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Post by dragonlance007 on Mar 8, 2008 16:48:01 GMT
Love the build DC and tweeked it a bit for Val to reinc his ploder into.
The main changes are changed starting stats a bit (1 less WIS, 2 more INT), ditched one epic in favor of Extend Spell, Toughness, and 1 WIS feat to make up for 1 less WIS at start up.
Extend spell is really a must have for Clerics imho.
And with 2 more INT you get 1 more skill which I would throw into Parry even though you are wearing plate and shield as with it maxed you should still be able to get about 20-23% damage reduced from crits.
Well, anyway, here it is! Enjoy!
Base: Human Race: Fallen Angel
Ability Scores: start/sub/40 STR 8/8/8 DEX 8/8/8 CON 14/14/14 INT 14/14/14 WIS 15/20/25 CHA 16/18/30
Domains: Good Plant
First 4 points go to WIS, all the rest go to CHA
Skills: Max heal, Disc on Pally level, and max CC Tumble, Concentration, and Parry.
Epics I would take: Divination, Transmutation, Necromancy. Take feats for 2 and read a book for one.
Pre Epic Feats: Spell Penetration Extra Turning Spell Focus of Choice Spell Focus of Choice Extend Spell G Spell Focus G Spell Focus Toughness
Epic Feats: Great Charisma I - VI Greater Spell Penetration
Bonus Feats: Epic SF x2 Planar Turning Epic Spell Penetration Great Wisdom I and 2 (take these first)
Legendary Feats: Great Charisma VII-X Sun Domain Destruction Domain Legendary Spell Pen
~DL
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Post by DragonChyld on Mar 8, 2008 16:53:03 GMT
Can this be pulled from the Archive please?
Looks Great DL!!! VN changes
~ DC
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Post by Raj on Mar 8, 2008 18:16:55 GMT
not being able to turn elementals really cripples it if you ask me... not good in desert/dustbone/pyramid and after latests changes some monsters ( fumes expecially ) in hells are elementals as well ( this I heard from other turners so you might want a confirm )
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Post by chainlink on Mar 8, 2008 20:04:36 GMT
Can't turn plants (or bugs) which is also a pita.
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Post by dragonlance007 on Mar 8, 2008 20:49:00 GMT
Can't turn plants (or bugs) which is also a pita. why not? its has plant domain... And I should say the build I posted was mainly for my brother to reinc is already lvl 60 ploder cleric. ~DL
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Post by chainlink on Mar 8, 2008 22:40:51 GMT
Doh, I missed that I'd assumed it was good and fire as I didn't see them.
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Post by jackpace on Jun 3, 2008 13:03:03 GMT
I know your DCs would be low due to low Wisdom, but your SP should not be bad. You have 59 levels of cleric with Legendry Spell Penetration. Seems like SP would be very good.
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Post by AW O'Reilly on Jun 3, 2008 18:23:59 GMT
Anyone have any insight on what impact the lack of an elemental domain will have on this turner in the hells? I am designing mine and was considering Sun / Plant up front, followed by Good, Destruction in LL. Thoughts?
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Post by chainlink on Jun 4, 2008 15:47:06 GMT
Not sure there are many (any?) elementals in Hell but who can know about any potential new areas, I'd tend to suggest keeping your options open on the turning stuff front but its your call.
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Post by Stormchaser on Jun 4, 2008 16:20:03 GMT
I am pretty sure that fumes, winds, and colds are elementals. Destroying them is hard, but turning them is nice. Having those colds just standing there waiting to get imploded/gusted is gold.
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Post by bort on Jun 11, 2008 9:31:58 GMT
How about swapping Good domain at character creation for Fire domain (gives you Wall of Fire and Elemental turning), then swapping Sun domain for Good domain in Legendary levels? You'd turn fewer undead per turn, but would gain the ability to turn elementals which seems worth it imo.
Also, I'm considering swapping Transmutation focus for Illusion focus so I've got something extra to use on bosses (Creeping Doom phys vuln infliction). Thoughts? Cheers, -Bort
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Post by Senaattori on Jun 11, 2008 13:25:25 GMT
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Post by Aribeth on Jul 17, 2008 3:43:50 GMT
Hi,
I am having difficulty figuring out a good gear set up for a turner.
Should it be all defense with little in addition to spell slots or something else.
If isnt too much trouble, can someone/people please post gear set ups for their turners please.
Aribeth
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Post by dragonlance007 on Jul 20, 2008 8:11:44 GMT
Hi, I am having difficulty figuring out a good gear set up for a turner. Should it be all defense with little in addition to spell slots or something else. If isnt too much trouble, can someone/people please post gear set ups for their turners please. Aribeth aahhh sorry I missed this thread. After chatting with a number of mates on this I would say a great gear set up for a Turner is thus: Helm: To Reign in Hell Armor: Swamp Devil Hide Boots: Mordenkainen's Mockery Bracer/Gaunts: Manacles of Mephistopheles Main Hand: Hand: Staff of the Axerian Grandmaster Off Hand: Wings of the Storm Cloak: Rona Cleric Cloak BUR Rings as needed with Hurricane and Universal Contumacy being rather defaultish Neck: Amulet of the Pharaoh Belt: Rona Cleric Belt after buffing you get: Bludgeoning: 40% Piercing: 40% Slashing: 40% Magical: 15% Acid: 130% Cold: 130% Divine: 10% Electrical: 130% Fire: 115% Negative: 100% Positive: 35% Sonic: 80% Other immunities: Mind Spells, Poison, Disease, Fear, Paralysis, Deafness, Slow, Entangle, Movement Speed Decrease, Knockdown, Negative Levels, Sneak Attack, and Death Magic Spell immunities: Harm, and Call Lightning Spells of level 4 and lower Hope this helps. ~DL
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