry 60 | Parry 60 |
A note on Domains:
Evil gives you Enervation, a powerful tool and the best offensive option you have vs anything you can't instakill. You're going to use the wizard spellbook for buffs so most other domains offer you nothing. You could invest into the Lore skill and use no-save Ice Storms, plus some Chain Lightning from other domains but in practice it's hard to max the Lore value and the clerical spellbook is best filled with, well, clerical duty spells. Damage spells are just not slot-effective for them. War offers you Aura of Vitality so at least for newbies (and parties w/o druids) it has some uniqueness, also buffs summons if you're into soloing but really, pick whatever.
DO NOT pick plants with the idea of taking Illusion foci for Creeping Doom, to combine with Blade Barriers and Evards using Conjuration foci, creating the mother of all phisical damaging soup spells. That's something that works when you're a lone pre-immo, a VERY SLOW legendary player, or somebody who's not going to get into any endgame party because he is lacking what people look for when they shout 'cleric!', namely, the other useful spell schools. Also, the mother of all soups is always going to be gusted. By me. Good parties move quick and damage clouds tics are lagging behind.
The Moon Elf Build
This is a very feat starved build for an open race and most of the advantages of a theurge vs a normal cleric are relevant only way past lvl40/Immo, nonetheless it's a lot better to build this over yet another gnoll barbarian. Only 2 spell foci, 3 when you put your hands on a Divination book, are okay to cover the cleric must-haves. Lacking Enchantment (Girdle) is not going to net you many friendship points once level 55+ and the real group play begins, so better reincarnate by then. Save money for a couple of Stargazer books, shouldn't be that pricy; or move to classic plate cleric builds.
The Stargazer Build
This one covers all must haves for Hells. It is 1 DC short compared to plate clerics but it's a lot safer for a bad-geared theurge to stand in battletide/prayer radius than for a bad-geared plate cleric. Definitely newbie friendly.
The Drow Noble Build
By now you have to make a choice: Abjuration or Enchantment. If you're stuck playing Hells with less than optimal parties (read: carpet tanks) and there're no battle clerics or warchanters providing the epic Girdle, take the latter; this is the party-friendly choice.
If you are mostly concerned about being able to dispel and banish in Aboleths, Abyss and Limbo where enemy casters are often the main threat then Abj is a must. It also buffs your mage armor and energy immunity, while Girdle would net you nothing except rebuke power (but most Rebuke targets are also Heartbane targets); this is the selfish choice. Sometime lacking girdle hurts (no mates providing it, many sword+board tank types), sometime having a second one would have been a total waste so you're happy with one more school to toy with.
The Lolth-Touched Build
Hi.