Post by crimsonbinome22 on Jan 14, 2008 11:48:23 GMT
The kb integration commands are gained at 40 character levels, so this build is valid again! Note that the notes section of this build is fairly irrelevant in some places due to build changes, I've updated stats/skills/build progression though.
Race: "Furchin" (secret Beyond UltraRare)
- FCs: Cleric, Rogue
- DEX +2, CON +4, WIS +4, free feat: Weapon Focus - Sling, free feat: Epic Weapon Focus - Sling, 50% immune cold, increased base movement rate - fast
Ability Scores
Base: 8 Str, 20 Dex, 12 Con, 12 Wis, 12 Int, 8 Cha
Racial: 8 Str, 22 Dex, 16 Con, 16 Wis, 12 Int, 8 Cha
At 40: 8 Str, 36 Dex, 16 Con, 19 Wis, 12 Int, 8 Cha
At 60: 8 Str, 50 Dex, 16 Con, 19 Wis, 12 Int, 8 Cha
At 60 (Buffed): 20 Str, 62 Dex, 28 Con, 31 Wis, 24 Int, 20 Cha
Stats:
AC with UR gear: 131 (135 with girding)
AB with +20 weapon: 98
Saves: F: 64 , R: 75, W: 65
Full HP: 956
Skills: Tumble (60), Discipline (43), Heal (Max). Leaves you with 20 spare points, put em where you like.
Notes:
There's been a few posts on divine slingers lately so here's my idea for a divine slinger.
So far he's only at level 2 so I can't say how much butt he kicks in legendary levels, but on paper it all looks fairly good to me. Damage output will likely be less than that of an AA but I'm sure it'll be okay. I used the 38Cl/2Ro combination because as Furchin, it's one of the few combinations I could figure out that would allow me to avoid an xp penalty, as rogue is the favored class of Halflings. Adding in a pally level for a saves boost would be nice but I'd have to put up with a 20% penalty. If you used something with base race human you could get away with 1Monk/1Pal splash, or take no splash at all as you have extra starting feats. Of course the 2 rogue levels mean no magic or knockdown bullets, but they seem like a small price to pay in order to get a tumble/disc dump as well as evasion.
Furchin seemed like a fairly good choice, with bonuses to dex, wis and con. A higher dex would be nice, but with halfing it's +4 anyway. Having the extra cold imm and freeing up two feats is handy as well. I'm not sure how well this build will adapt to other subraces due to this one just about being built around avoiding an xp penalty as a Halfling. It can be done though, just make sure you test it in the chamber first!
Going the dex route seemed like bit of a no brainer to me, better AC, no dex knockdowns (cha and str checks will still be a problem, as a slinger this shouldn't be *too* much of an issue though) and due to fort and will being primary cleric saves, and reflex being brought up by the high dex, your saves round out nearly perfectly. All I needed was Legendary Hardened Soul to bring all saves to above 63.
There is bit of an annoying problem with the dex route as far as feats are concerned. With the epic bonus feats clerics get, you are forced to take Great Wisdom, Armor Skin and Spell Focus Feats (Greater and Epic), but there are no Great Dexterity feats. I fit as many spell focus feats into them as possible but I still had 3 feats left over. To fix this I dropped Wisdom down to 12 at character creation (16 with subrace edits) and put them into something else (intelligence I think). This way taking the 3 forced great wisdom feats doesn't leave me with a useless 22 (or whatever) wisdom score that a slinger doesn't need anyway. It's a tad messy as I don't get 9th level spells until level 29, but as a slinger most of the useful buffs are level 5 spells are lower. Also, I wasn't sure about whether to boost wisdom up to 20 or not, an extra point of DC is useless to a slinger, the only reason i can think of to keep it would be for an extra spellslot maybe? But if you are short on spell slots i think it'd be a better idea just to equip one piece of Tiamat gear instead.
On epics and spell focuses, I choose to take 3. Fitting them in wasn't much trouble (the build misses out on 2 Great Dexterity's, has one spare feat), so I went with Enchantment for Girding and sling gmw's, Divination for Miracle, and Necromancy (using a book) for Eternal Return.
Regarding the spare feat, I'm torn between improved crit and armour skin. An extra +2 AC would be nice but not taking Improved Crit on anything with a weapon feels very strange. Slings are 20/x2 weapons anyway so I wasn't sure if increasing that out to 19-20/x2 is really worth doing over an extra 2 AC. Should you (or I) decide to take Improved Crit, it'd probably be worthwhile to work it in earlier on in the build, I only have it at 60 because it's where I list possiblities for spare feats.
Stats all end up looking fairly solid (to me). AC should be able to reach 131 with Girding and UR gear. AB will max out at 95 assuming a full +20 bonus, which shouldn't be too difficult to reach given a +15 gmw and the bonuses you get from aid/bless/prayer/bardsong/whatever. If you fit in 2 extra Great Dexterity feats you could boost AB and AC by +1, perhaps use the the spare feat and ditch Rapid Shot or something.
