Post by Yojimbo on Oct 4, 2013 15:48:25 GMT
Pungent Cloud Bringer
23 Sorcerer/17 Druid
This is a Herald of Storms quasi class build which are very powerful after achieving quasiclass status. The downside is that you won't achieve it until level 32 so you will need some support until you reach it this is not an easy class to level up but once you have become a Herald of Storms you are a force to be feared capable of doing lots of damage and controlling the battlefield with disabling clouds and spells.
Sub-race choice:
Derro
The Derro subrace provides a bonus to 1 of the two major stats for this build at minimal costs to the build as having one of the required classes as a favored class to eliminate experience penalties.
Class choices:
-Sorcerer (Sor): You primary class and one of the required classes which is very powerful on its own.
-Druid (Drd): Part of the requirement and there is no learning spells you will be wanting to cast shared spells off this as the Sorcerer will have a limited spell selection you will want to dedicate to Sorcerer only spells.
The tables below will guide you through the leveling process notes on it can be found at the end of each section. Items which have a note at the end of their section will be marked with a *. Before we start I will highlight a few of the benefits this build takes advantage of.
Please note that Tumble uses base ranks only.
Starting Stats:
Sub-race Edits:
Pre-Epic:
Pre Epic Notes:
Metamagics are very useful if you have HGE as they will work for all spells of the proper level though they will not provide a benefit to all spells outside of more places to keep them memorized.
Epic:
Legendary:
Legendary Notes:
You can read a tome at level 41+ to gain an additional Epic Spell Focus I suggest Illusion for added defense and improved Creeping Doom but it is up to you or Abjuration for better SR drop on Mord and improved AC on Mage Armor.
Tumble will reach maximum effective ranks with 30 at level 57.
Final Stats:
I don't see a need for Melee AB or AC as both will be low and you will not rely on them.
Saves are given with +12 stat boosts. SP is given w/o possible boost or d20 roll.
Sorcerer Spell Selection:
*Note: Spells with the asterisk are bonus spells from feats or class bonuses
HGE User Notes:
The HGE Hak adds new spells and enables you to do a little more with Metamagics so it is very worthwhile investment for a caster.
Final Notes:
If you can find or acquire a vial of a specific dragon's blood you can gain the Combat Casting feat for free which help prevent casting from being interrupted.
Paragon Feats:
PL feats listed or best guess suggestions currently.
23 Sorcerer/17 Druid
This is a Herald of Storms quasi class build which are very powerful after achieving quasiclass status. The downside is that you won't achieve it until level 32 so you will need some support until you reach it this is not an easy class to level up but once you have become a Herald of Storms you are a force to be feared capable of doing lots of damage and controlling the battlefield with disabling clouds and spells.
Requirements
To qualify for Herald of Storms, the character must have 16 levels of Sorcerer and 16 levels of Druid by level 40, Greater Spell Focus: Conjuration, and Greater Spell Focus: Enchantment.
Benefits
Heralds receive the following upon qualifying for the quasiclass:
Epic Spell Focus: Conjuration
Epic Spell Focus: Enchantment
Epic Spell Penetration
2 additional Great Charisma feats (on top of any you might already have)
2 additional Great Wisdom feats (on top of any you might already have)
An extra rank of Spell Focus in Conjuration and Enchantment spells (as if they were a specialist in those schools)
-4 Constitution penalty
Storm Sprite
Once the Herald of Storms reaches level 41, they can use the Stone of the Earth Mother, available from the Druid Grove north of Town, once per day to summon a Storm Sprite. The Storm Sprite lasts for one round per Herald level and cannot be killed. The Sprite will pick up any knocked down party members in its vicinity and blast enemies with thunder and lightning when it is not assisting the party.
Spells
All Conjuration and Enchantment spells cast by the Herald are cast at the combined casterlevel of their Sorcerer and Druid levels. All other spells are cast at the casterlevel of the class they belong to. Spell DC is determined by the Herald's wisdom or charisma modifier, whichever is higher. In addition, some persistent cloud spells have had their effectiveness increased and are subject to the 2 [Herald AoE] clouds per area limit.
Level 2:Ability Spells: Ability spells such as Fox's Cunning grant only +2 to the target's ability score, but also add a stacking bonus to ability checks against that ability of +1 for every 8 casterlevels the herald has past 20, to a maximum of +3 at casterlevel 44.
