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View Full Version : Optimization Church Inquisitor/Malconvoker Build Help



Master O'Laughs
2017-07-24, 01:43 PM
Hey Everybody,

For an upcoming D&D 3.5 game, I am looking to play a Summoner Cleric. I will probably have to make a custom Deity for the Domains I want but I am looking to Summoner and Trickery. We are starting at level 10

Build Path would be as follows Cloistered Cleric 3/Church Inquisitor 2/Malconvoker 5

The vision is a Lawful Neutral, arrogant human. He has no qualms killing those who have broken the law or pose a threat to the realm. He despises corruption. The image in my head is him approaching someone with an infernal tiger on either side of him. Future levels would be split between Church inquisitor and Malconvoker.

Feats would be:
Lvl 1: Spell Focus (Conjuration)
Human: Augment Summoning
Flaw (Frail): Rapid Spell
Lvl 3: Repeat Spell
Lvl 6: DMM: Repeat Spell
Lvl 9: ??? (DMM: Rapid Spell, Extra Turning, Cloudy Summoning)

Attributes are a custom array which starts you off very Heroic:

STR - 13
DEX - 17
CON - 14
INT - 16
WIS - 24 [18+2 (lvl) +4 (Periapt)]
CHA - 15

Items not in the DMG are case by case basis. I know the DM is not fond of the MiC.

Items:
Periapt of Wisdom +4
Monk Belt
Bracers of Armor +2
Cloak of Resistance +2
Handy haversack
Hat of Disguise
Slippers of Spider Climbing
Ring of Sustenance

with 900 gold in change to spend are the small stuff.

Questions:
1) Is Repeat Spell worth it or is Rapid good enough? If I take out Repeat it frees up another feat for maybe something like improved initiative.

2) Anything on the magic items that would be better spent elsewhere?

Thanks for the future replies.

Master O'Laughs
2017-07-25, 10:28 AM
If this is a rehashed subject, a link to the past discussion would be appreciated. I found the handbook but it seemed to focus on a conjuration wizard and only briefly mentioned cleric stuff.

I also another Cleric/Malconvoker thread but it seemed we had different approaches or ideas. Again, any input is appreciated.

jedipilot24
2017-07-25, 05:05 PM
Which handbook?
https://web.archive.org/web/20101121182312/http://brilliantgameologists.com/boards/index.php?topic=5573.0

https://web.archive.org/web/20110121091326/http://community.wizards.com/go/thread/view/75882/19872758/Mastering_the_Malconvoker

https://web.archive.org/web/20110121170910/http://community.wizards.com/go/thread/view/75882/19864066/Summoning_Handbook

http://www.ruleofcool.com/smf/index.php?topic=694.0

Rapid Spell is better than Repeat Spell, especially in a DMM build. Rapid Spell requires only two turning attempts since it's only a +1 adjustment; it lets you summon as a standard action. Repeat Spell is a +3 adjustment, so it requires 4 turning attempts. Doing Rapid Spell 2 rounds in a row gets you the same effect for the same cost but also still leaves you with your move and swift actions.

What I would suggest is getting Spontaneous Summoner feat, which allows you to cast Summon Nature's Ally like a druid; gives you more options.

Master O'Laughs
2017-07-25, 06:45 PM
The guide I was looking at was Mastering the Malconvoker by Treantmonk.

Looking at the spontaneous summoner feat, at first glance it does not look like I could take it since I do not naturally gain access to the Summon Nature's Ally Spell.

I was thinking of taking the Summoner (nice +2 caster level for summons) and Trickery (Bluff as a class skill to qualify for Malconvoker) Domains. I would need to Homebrew a Deity to get both or modify an existing one (thinking Sovereign Host)