kamikasei
2008-02-04, 03:00 PM
Hey all,
I'm trying to put together an Eldritch Disciple build for a game on these boards, this game (http://www.giantitp.com/forums/showthread.php?t=70928) in fact, which I link as there are a lot of variant rules in effect. It's a horror game, starting at level one, and my concept is a human with some sort of fey and/or elven ancestry (not enough to merit a race or template... I might stretch to taking a heritage feat or two, but that's it) - essentially a fey/elf junkie who gets warlock powers and starts worshiping Corellon. It's 38-point buy, which I had in mind to distribute 10 str, 14 dex, 14 con, 12 int, 16 wis, 16 cha.
What I'm looking for is basically advice on feat and invocation selection, as those are the most limited resources the character has - I'm terrible at choosing under such tight constraints, and on top of that there's the multiclassing problem to contend with. Good spell strategies would also be appreciated. As far as a role I see this guy as mostly a healer and helper, by no means a frontliner or primary offense, but if his blasting can retain some kind of potency I won't complain. Non-evil-flavoured debuffs and battlefield control tactics are right up his alley. Increased survivability is obviously also a plus. Remember, the guy has to be playable from first level in a horror campaign where things are likely to be trying to kill us at unexpected times, so a combo which only becomes workable from level six on is not much help.
I've heard Eldritch Disciple described as a non-sucky dual caster class. Prove it! :smallwink:
Relevant variant rules: traits, flaws, spelltouched feats, spell points, vitality and wound points, action points, class defense bonus. All are as in the variant rules section of the SRD. Also, there's a variant for armour in effect where armour grants DR x/- where x is the normal armour bonus. This means I'll have a nice high AC once I take my first level of cleric, but enemies' touch ACs vs. my eldritch blast will also increase (though for most monsters, probably not quite in proportion). Oh, and something from Iron Kingdoms called the Pain of Healing is in play, I've just noticed, and will have to ask the DM to explain, as it sounds highly ominous.
Pretty much any books are available, though setting-specific material is less likely to fly. I don't want some sort of multiply-templated insectoid eight-armed incarnumed monstrosity, though. Dude's a human.
I'm trying to put together an Eldritch Disciple build for a game on these boards, this game (http://www.giantitp.com/forums/showthread.php?t=70928) in fact, which I link as there are a lot of variant rules in effect. It's a horror game, starting at level one, and my concept is a human with some sort of fey and/or elven ancestry (not enough to merit a race or template... I might stretch to taking a heritage feat or two, but that's it) - essentially a fey/elf junkie who gets warlock powers and starts worshiping Corellon. It's 38-point buy, which I had in mind to distribute 10 str, 14 dex, 14 con, 12 int, 16 wis, 16 cha.
What I'm looking for is basically advice on feat and invocation selection, as those are the most limited resources the character has - I'm terrible at choosing under such tight constraints, and on top of that there's the multiclassing problem to contend with. Good spell strategies would also be appreciated. As far as a role I see this guy as mostly a healer and helper, by no means a frontliner or primary offense, but if his blasting can retain some kind of potency I won't complain. Non-evil-flavoured debuffs and battlefield control tactics are right up his alley. Increased survivability is obviously also a plus. Remember, the guy has to be playable from first level in a horror campaign where things are likely to be trying to kill us at unexpected times, so a combo which only becomes workable from level six on is not much help.
I've heard Eldritch Disciple described as a non-sucky dual caster class. Prove it! :smallwink:
Relevant variant rules: traits, flaws, spelltouched feats, spell points, vitality and wound points, action points, class defense bonus. All are as in the variant rules section of the SRD. Also, there's a variant for armour in effect where armour grants DR x/- where x is the normal armour bonus. This means I'll have a nice high AC once I take my first level of cleric, but enemies' touch ACs vs. my eldritch blast will also increase (though for most monsters, probably not quite in proportion). Oh, and something from Iron Kingdoms called the Pain of Healing is in play, I've just noticed, and will have to ask the DM to explain, as it sounds highly ominous.
Pretty much any books are available, though setting-specific material is less likely to fly. I don't want some sort of multiply-templated insectoid eight-armed incarnumed monstrosity, though. Dude's a human.