Level 3:Stinking Cloud [Herald AoE]: Heralds get a +4 bonus to DC.
Level 4:Mass Camouflage: When cast, mass camouflage casts an obscuring fog which sticks to caster, creating concealment of (Druid level * 3) in a large radius. The fog moves with the caster and grants its concealment to any remaining in it, including enemies. Duration is 1 round per herald level.
Level 5:Cloudkill [Herald AoE]: Each round, enemies in the cloud must make a fortitude check. On a failed save, they die if not death immune, healing the herald 2 HPs per casterlevel. If they save versus death, they receive (0.5*CL)d4 Negative damage and are drained up to 1 HP per 2 casterlevels, healing the Herald by the same amount. Freezing Fog [Herald AoE]: Each round, enemies must make a reflex save or suffer 2d6 Dexterity damage in addition to normal effects of the spell. Mind Fog [Herald AoE]: In addition to its will save lowering effect, enemies in the cloud must make a fortitude save or be Feebleminded, draining their Intelligence, Wisdom, and Charisma by (CL/10)d4 and randomly wiping 10% of their memorized spells.
Level 6:Acid Fog [Herald AoE]: In addition to the normal effects, enemies in the cloud suffer 5% stacking acid vulnerability, up to 25% total. Mass Ability Spells: Mass Ability spells such as Mass Fox's Cunning grant only +2 to party members' abilities, but also add a stacking bonus to ability checks against that ability of +1 for every 8 casterlevels the herald has past 20, to a maximum of +3 at casterlevel 44.
Level 7:Static Field [Herald AoE]: Each round, enemies must make a fortitude save or suffer 2d6 Strength damage, in addition to normal effects. Cast as a Conjuration spell by Heralds.
Level 8:Horrid Wilting: cast as a Conjuration spell by Heralds. Premonition: cast as an Enchantment spell by Heralds.
To qualify for Herald of Storms, the character must have 16 levels of Sorcerer and 16 levels of Druid by level 40, Greater Spell Focus: Conjuration, and Greater Spell Focus: Enchantment.
Benefits
Heralds receive the following upon qualifying for the quasiclass:
Epic Spell Focus: Conjuration
Epic Spell Focus: Enchantment
Epic Spell Penetration
2 additional Great Charisma feats (on top of any you might already have)
2 additional Great Wisdom feats (on top of any you might already have)
An extra rank of Spell Focus in Conjuration and Enchantment spells (as if they were a specialist in those schools)
-4 Constitution penalty
Storm Sprite
Once the Herald of Storms reaches level 41, they can use the Stone of the Earth Mother, available from the Druid Grove north of Town, once per day to summon a Storm Sprite. The Storm Sprite lasts for one round per Herald level and cannot be killed. The Sprite will pick up any knocked down party members in its vicinity and blast enemies with thunder and lightning when it is not assisting the party.
Spells
All Conjuration and Enchantment spells cast by the Herald are cast at the combined casterlevel of their Sorcerer and Druid levels. All other spells are cast at the casterlevel of the class they belong to. Spell DC is determined by the Herald's wisdom or charisma modifier, whichever is higher. In addition, some persistent cloud spells have had their effectiveness increased and are subject to the 2 [Herald AoE] clouds per area limit.
Level 2:Ability Spells: Ability spells such as Fox's Cunning grant only +2 to the target's ability score, but also add a stacking bonus to ability checks against that ability of +1 for every 8 casterlevels the herald has past 20, to a maximum of +3 at casterlevel 44.
Level 3:Stinking Cloud [Herald AoE]: Heralds get a +4 bonus to DC.
Level 4:Mass Camouflage: When cast, mass camouflage casts an obscuring fog which sticks to caster, creating concealment of (Druid level * 3) in a large radius. The fog moves with the caster and grants its concealment to any remaining in it, including enemies. Duration is 1 round per herald level.
Level 5:Cloudkill [Herald AoE]: Each round, enemies in the cloud must make a fortitude check. On a failed save, they die if not death immune, healing the herald 2 HPs per casterlevel. If they save versus death, they receive (0.5*CL)d4 Negative damage and are drained up to 1 HP per 2 casterlevels, healing the Herald by the same amount. Freezing Fog [Herald AoE]: Each round, enemies must make a reflex save or suffer 2d6 Dexterity damage in addition to normal effects of the spell. Mind Fog [Herald AoE]: In addition to its will save lowering effect, enemies in the cloud must make a fortitude save or be Feebleminded, draining their Intelligence, Wisdom, and Charisma by (CL/10)d4 and randomly wiping 10% of their memorized spells.
