Post by dodrudon on May 13, 2007 9:05:32 GMT
This was originally a Kenku build, but then I realized Planar Turning requires 25 Cha and Wis.... Rilminai's boosts to Wis and Cha make it the only reasonable choice for a caster-turner.
This build allows a caster cleric to immobilize, through Turning, undead, elementals, and outsiders, but not to destroy them. Compared to a Kenku (or a UR +5 Wis race), you lose 2 DC on spells.
Oh, and you get 5 Epic Spells.
Race: Human Rilminai
Stats:
Str 9
Dex 8
Con 12
Wis 17->23
Int 10
Cha 16->20 (boost to 25)
Take Cha as all five of your pre-epic stat increases. The rest goes into Wis.
Domains:
Earth (Turn Elemental, Stoneskin, Energy Buffer)
Evil (Turn Outsiders, Negative Energy Ray, Negative Energy Burst, Enervation)
Pre-Epic:
G/SF: Abj, Conj (free), Ench, Evo
Silent Spell
Spell Penetration
Epic Feats:
ESF: Abj, Conj, Div (from book), Evo, Ench
Greater/Epic Spell Penetration
Planar Turning
Great Wisdom x6
Legendary:
Sun Domain (Improved Undead Turning, Searing Light, Sunbeam)
Legendary Spell Penetration
LSF: Evo
Great Wisdom x4
Skills and Levels
Take paladin any level you want (early on for Martial Weapon and saves, or later on to get spells faster). Take monk at 40. On all levels, max Concentration. On Monk and Paladin levels, max Discipline. Raise Tumble to 25. Put the last 20 points into Heal. In Legendary Levels, you'll get 3 skill points per level, for a total of 60. 20 of that go in to Concentration to max it, and the last 40 go into Heal for 60 Heal.
Saves
Naturally, your will saves will be through the roof. Your fort and reflex saves are 68 and 59 (max stats, including Cha, at level 60). The only saves you have to worry about (as long as you have a bard with you in Hell) are Sissy and Consort breaths (both DC65), and Dusty's Wing Buffet (62).
Regarding Spell DC
You start out with +2 Wis bonus over Kenku, which drops to +1 because of the starting Wisdom. Then you take 5 Charismas, so you end up with -4 Wisdom compared to Kenku, which is -2 DC. With BOTH the Wisdom artifact and Demigod status, your DC is equal to that of a Kenku or of some UR subraces, but on the bright side, you can now immobilize many baddies.
Turning
At level 60, you'll be able to overcome a turn resistance (not including the +1d8) of 67 for undead (lemures are at 66, which are most likely undead), 76 for outsiders (pit fiends are at 84, so roll an 8), and 62 for elementals (imps? 66).
Five Epic Spells
* Miracle (divination: rez party, +25 temp hp per level over 20 of target, max of 2000 at L60)
* Aegis (abjuration: 30/- and 9% exotic elements)
* Girding of the Faithful (enchantment: adds 2 AC to both armor and shield of party)
* Conversion (evocation: dominate a non-mind immune creature)
* Annihilation (conjuration: 3d6/casterlevel divine damage, blinds and stuns)
Variations
If you want, you can drop an epic (Enchantment/Girding most likely, though you won't have GMWs anymore, but you should have a good mage with you anyways or someone can log one in to perm), then choose three feats: Toughness, Epic Reflexes, ESF: Discipline, Empower/Maximize Spell.
Stat-wise, you can drop Constitution to 10 and Strength to 8, and add a point to Charisma. If you leave everything else unchanged, you lose 60HP for +1 to saves. Otherwise, you can drop a Charisma stat boost and get Wisdom instead, allowing you to drop a Great Wisdom feat for something else. Ironically, if you take Toughness, you gain the 60HP right back for no difference, but this gives you a choice to trade 60HP for any other feat (and taking Luck of Heroes is equivalent to the first choice, where you get +1 to saves and lose 60HP).
Of course, the skills are tweakable, depending on how important AC is to you. A good alternative might be to take 10 points from Concentration and 5 from Heal to put back into Tumble to max it to 40.
Another variation would be to drop the monk level (you CAN'T drop the paladin level, unless you want all your saves to go to Hell, literally) and take ranger instead. You lose Evasion and Tumble, but get a bonus feat (Favored Enemy becomes ranger's bonus feats at epic levels, pick up an ESF here freeing up a general feat slot). This lets you max Heal, Discipline, and Concentration, with skill points left over to spare.
If you want to damage Constructs, get the Destruction domain using one of the above variations.
This build allows a caster cleric to immobilize, through Turning, undead, elementals, and outsiders, but not to destroy them. Compared to a Kenku (or a UR +5 Wis race), you lose 2 DC on spells.
