Willie the Duck
2016-05-27, 11:51 AM
So here is the campaign--we are creating a Forgotten Realms campaign focusing on drow. We are all going to be drow (and thus their LA is being ignored for our purposes).
The party needs a cleric or other healing/status-removal role. We are playing from level 1, so the focus has to be playable at each level, not optimized from a level 20 perspective.
Magic item purchasing is going to be limited and/or extra expensive, as we are going to be less than beloved by the powers that be. Likewise, cleric cheese builds will not be appreciated, so no divine metamagic.
I'm thinking of making a relatively decent tank build that doesn't rely on quick/continuous divine favor or righteous might. Making my role as healing battery as painless as possible is also a goal.
I did however roll very well (18, 17, 16, 15, 12, 9). Here is my idea:
STR 15
DEX(+2) 11
CON(-2) 16
Int(+2) 18
Wis 17
Cha(+2) 14
Domains
War
domain exchanged for Evil Devotion
Feats
1 (b) Evil Devotion
1 (b) Weapon Focus (Heavy Mace)
1 Healing devotion
3 knowledge devotion
6 Craft Wand , craft misc. magic item, or extra turning
9 holy warrior
12 blade of force
15 - see how campaign develops if we get this high
18 - see how campaign develops if we get this high
Starting Skills
Concentration 4
Diplomacy 4
K: arcana 4
K: religion 4
K: the planes 4
Heal 4
progression: Once Knowledge devotion opens up fourth class skill knowledge (probably dungeoneering), try to keep concentration and 4 knowledge skills maxed out, and pick up skill trick collector of stories.
The high Int is perhaps unnecessary, and I might swap it with charisma.
The concept is to add to-hit and damage through knowledge devotion, holy warrior, and blade of force. Looking at 20th level (not that 20th level is important, but just as an example), and let's assume I put 1 point in strength to get it to 16, let's say my character was for some reason without any magic items, fighting skeletons, and the highest level war domain spell I had memorized was a 6th level blade barrier (also a force spell). Let's also assume he rolls a 10 for knowledge:religion check. He could pick up a normal heavy mace and attack at +24/+19/+14, doing 1d8+20. A little higher if he had a higher war domain and/or force spell memorized, and in all likelihood I'd have magic weapons and strength boosters.
Now it's not maxed out like a CoDzilla build, but what do people think? Good, bad, actually cheesy despite my best intentions? Any suggestions?
Thanks for your help.
The party needs a cleric or other healing/status-removal role. We are playing from level 1, so the focus has to be playable at each level, not optimized from a level 20 perspective.
Magic item purchasing is going to be limited and/or extra expensive, as we are going to be less than beloved by the powers that be. Likewise, cleric cheese builds will not be appreciated, so no divine metamagic.
I'm thinking of making a relatively decent tank build that doesn't rely on quick/continuous divine favor or righteous might. Making my role as healing battery as painless as possible is also a goal.
I did however roll very well (18, 17, 16, 15, 12, 9). Here is my idea:
STR 15
DEX(+2) 11
CON(-2) 16
Int(+2) 18
Wis 17
Cha(+2) 14
Domains
War
domain exchanged for Evil Devotion
Feats
1 (b) Evil Devotion
1 (b) Weapon Focus (Heavy Mace)
1 Healing devotion
3 knowledge devotion
6 Craft Wand , craft misc. magic item, or extra turning
9 holy warrior
12 blade of force
15 - see how campaign develops if we get this high
18 - see how campaign develops if we get this high
Starting Skills
Concentration 4
Diplomacy 4
K: arcana 4
K: religion 4
K: the planes 4
Heal 4
progression: Once Knowledge devotion opens up fourth class skill knowledge (probably dungeoneering), try to keep concentration and 4 knowledge skills maxed out, and pick up skill trick collector of stories.
The high Int is perhaps unnecessary, and I might swap it with charisma.
The concept is to add to-hit and damage through knowledge devotion, holy warrior, and blade of force. Looking at 20th level (not that 20th level is important, but just as an example), and let's assume I put 1 point in strength to get it to 16, let's say my character was for some reason without any magic items, fighting skeletons, and the highest level war domain spell I had memorized was a 6th level blade barrier (also a force spell). Let's also assume he rolls a 10 for knowledge:religion check. He could pick up a normal heavy mace and attack at +24/+19/+14, doing 1d8+20. A little higher if he had a higher war domain and/or force spell memorized, and in all likelihood I'd have magic weapons and strength boosters.
Now it's not maxed out like a CoDzilla build, but what do people think? Good, bad, actually cheesy despite my best intentions? Any suggestions?
Thanks for your help.