Level 6:Acid Fog [Herald AoE]: In addition to the normal effects, enemies in the cloud suffer 5% stacking acid vulnerability, up to 25% total. Mass Ability Spells: Mass Ability spells such as Mass Fox's Cunning grant only +2 to party members' abilities, but also add a stacking bonus to ability checks against that ability of +1 for every 8 casterlevels the herald has past 20, to a maximum of +3 at casterlevel 44.
Level 7:Static Field [Herald AoE]: Each round, enemies must make a fortitude save or suffer 2d6 Strength damage, in addition to normal effects. Cast as a Conjuration spell by Heralds.
Level 8:Horrid Wilting: cast as a Conjuration spell by Heralds. Premonition: cast as an Enchantment spell by Heralds.
Sub-race choice:
Derro
"Dwarf - Derro" - requires Dwarf base SR18, CON -2, CHR +3, free feat: Blindfight, speaks Undercommon, Favored Class: Sorcerer
The Derro subrace provides a bonus to 1 of the two major stats for this build at minimal costs to the build as having one of the required classes as a favored class to eliminate experience penalties.
Class choices:
-Sorcerer (Sor): You primary class and one of the required classes which is very powerful on its own.
-Druid (Drd): Part of the requirement and there is no learning spells you will be wanting to cast shared spells off this as the Sorcerer will have a limited spell selection you will want to dedicate to Sorcerer only spells.
The tables below will guide you through the leveling process notes on it can be found at the end of each section. Items which have a note at the end of their section will be marked with a *. Before we start I will highlight a few of the benefits this build takes advantage of.
Lore
- Can be used to increase the damage of elemental damage spells. The minimum Lore to receive a bonus is 21, and the bonuses increase through Lore 120, which grants 100% of the possible bonus in the area.
Tumble
- AC bonus is now capped at 12 - (PM + RDD AC bonuses), with a minimum cap of 6.
- If you have 5 points of AC from RDD levels, for example, the most AC you can get from Tumble ranks is 7.
- The 2 base AC from level 1 of Pale Master do not count in this calculation.
- Tumble can lower the duration of some knockdown attacks. If there is a chance of this, you will see a Tumble check when you are being knocked down.
Legendary Spell Feats
- Legendary Spell Focus feats require the respective Epic Focus and add an additional 2 to the chosen school's spell DCs.
- Legendary Spell Penetration requires Epic Spell Penetration and adds 2 to the check to beat a creature's SR.
Autocaster
- There is an autocaster available that stores and queues casting of buffs automatically.
- It can be acquired from a pedestal in the Item Shop in town.
Feat Books
- There are several series of books in the game which can add feats to characters.
- A character may only use one book from each series ever, and once read, the chosen book cannot be changed.
- The books have level prerequisites to use, but characters do not need prerequisite feats or abilities to gain the feats granted by the books.
- Tomes of Ancient Lore add Epic Spell Focus in a single school, or Epic Spell Penetration.
- Pandects of Darkest Secrets add other feats.
- Epodes give Legendary Form Focus 3 to a shifter who already has the base shape feat of that type.
- Can be used to increase the damage of elemental damage spells. The minimum Lore to receive a bonus is 21, and the bonuses increase through Lore 120, which grants 100% of the possible bonus in the area.
Tumble
- AC bonus is now capped at 12 - (PM + RDD AC bonuses), with a minimum cap of 6.
- If you have 5 points of AC from RDD levels, for example, the most AC you can get from Tumble ranks is 7.
- The 2 base AC from level 1 of Pale Master do not count in this calculation.
- Tumble can lower the duration of some knockdown attacks. If there is a chance of this, you will see a Tumble check when you are being knocked down.
Legendary Spell Feats
- Legendary Spell Focus feats require the respective Epic Focus and add an additional 2 to the chosen school's spell DCs.
- Legendary Spell Penetration requires Epic Spell Penetration and adds 2 to the check to beat a creature's SR.
Autocaster
- There is an autocaster available that stores and queues casting of buffs automatically.
- It can be acquired from a pedestal in the Item Shop in town.
Feat Books
- There are several series of books in the game which can add feats to characters.
