Any idea how this would work out with Half-Eladrin? Sure you will be the size of a kobold but the starting 7 Str and & Cha are a bonus. Would have to use smaller weps so no bastard swords, but anyone try this out?
It should work out fine. Half E, Hound Archon and Pharlan are all viable for doing this build. You would just need to juggle around some of your starting stats slightly and some of your Strength/Wis/Cha Ability and Smite feats to accomodate the differences in stat bonuses that the subbies provide to make sure you get the appropriate level of wis/cha needed for smiting/turning and make sure you fit in all 10 great smite feats before 40.
I worked out a half eladrin version, compared to the others:
Hound archon: 60 more HP from toughness, 2 more dexterity or intelligence. Pharlan: 2 more strength Auto-Levitation Half-Eladrin: Small, so gets +1 AB/AC over the hound archon version, on the other hand, this restricts your weapon choices. Divine shield, might be useful but you use a shield anyways. More skills, gnome gets +2 int worth of skills over half-elf base or human base.
Just started my Baseborn Titan build here, and two questions:
(1) I'm thinking of taking Extra Turning instead of Toughness. So that's 6 extra turns a day (or 6 divine shields etc.) compared with 60 extra hit points. Worth the gamble?
(2) I see in this thread some discussion of Tome of Enchantment at L41, bumping the Enchant Weapon to 13. Deafening clang will already give 14 (attack, anyway). Is this worth it? I ask because I also notice that there are no Spell Penetration Feats. Given that most people are vying for Destruction domain with the cleric level at L40, how does the build fare without Spell Pen to beat the SR of the Constructs? Is it worth using a Spell Pen tome over the Enchant one?
Having built one of these, I learned that you can only turn twice per rest before losing your ability to smite as turning eats your smite attempts in order to maximize turn power. Also you can't turn and smite at the same time since turned mobs that are damaged are easily unturned. The stat distribution and feat choice requirements for this build mean that you are neither a great turner nor a great smiter.
My recommendation is to build either a pure turning cleric or a pure smiting pally.
i am pretty sure you can turn off the smite drain for improved turning. you won't be destroying as many monsters using your turning ability, but you will be able to stop them in their tracks, which is quite a nice trick to have on a tank
I've been playing with this build with some modifications, here a couple of ideas:
1 - Splash 2 BG instead of 1 Cleric, this allows you to recharge smite (so it won't get disabled if you turn undead 3 times) and to turn good good foes. (but will require adtional feats for domains which next ideas will give)
2 - Drop OC/DC and use an equipment with it, netting 2 feats (domains) - I really advise this
3 - Drop 2 int for 1 str (and a skill like parry or taunt) - this nets another legendary feat/domain. (good or evil - allowing turning in ely and hells)
4 - This build is viable with BG CC (this is what I'm doing)
5 - If using Blind fight pandect - grab either Extend spell (If pal CC - for extended death wards) or GWF