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View Full Version : [3.5] How should a Malconvoker use Turn Undead?



DragoonWraith
2010-05-02, 01:21 AM
So, my character's a Wizard, a Conjurer to be precise, and a Malconvoker. This means he summons a lot of demons and devils. He's also a Sacred Exorcist, which nets me the Turn Undead ability, but it's nigh-unusable as-is simple because he counts as a level 2 Cleric when using it (Sacred Exorcist 1/Paragnostic Apostle 1; he's also got some Master Specialist in there - all you "One PrC!!!" types can eat your heart out), but I'd like it to be good for something. Currently I have 7/day between 14 Cha and a Cloak of Charisma +4; getting a Cloak of Charisma +6 isn't out of the question (my Bluff checks would like it, to be sure), and I probably have some wealth to throw around (level 15).

Divine Feats are the obvious answer, but I'm not sure which to take. DMM (Persist) seems like massive over-kill for this character; I just don't really feel like it's necessary for the campaign and I don't really want to be spending three feats on it (Extend, Persist, DMM), but beyond that, I don't really know what Divine Feats would be best.

Divine Ward (PHB2) seems best so far (cast Touch-range buffs at Close range to one ally for the day per Turn Attempt burned), but I'm not sure how many Touch-range turn attempts I'll actually be using.

The alternative that I'm considering is Silver Flame Pyromancer, which allows the class levels of any Arcane Spellcasting class to count for Turn Undead, which would make Turn Undead actually usable as intended, but the PrC loses a caster level, has a bunch of bonuses that are just not applicable to me, and even at the appropriate level Turn Undead just isn't that good.

Suggestions?

PairO'Dice Lost
2010-05-02, 01:29 AM
Sacred Healing's an option; fast healing 3 to all living creatures within 60 feet for Cha+1 rounds gives you a bit of out-of-combat healing and can buff up some of your weaker summons. DMM: Twin or DMM: Quicken can help you pump out double the summons (though I believe DMM has been errata'd to only work with divine spells, so check with your DM).

DragoonWraith
2010-05-02, 01:33 AM
Yeah, DMM Quicken or Twin seems more useful, but that's again two feats (currently 0 Metamagic on this guy), so I dunno. Possibly.

But uh... which version of Sacred Healing are you looking at? The one I'm seeing just buffs Heal checks... which is pretty absurdly useless. Oh, and Conjuration (Healing) spells, of which I have none.

Spell Siphoning would be excellent, but it's specifically Divine-only. It seems to be worded as a precaution against multiclass Cleric/Wizards or whatever, not anticipating the existence of purely Arcane builds with Turn Undead, but nonetheless that's how it is.

Catch
2010-05-02, 01:37 AM
Divine Metamagic is a solid choice. Persist has a wicked stigma/feat tax, so I usually recommend Quicken, but since you're doing a lot of summoning, Extend might not be a terrible idea. It's only +1 to the spell's effective level for double the summon duration, and with DMM and your 7 Turn Undead attempts, you could reasonably Extend every summon you cast in a day.

PairO'Dice Lost
2010-05-02, 01:39 AM
But uh... which version of Sacred Healing are you looking at? The one I'm seeing just buffs Heal checks... which is pretty absurdly useless. Oh, and Conjuration (Healing) spells, of which I have none.

Complete Divine, page 84.

Divide by Zero
2010-05-02, 01:41 AM
DMM won't work at all unless you get divine spells somehow, so don't even worry about that. Sacred Healing had two versions, if I remember right, but I don't remember what book either one is in.

Koury
2010-05-02, 01:51 AM
Divine Defiance allows you to counterspell as an immediate action once per Turn Attempt.

PId6
2010-05-02, 01:53 AM
As had been said, DMM only works with divine spells, so ignore that entirely.

The Devotion feats in Complete Champion are fantastic when you've Turn attempts to burn through. Air Devotion gives up to +6 sacred to AC as well as 50% chance to avoid missiles. Law Devotion is one of the best, giving up to +7 sacred bonus to your choice of attack or AC. Protection Devotion grants up to +7 sacred bonus to AC in a 30 ft aura around you, which seems fantastic for a Malconvoker. Good Devotion grants up to DR 5/evil in an aura as well as let allies' weapons count as good for the purposes of DR, again very useful when you've summoned creatures. All of these take a swift or immediate action to activate, last for 1 minute, and can be used 1/day unless you spend some Turn Undead attempts to get more.

Runestar
2010-05-02, 01:55 AM
The devotion feats in complete champion let you burn turn attempts to get additional uses. Some of them might be useful, I dunno.

Pluto
2010-05-02, 03:15 AM
The devotion feats in complete champion let you burn turn attempts to get additional uses. Some of them might be useful, I dunno.

Good Devotion can help with overcoming DR/Good and give a small amount of DR/Evil to all party members within 30 feet (summons included). 1 use + 1/Turn Attempt.

Protection Devotion can give a pretty significant AC boost to all party members within 30 feet (again, including summons). 1 use + 1/3 Turn Attempts.

Both are immediate actions and last 1 minute per day.
They're the best matches for a Good-aligned summoner that I can think of.

DragoonWraith
2010-05-02, 07:52 AM
Wow, thanks! Knowledge Devotion was the only one I was actually familiar with, that's awesome! Hmm, now which to take... Good seems best, I think.

Last Laugh
2010-05-02, 08:18 AM
Really think about travel devotion too. An extra move/round is marveltastic.


Would an illusionist/malconvoker/shadow craft mage have summon durations of
x2 (illusionist 5 ACF)
x2 (shadowcraft mage)
x2 (Malconvoker)
x2 (extend spell,arcane thesis)
total of x16 duation (1.6 minutes/level)
would that stack all the way up to x16 duration?