Post by desocupado on Oct 15, 2010 7:20:08 GMT
Important note:
I've upgrade this toon into something else, the entire concept wasn't very good
I just got the Stargazer race, then I thought:
Why Divination and Defensive roll? Both are pretty useless for Theurge, the typical class of that race...
The answer was clear, a dexter cleric with Gate, Miracle and Epic Dodge, using all bonus feats of the race.
So here goes the build, I would appreciate any feedback or suggestion:
Pro's
8 Attacks (6 base + 1 haste + 1 divine power) <9 if you choose to use kama + flurry)
Miracle epic spell
Huge Renewable Soak (Gate) (1150 hps)
MANY casts of Great Restoration
Respectable ac of 129 with mundane gear
Uncanny dodge -> Can move using keyboard, no stress near archers
Epic Dodge
Improved Evasion
(Mass) Greater Sanctuary
High Listen score (74 + Clair-audience/clairvoyance spell can add +25)
Small buff time (divine power, energy buffer and gate mostly)
Cons
Low Health
No spell penetration, i.e. CL 46 (buffer mostly)
No concentration
Reasonable AB of 94 at progression of 3
Good saves (58/58/68) <Get to 60 at double demi>
Low overall damage <dexter with cold and fire weapon>
Elf - Star gazer
Str 8
Dex 17
Con 12
Wis 16 -> 20
Int 14 -> 18
Cha 8 -> 6
LV 60 + 12 gear
Str 20 (+5)
Dex 58 (+24)
Con 24 (+7)
Wis 32 (+11)
Int 30 (+10)
Cha 18 (+4)
Saves
Fort 58
Will 58
Reflex 68
Skill points:
Int 63*4 (base 18) - 8(stargazer don't apply at lvl 1) = 244
Monk10 = 40
Barb4 = 20
Cleric46 = 92
Total = 396
Disciple 50 (43+21)
Listen 60 (43+51) -> wis is +10, so +50 skill get to the limit
Tumble 60 (43+51)
Parry 63
Craft Weapon 60 (with int +10 and bard song grants +3)
Craft Armor 20 (with int +10 and bard song grants +2)
AB:
+16 (BAB)
+10 (epic levels)
+15 (LL bonus dependent on control class and possibly affected by Tensor's)
+24 (b buffed main stat)
+16/10 (Epic trans Cleric) or whatever you think you can count on
+ 4/10 (divine power, etc)
+ 3 (WF/EWF)
+ 1 GWF
+ 3 (LL WF)
+ 1 (Prowess)
+ 1 Craft Weapon
Total AB: 94
(note Bard Song adds 2, 10 skill bonuses add 1)
AC
10 - base
16 - natural
16 - armor without dex mod
16 - deflection
20 - dodge+haste
12 - tumble
2 - armor skin
11 - wisdom
24 - dex modifier
2 - Monk ac bonus
Total: 129 - Improved invisibility adds 35% conceal
(bard song adds 2, 10 skill bonus add 1) Better gear grants better ac
Class progression:
Barbarian 1-2
Cleric 3-6
Barbarian 7-8 ------ Must change to Lawful
Monk 9-16
Cleric 17-20
Cleric 21-38
Monk 39-40
Domain choices:
(Must have) Fire -> Energy Buffer and Wall of "Fire"
(so so) Trickery -> Invisibility = small conceal
(so so) Knowledge -> Clairaudience/clairvoyance adds 25 to listen with legendary spell focus.
Feats:
-Heroic-
1 Weapon Finesse
3 Greater Spell focus Divination
6 Extend Spell
9 Weapon Focus - Nunchaku (any monk weapon would work)
12 Greater Weapon Focus
15 Improved Critical Nunchaku
18 Power Critical
-Epic-
21 Epic Weapon Focus
24 Epic Prowess
27 DEX I
30 DEX II
33 DEX III
35 (Cleric bonus feat) Armor skin
36 Dex IV
38 (Cleric bonus feat) Epic Spell focus Divination
39 Epic Dodge
-Legendary-
42 Legendary Spell focus DIV
45 Legendary Weapon Focus
48 Dex V
51 Dex VI
54 Dex VII
57 Dex VIII
60 Dex IX
Tome: Undecided at the moment.