I suppose you are sick of reading by now and just want to see the level progression, well, here it is. Before I lose you, comments, criticisms and discussions that help this build and any viewing it are very appreciated. Thanks.
Build Outline IV
1. Cleric: Blooded
2. Cleric:
3. Cleric: Toughness
4. Cleric: +1 Dex
5. Cleric:
6. Cleric: Point blank Shot
7. Cleric:
8. Cleric: +1 Dex
9. Cleric: Blind fight
10. Cleric:
11. Cleric:
12. Cleric: +1 Dex, Zen Archery
13. Cleric:
14. Cleric:
15. Cleric: Spell Focus (Enchantment)
16. Cleric: +1 Dex,
17. Cleric:
18. Cleric: Greater Spell Focus (Enchantment)
19. Cleric:
20. Cleric: +1 Dex
21. Cleric: Rapid shot
22. Cleric:
23. Cleric: Great Wisdom I
24. Cleric: +1 Dex, Spell Focus (Divination)
25. Cleric:
26. Cleric: Great Wisdom II
27. Cleric: Epic Prowess
28. Cleric: +1 Dex
29. Cleric: Great Wisdom III
30. Cleric: Great Dexterity I,
31. Cleric:
32. Cleric: +1 Dex, Epic Spell Focus (Enchantment)
33. Cleric: Great Dexterity II,
34. Cleric:
35. Cleric: Greater Spell Focus (Divination)
36. Cleric: +1 Dex, Great Dexterity III,
37. Cleric:
38. Cleric: Epic Spell Focus (Divination)
39. Paladin: Great Dexterity IV
40. Monk:
41. Cleric:
42. Cleric: LSA Tumble
43. Cleric:
44. Cleric:
45. Cleric: Legendary Weapon Focus (Sling)
46. Cleric:
47. Cleric:
48. Cleric: Great Dexterity V
49. Cleric:
50. Cleric:
51. Cleric: Great Dexterity VI
52. Cleric:
53. Cleric:
54. Cleric: Legendary Luck
55. Cleric:
56. Cleric:
57. Cleric: Great Dexterity VII
58. Cleric:
59. Cleric:
60. Cleric: Great Dexterity VIII
Edit: Recalculated AB, should reach 94 not 91.
Edit 19/01/08: Updated build to get the most out of race changes.
Edit 7/02/08: AB update again, it should now reach 98 due to divine power bonuses i didn't know about. At level 32 now, a lot of fun to play so far.
Race: "Furchin" (secret Beyond UltraRare)
- FCs: Cleric, Rogue
- DEX +2, CON +4, WIS +4, free feat: Weapon Focus - Sling, free feat: Epic Weapon Focus - Sling, 50% immune cold, increased base movement rate - fast
Ability Scores
Base: 8 Str, 20 Dex, 12 Con, 12 Wis, 12 Int, 8 Cha
Racial: 8 Str, 22 Dex, 16 Con, 16 Wis, 12 Int, 8 Cha
At 40: 8 Str, 36 Dex, 16 Con, 19 Wis, 12 Int, 8 Cha
At 60: 8 Str, 50 Dex, 16 Con, 19 Wis, 12 Int, 8 Cha
At 60 (Buffed): 20 Str, 62 Dex, 28 Con, 31 Wis, 24 Int, 20 Cha
Stats:
AC with UR gear: 131 (135 with girding)
AB with +20 weapon: 98
Saves: F: 64 , R: 75, W: 65
Full HP: 956
Skills: Tumble (60), Discipline (43), Heal (Max). Leaves you with 20 spare points, put em where you like.
Notes:
There's been a few posts on divine slingers lately so here's my idea for a divine slinger.
So far he's only at level 2 so I can't say how much butt he kicks in legendary levels, but on paper it all looks fairly good to me. Damage output will likely be less than that of an AA but I'm sure it'll be okay. I used the 38Cl/2Ro combination because as Furchin, it's one of the few combinations I could figure out that would allow me to avoid an xp penalty, as rogue is the favored class of Halflings. Adding in a pally level for a saves boost would be nice but I'd have to put up with a 20% penalty. If you used something with base race human you could get away with 1Monk/1Pal splash, or take no splash at all as you have extra starting feats. Of course the 2 rogue levels mean no magic or knockdown bullets, but they seem like a small price to pay in order to get a tumble/disc dump as well as evasion.
Furchin seemed like a fairly good choice, with bonuses to dex, wis and con. A higher dex would be nice, but with halfing it's +4 anyway. Having the extra cold imm and freeing up two feats is handy as well. I'm not sure how well this build will adapt to other subraces due to this one just about being built around avoiding an xp penalty as a Halfling. It can be done though, just make sure you test it in the chamber first!