Oh, and you get 5 Epic Spells.
"Rilminai" (secret Beyond UltraRare subrace) - no race requirement
WIS +6, CHA + 4, free feat: Spell Focus Conjuration, free feat: Greater Spell Focus Conjuration, free feat: Epic Skill Focus Animal Empathy, free feat: Heavy Armor Proficiency, speaks Undercommon
WIS +6, CHA + 4, free feat: Spell Focus Conjuration, free feat: Greater Spell Focus Conjuration, free feat: Epic Skill Focus Animal Empathy, free feat: Heavy Armor Proficiency, speaks Undercommon
Race: Human Rilminai
Stats:
Str 9
Dex 8
Con 12
Wis 17->23
Int 10
Cha 16->20 (boost to 25)
Take Cha as all five of your pre-epic stat increases. The rest goes into Wis.
Domains:
Earth (Turn Elemental, Stoneskin, Energy Buffer)
Evil (Turn Outsiders, Negative Energy Ray, Negative Energy Burst, Enervation)
Pre-Epic:
G/SF: Abj, Conj (free), Ench, Evo
Silent Spell
Spell Penetration
Epic Feats:
ESF: Abj, Conj, Div (from book), Evo, Ench
Greater/Epic Spell Penetration
Planar Turning
Great Wisdom x6
Legendary:
Sun Domain (Improved Undead Turning, Searing Light, Sunbeam)
Legendary Spell Penetration
LSF: Evo
Great Wisdom x4
Skills and Levels
Take paladin any level you want (early on for Martial Weapon and saves, or later on to get spells faster). Take monk at 40. On all levels, max Concentration. On Monk and Paladin levels, max Discipline. Raise Tumble to 25. Put the last 20 points into Heal. In Legendary Levels, you'll get 3 skill points per level, for a total of 60. 20 of that go in to Concentration to max it, and the last 40 go into Heal for 60 Heal.
Saves
Naturally, your will saves will be through the roof. Your fort and reflex saves are 68 and 59 (max stats, including Cha, at level 60). The only saves you have to worry about (as long as you have a bard with you in Hell) are Sissy and Consort breaths (both DC65), and Dusty's Wing Buffet (62).
Regarding Spell DC
You start out with +2 Wis bonus over Kenku, which drops to +1 because of the starting Wisdom. Then you take 5 Charismas, so you end up with -4 Wisdom compared to Kenku, which is -2 DC. With BOTH the Wisdom artifact and Demigod status, your DC is equal to that of a Kenku or of some UR subraces, but on the bright side, you can now immobilize many baddies.
Turning
At level 60, you'll be able to overcome a turn resistance (not including the +1d8) of 67 for undead (lemures are at 66, which are most likely undead), 76 for outsiders (pit fiends are at 84, so roll an 8), and 62 for elementals (imps? 66).
Five Epic Spells
* Miracle (divination: rez party, +25 temp hp per level over 20 of target, max of 2000 at L60)
* Aegis (abjuration: 30/- and 9% exotic elements)
* Girding of the Faithful (enchantment: adds 2 AC to both armor and shield of party)
* Conversion (evocation: dominate a non-mind immune creature)
* Annihilation (conjuration: 3d6/casterlevel divine damage, blinds and stuns)
Variations
If you want, you can drop an epic (Enchantment/Girding most likely, though you won't have GMWs anymore, but you should have a good mage with you anyways or someone can log one in to perm), then choose three feats: Toughness, Epic Reflexes, ESF: Discipline, Empower/Maximize Spell.
Stat-wise, you can drop Constitution to 10 and Strength to 8, and add a point to Charisma. If you leave everything else unchanged, you lose 60HP for +1 to saves. Otherwise, you can drop a Charisma stat boost and get Wisdom instead, allowing you to drop a Great Wisdom feat for something else. Ironically, if you take Toughness, you gain the 60HP right back for no difference, but this gives you a choice to trade 60HP for any other feat (and taking Luck of Heroes is equivalent to the first choice, where you get +1 to saves and lose 60HP).
Of course, the skills are tweakable, depending on how important AC is to you. A good alternative might be to take 10 points from Concentration and 5 from Heal to put back into Tumble to max it to 40.
Another variation would be to drop the monk level (you CAN'T drop the paladin level, unless you want all your saves to go to Hell, literally) and take ranger instead. You lose Evasion and Tumble, but get a bonus feat (Favored Enemy becomes ranger's bonus feats at epic levels, pick up an ESF here freeing up a general feat slot). This lets you max Heal, Discipline, and Concentration, with skill points left over to spare.
If you want to damage Constructs, get the Destruction domain using one of the above variations.