Transmutation & Enchantment might be top choices since both are beneficial to yourself. However since many clerics may be carrying these you might want another...
Spells
Divine Favor (1) - Might give handy AB & Damage
Foundation of Stone (1) - Knock immunity - One can use a command to cancel it when needed
Remove Paralysis (2) - Lasts some time due to divination
Lesser Restoration (2) - Free action
Aid (2) - Small buff to ab
Prayer (3) - Small buff to ab (you lack spell penetration to use it as a debuff)
Dark Fire (3) - 4 dices of elemental damage at lvl 60 i.e. CL 46
Frost Weapon (3) - ditto
Corona of Cold (3) - Kickback damage
Clairaudience/clairvoyance (3 - Knowledge domain) - Adds up to 25 to listen checks.
Divine power (4) - Extra attack at 59 due to CL 45
Neutralize Poison (4) - Utility, if needed. Due to divination spell focus it lasts some time.
Wall of "Fire" (4) - Helps controlling mobs
Restoration (4) - It's a free action, use it to heal blindness, etc.
Battletide (5) - Extra AB
Improved Invisibility (5) Trickery Domain - A small conceal bonus
Energy Buffer (5) - Increases the soak capability of the build even further
Greater Sanctuary (6) - A nice utility spell when you need to fall back
Greater Restoration (7) - Perhaps the most overused option at lvl 7 and 8. Spam it a lot.
Gate (9) - The main soak spell giving 46 * 1,25 * 16 = 920 health
Undeath's Eternal Foe (9) - Provides dodge ac bonus and several immunities. Handy for summoned helpers too.
Mass Greater sanctuary (9) - Can get some players out of a bad situation and prevent wipes.
(epic) Miracle - This spell saves the day.
Once again, any suggestion is welcome.
Using fighter might net 3 feats in the place of uncanny dodge, that could be used for dual wield feats. Fighters also add their level to physical damage for slashing weapons(?) in which case you should use kamas.
I've upgrade this toon into something else, the entire concept wasn't very good
I just got the Stargazer race, then I thought:
Why Divination and Defensive roll? Both are pretty useless for Theurge, the typical class of that race...
The answer was clear, a dexter cleric with Gate, Miracle and Epic Dodge, using all bonus feats of the race.
So here goes the build, I would appreciate any feedback or suggestion:
Pro's
8 Attacks (6 base + 1 haste + 1 divine power) <9 if you choose to use kama + flurry)
Miracle epic spell
Huge Renewable Soak (Gate) (1150 hps)
MANY casts of Great Restoration
Respectable ac of 129 with mundane gear
Uncanny dodge -> Can move using keyboard, no stress near archers
Epic Dodge
Improved Evasion
(Mass) Greater Sanctuary
High Listen score (74 + Clair-audience/clairvoyance spell can add +25)
Small buff time (divine power, energy buffer and gate mostly)
Cons
Low Health
No spell penetration, i.e. CL 46 (buffer mostly)
No concentration
Reasonable AB of 94 at progression of 3
Good saves (58/58/68) <Get to 60 at double demi>
Low overall damage <dexter with cold and fire weapon>
Elf - Star gazer
Str 8
Dex 17
Con 12
Wis 16 -> 20
Int 14 -> 18
Cha 8 -> 6
LV 60 + 12 gear
Str 20 (+5)
Dex 58 (+24)
Con 24 (+7)
Wis 32 (+11)
Int 30 (+10)
Cha 18 (+4)
Saves
Fort 58
Will 58
Reflex 68
Skill points:
Int 63*4 (base 18) - 8(stargazer don't apply at lvl 1) = 244
Monk10 = 40
Barb4 = 20
Cleric46 = 92
Total = 396
Disciple 50 (43+21)
Listen 60 (43+51) -> wis is +10, so +50 skill get to the limit
Tumble 60 (43+51)
Parry 63
Craft Weapon 60 (with int +10 and bard song grants +3)