- A character may only use one book from each series ever, and once read, the chosen book cannot be changed.
- The books have level prerequisites to use, but characters do not need prerequisite feats or abilities to gain the feats granted by the books.
- Tomes of Ancient Lore add Epic Spell Focus in a single school, or Epic Spell Penetration.
- Pandects of Darkest Secrets add other feats.
- Epodes give Legendary Form Focus 3 to a shifter who already has the base shape feat of that type.
Please note that Tumble uses base ranks only.
Starting Stats:
Level 1 | Drd (1) | STR: 8 DEX: 8 CON: 16 WIS: 16 INT: 14 CHA: 13 | Lightning Reflexes | Animal Empathy: 1 Concentration: 4 Lore: 4 Spellcraft: 4 | Neutral Evil |
Sub-race Edits:
CON: 14 CHA: 16 | Blindfight | Spell Resistance: 18 | Speaks Undercommon |
Pre-Epic:
Level 2 | Drd (2) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 3 | Drd (3) | Spell Focus Conjuration | Concentration +1 Lore +1 Spellcraft +1 | |
Level 4 | Drd (4) | WIS +1 (17) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 5 | Drd (5) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 6 | Drd (6) | Greater Spell Focus Conjuration | Concentration +1 Lore +1 Spellcraft +1 | |
Level 7 | Drd (7) | Concentration +1 Lore +1 Spellcraft +1 Tumble: +5 | ||
Level 8 | Drd (8) | WIS +1 (18) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 9 | Drd (9) | Spell Focus Enchantment | Concentration +1 Lore +1 Spellcraft +1 | |
Level 10 | Drd (10) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 11 | Drd (11) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 12 | Drd (12) | WIS +1 (19) | Greater Spell Focus Enchantment | Concentration +1 Lore +1 Spellcraft +1 |
Level 13 | Drd (13) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 14 | Drd (14) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 15 | Drd (15) | Extended Spell* | Concentration +1 Lore +1 Spellcraft +1 | |
Level 16 | Drd (16) | WIS +1 (20) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 17 | Sor (1) | Concentration +1 Lore +1 Spellcraft +1 Tumble: +5 | ||
Level 18 | Sor (2) | Empower Spell | Concentration +1 Lore +1 Spellcraft +1 | |
Level 19 | Sor (3) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 20 | Sor (4) | WIS +1 (21) | Concentration +1 Lore +1 Spellcraft +1 |
Pre Epic Notes:
Metamagics are very useful if you have HGE as they will work for all spells of the proper level though they will not provide a benefit to all spells outside of more places to keep them memorized.
Epic:
Level 21 | Sor (5) | Great Charisma I (17) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 22 | Sor (6) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 23 | Sor (7) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 24 | Sor (8) | WIS +1 (22) | Great Wisdom I (23) | Concentration +1 Lore +1 Spellcraft +1 |
Level 25 | Sor (9) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 26 | Sor (10) | Concentration +1 Lore +1 Spellcraft +1 Tumble +5 | ||
Level 27 | Sor (11) | Great Wisdom II (24) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 28 | Sor (12) | WIS +1 (25) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 29 | Sor (13) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 30 | Sor (14) | Great Wisdom III (26) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 31 | Sor (15) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 32 | Sor (16) | WIS +1 (27) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 33 | Sor (17) | Great Wisdom VI (30) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 34 | Sor (18) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 35 | Sor (19) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 36 | Sor (20) | WIS +1 (31) | Great Wisdom VII (32) | Concentration +1 Lore +1 Spellcraft +1 |
Level 37 | Sor (21) | Concentration +1 Lore +1 Spellcraft +1 Tumble +5 | ||
Level 38 | Sor (22) | Concentration +1 Lore +1 | ||