Going the dex route seemed like bit of a no brainer to me, better AC, no dex knockdowns (cha and str checks will still be a problem, as a slinger this shouldn't be *too* much of an issue though) and due to fort and will being primary cleric saves, and reflex being brought up by the high dex, your saves round out nearly perfectly. All I needed was Legendary Hardened Soul to bring all saves to above 63.
There is bit of an annoying problem with the dex route as far as feats are concerned. With the epic bonus feats clerics get, you are forced to take Great Wisdom, Armor Skin and Spell Focus Feats (Greater and Epic), but there are no Great Dexterity feats. I fit as many spell focus feats into them as possible but I still had 3 feats left over. To fix this I dropped Wisdom down to 12 at character creation (16 with subrace edits) and put them into something else (intelligence I think). This way taking the 3 forced great wisdom feats doesn't leave me with a useless 22 (or whatever) wisdom score that a slinger doesn't need anyway. It's a tad messy as I don't get 9th level spells until level 29, but as a slinger most of the useful buffs are level 5 spells are lower. Also, I wasn't sure about whether to boost wisdom up to 20 or not, an extra point of DC is useless to a slinger, the only reason i can think of to keep it would be for an extra spellslot maybe? But if you are short on spell slots i think it'd be a better idea just to equip one piece of Tiamat gear instead.
On epics and spell focuses, I choose to take 3. Fitting them in wasn't much trouble (the build misses out on 2 Great Dexterity's, has one spare feat), so I went with Enchantment for Girding and sling gmw's, Divination for Miracle, and Necromancy (using a book) for Eternal Return.
Regarding the spare feat, I'm torn between improved crit and armour skin. An extra +2 AC would be nice but not taking Improved Crit on anything with a weapon feels very strange. Slings are 20/x2 weapons anyway so I wasn't sure if increasing that out to 19-20/x2 is really worth doing over an extra 2 AC. Should you (or I) decide to take Improved Crit, it'd probably be worthwhile to work it in earlier on in the build, I only have it at 60 because it's where I list possiblities for spare feats.
Stats all end up looking fairly solid (to me). AC should be able to reach 131 with Girding and UR gear. AB will max out at 95 assuming a full +20 bonus, which shouldn't be too difficult to reach given a +15 gmw and the bonuses you get from aid/bless/prayer/bardsong/whatever. If you fit in 2 extra Great Dexterity feats you could boost AB and AC by +1, perhaps use the the spare feat and ditch Rapid Shot or something.
I suppose you are sick of reading by now and just want to see the level progression, well, here it is. Before I lose you, comments, criticisms and discussions that help this build and any viewing it are very appreciated. Thanks.
Build Outline IV
1. Cleric: Blooded
2. Cleric:
3. Cleric: Toughness
4. Cleric: +1 Dex
5. Cleric:
6. Cleric: Point blank Shot
7. Cleric:
8. Cleric: +1 Dex
9. Cleric: Blind fight
10. Cleric:
11. Cleric:
12. Cleric: +1 Dex, Zen Archery
13. Cleric:
14. Cleric:
15. Cleric: Spell Focus (Enchantment)
16. Cleric: +1 Dex,
17. Cleric:
18. Cleric: Greater Spell Focus (Enchantment)
19. Cleric:
20. Cleric: +1 Dex
21. Cleric: Rapid shot
22. Cleric:
23. Cleric: Great Wisdom I
24. Cleric: +1 Dex, Spell Focus (Divination)
25. Cleric:
26. Cleric: Great Wisdom II
27. Cleric: Epic Prowess
28. Cleric: +1 Dex
29. Cleric: Great Wisdom III
30. Cleric: Great Dexterity I,
31. Cleric:
32. Cleric: +1 Dex, Epic Spell Focus (Enchantment)
33. Cleric: Great Dexterity II,
34. Cleric:
35. Cleric: Greater Spell Focus (Divination)
36. Cleric: +1 Dex, Great Dexterity III,
37. Cleric:
38. Cleric: Epic Spell Focus (Divination)
39. Paladin: Great Dexterity IV
40. Monk:
41. Cleric:
42. Cleric: LSA Tumble
43. Cleric:
44. Cleric:
45. Cleric: Legendary Weapon Focus (Sling)
46. Cleric:
47. Cleric:
48. Cleric: Great Dexterity V
49. Cleric:
50. Cleric:
51. Cleric: Great Dexterity VI
52. Cleric:
53. Cleric:
54. Cleric: Legendary Luck
55. Cleric:
56. Cleric:
57. Cleric: Great Dexterity VII
58. Cleric:
59. Cleric:
60. Cleric: Great Dexterity VIII
Edit: Recalculated AB, should reach 94 not 91.
Edit 19/01/08: Updated build to get the most out of race changes.
Edit 7/02/08: AB update again, it should now reach 98 due to divine power bonuses i didn't know about. At level 32 now, a lot of fun to play so far.