Craft Armor 20 (with int +10 and bard song grants +2)
AB:
+16 (BAB)
+10 (epic levels)
+15 (LL bonus dependent on control class and possibly affected by Tensor's)
+24 (b buffed main stat)
+16/10 (Epic trans Cleric) or whatever you think you can count on
+ 4/10 (divine power, etc)
+ 3 (WF/EWF)
+ 1 GWF
+ 3 (LL WF)
+ 1 (Prowess)
+ 1 Craft Weapon
Total AB: 94
(note Bard Song adds 2, 10 skill bonuses add 1)
AC
10 - base
16 - natural
16 - armor without dex mod
16 - deflection
20 - dodge+haste
12 - tumble
2 - armor skin
11 - wisdom
24 - dex modifier
2 - Monk ac bonus
Total: 129 - Improved invisibility adds 35% conceal
(bard song adds 2, 10 skill bonus add 1) Better gear grants better ac
Class progression:
Barbarian 1-2
Cleric 3-6
Barbarian 7-8 ------ Must change to Lawful
Monk 9-16
Cleric 17-20
Cleric 21-38
Monk 39-40
Domain choices:
(Must have) Fire -> Energy Buffer and Wall of "Fire"
(so so) Trickery -> Invisibility = small conceal
(so so) Knowledge -> Clairaudience/clairvoyance adds 25 to listen with legendary spell focus.
Feats:
-Heroic-
1 Weapon Finesse
3 Greater Spell focus Divination
6 Extend Spell
9 Weapon Focus - Nunchaku (any monk weapon would work)
12 Greater Weapon Focus
15 Improved Critical Nunchaku
18 Power Critical
-Epic-
21 Epic Weapon Focus
24 Epic Prowess
27 DEX I
30 DEX II
33 DEX III
35 (Cleric bonus feat) Armor skin
36 Dex IV
38 (Cleric bonus feat) Epic Spell focus Divination
39 Epic Dodge
-Legendary-
42 Legendary Spell focus DIV
45 Legendary Weapon Focus
48 Dex V
51 Dex VI
54 Dex VII
57 Dex VIII
60 Dex IX
Tome: Undecided at the moment.
Transmutation & Enchantment might be top choices since both are beneficial to yourself. However since many clerics may be carrying these you might want another...
Spells
Divine Favor (1) - Might give handy AB & Damage
Foundation of Stone (1) - Knock immunity - One can use a command to cancel it when needed
Remove Paralysis (2) - Lasts some time due to divination
Lesser Restoration (2) - Free action
Aid (2) - Small buff to ab
Prayer (3) - Small buff to ab (you lack spell penetration to use it as a debuff)
Dark Fire (3) - 4 dices of elemental damage at lvl 60 i.e. CL 46
Frost Weapon (3) - ditto
Corona of Cold (3) - Kickback damage
Clairaudience/clairvoyance (3 - Knowledge domain) - Adds up to 25 to listen checks.
Divine power (4) - Extra attack at 59 due to CL 45
Neutralize Poison (4) - Utility, if needed. Due to divination spell focus it lasts some time.
Wall of "Fire" (4) - Helps controlling mobs
Restoration (4) - It's a free action, use it to heal blindness, etc.
Battletide (5) - Extra AB
Improved Invisibility (5) Trickery Domain - A small conceal bonus
Energy Buffer (5) - Increases the soak capability of the build even further
Greater Sanctuary (6) - A nice utility spell when you need to fall back
Greater Restoration (7) - Perhaps the most overused option at lvl 7 and 8. Spam it a lot.
Gate (9) - The main soak spell giving 46 * 1,25 * 16 = 920 health
Undeath's Eternal Foe (9) - Provides dodge ac bonus and several immunities. Handy for summoned helpers too.
Mass Greater sanctuary (9) - Can get some players out of a bad situation and prevent wipes.
(epic) Miracle - This spell saves the day.
Once again, any suggestion is welcome.
Using fighter might net 3 feats in the place of uncanny dodge, that could be used for dual wield feats. Fighters also add their level to physical damage for slashing weapons(?) in which case you should use kamas.