Level 39 | Sor (23) | Great Wisdom VIII (33) Extra Spell Known VII | Concentration +1 Lore +1 | |
Level 40 | Drd (17) | WIS +1 (34) | Concentration +1 Lore +1 |
Legendary:
Level 41 | Sor (24) | Concentration +1 Lore +1 | ||
Level 42 | Sor (25) | WIS +1 (35) | Legendary Skill Affinity Disipline | Concentration +1 Lore +1 |
Level 43 | Sor (26) | Concentration +1 Disipline +46 Lore +1 | ||
Level 44 | Sor (27) | WIS +1 (36) | Concentration +1 Disipline +1 Lore +1 | |
Level 45 | Sor (28) | Legendary Spell Penetration | Concentration +1 Disipline +1 Lore +1 | |
Level 46 | Sor (29) | WIS +1 (37) | Concentration +1 Disipline +1 Lore +1 | |
Level 47 | Sor (30) | Concentration +1 Disipline +1 Lore +1 | ||
Level 48 | Sor (31) | WIS +1 (38) | Legendary Spell Focus Conjuration | Concentration +1 Disipline +1 Lore +1 |
Level 49 | Sor (32) | Concentration +1 Disipline +1 Lore +1 | ||
Level 50 | Sor (33) | WIS +1 (39) | Concentration +1 Disipline +1 Lore +1 | |
Level 51 | Sor (34) | Legendary Spell Focus Enchantment | Concentration +1 Disipline +1 Lore +1 | |
Level 52 | Sor (35) | WIS +1 (40) | Concentration +1 Disipline +1 Lore +1 | |
Level 53 | Sor (36) | Concentration +1 Disipline +1 Lore +1 | ||
Level 54 | Sor (37) | WIS +1 (41) | Epic Fortitude | Concentration +1 Disipline +1 Lore +1 |
Level 55 | Sor (38) | Concentration +1 Disipline +1 Lore +1 | ||
Level 56 | Sor (39) | WIS +1 (42) | Concentration +1 Disipline +1 Lore +1 | |
Level 57 | Sor (40) | Legendary Reflexes | Concentration +1 Disipline +1 Lore +1 Tumble +10* | |
Level 58 | Sor (41) | WIS +1 (43) | Concentration +1 Disipline +1 Lore +1 | |
Level 59 | Sor (42) | Concentration +1 Disipline +1 Lore +1 | ||
Level 60 | Sor (43) | WIS +1 (44) | Great Charisma IV (20) | Concentration +1 Disipline +1 Lore +1 |
Legendary Notes:
You can read a tome at level 41+ to gain an additional Epic Spell Focus I suggest Illusion for added defense and improved Creeping Doom but it is up to you or Abjuration for better SR drop on Mord and improved AC on Mage Armor.
Tumble will reach maximum effective ranks with 30 at level 57.
Final Stats:
Sorcerer 43 Druid 17 | STR: 8 DEX: 8 CON: 10 WIS: 44 INT: 14 CHA: 20 | Animal Empathy: 1 Concentration: 63 Discipline: 63 Lore: 63 Spellcraft: 40 Tumble: 30 | Fortitude: 56 Reflex: 55 Will: 72 | SP: 68 |
I don't see a need for Melee AB or AC as both will be low and you will not rely on them.
Saves are given with +12 stat boosts. SP is given w/o possible boost or d20 roll.
Sorcerer Spell Selection:
Level 1 | Charm Person*, Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire, Lesser Orb of Sound, and Mage Armor |
Level 2 | Blindness/Deafness, Flame Weapon, Melf’s Acid Arrow, Tasha's Hideous Laughter, and Web |
Level 3 | Flame Arrow, Greater Magic Weapon, Mestil’s Acid Breath, and Stinking Cloud |
Level 4 | Evard’s Black Tentacles, Orb of Cold, Orb of Force, and Orb of Sound |
Level 5 | Cloudkill, Dominate Person, Freezing Fog, and Mind Fog |
Level 6 | Acid Fog, Ethereal Visage, and Mass Haste |
Level 7 | Greater Orb of Acid, Greater Orb of Fire*, Rebuke, and Static Field |
Level 8 | Greater Planar Binding, Greater Sanctuary, and Horrid Wilting |
Level 9 | Dominate Monster, Gate, and Mordenkainen’s Disjunction |
*Note: Spells with the asterisk are bonus spells from feats or class bonuses
HGE User Notes:
The HGE Hak adds new spells and enables you to do a little more with Metamagics so it is very worthwhile investment for a caster.
Final Notes:
If you can find or acquire a vial of a specific dragon's blood you can gain the Combat Casting feat for free which help prevent casting from being interrupted.
Paragon Feats:
Level 63 | Paragon Spell Penetration |
Level 66 | Paragon Spell Focus Conjuration |
Level 69 | Paragon Spell Focus Enchantment |
Level 72 | Legendary Spell Focus Illusion |
Level 75 | Great Wisdom IX |
Level 78 | Great Wisdom X |
PL feats listed or best guess suggestions currently.