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View Full Version : Any Optimization Ideas? (Tank Cleric build with rather low stats)



smarti
2012-05-16, 05:01 AM
Hey, last try to make the RKV work (if not I am going druid :P)

okay, rolled starting stats are 16,14,14,12,10,8 (it was 4* 3d4+3 and 16,14;17,10 OR 18,6 so I was actually pretty lucky^^) - so decent, not great but workable I guess) - Dragonborn Desert Kobold is what came to mind.

starting lvl is 9

Str: 12 (16-4)
Dex: 10 (10+2-2)
Con: 16 (14+2)
Wis: 18 (14+3+1 @8)
Int: 14 (12+3-2+1@4)
Cha: 11 (8+3)

The idea was a kobold rkv. Multiclass penalties can be bought of with a feat -originally I thought archivist but given that this would cost me an additional feat (undead turning from the DoE Template) and my dm said I had to roll for spells at ~50% chance, I decided against it.
Class role will be tank/primary melee (our rogue is fairly unoptimized, has 30hitpoints and nothing to counter undead etc.)

LVL 1: Cloistered Cleric
LVL 2: Cloistered Cleric
LVL 3: Cloistered Cleric
LVL 4: Church Inq
LVL 5: Church Inq
LVL 6: Church Inq
LVL 7: Church Inq
LVL 8: Church Inq
LVL 9: Crusader
LVL10-20 RKV

Feats:
Dragonwrought, Multiclass (Flaw) @1
Persist Spell @3
DDM Persist @ 6
Extra granted Maneuver @9

Domains & Devotions:
Knowledge Devotion, Undead Domain, Planning Domain
Travel Devotion (for Inquisition Domain)

I would love to play human but that would leave me with either a bad Wisdom or Con score, though the 2 Feats would be really nice. I also thought about the Turtle Warrior from DM350 but it said he hides in every available pond if possible :P Don't really like that notion.
Half mad fanatic and just a little arrogant Dragon Kobold has a nicer ring to it I think

Ideas I had:
Str 12 with Persisted Divine Power would make a solid 18 (+6 dmg with two handed weapon)
Wis 18 (for 4th lvl Bonus Spell)
Int 14 (to get the Knowledge Devotion going somehow)
Crusader @ lvl 9 for lvl 3 starting Maneuvers
Church Inq for extra devotion Feat and Immunities

With 1 allowed Nightstick and that weird relic I would end up with 4+4+4+2 = 14 Turns - enought for 2 persists and maybe a travel domain fueling.

What else is worth persisting? Or just don't and fuel travel more often?

Thanks for your advice.

Pilo
2012-05-16, 07:32 AM
How do you get a 16 with 3d4+3 (max is 3*4+3 = 15)?

smarti
2012-05-16, 09:12 AM
Sorry, forgot to mention,4 rolled stats and 2 as follows: 16,14;17,10 OR 18,6

Casting Divine Favor at lvl 3 with 4 Turns persist - would that make sense?