Jhora the Seer
CG Mulan Human Warlock 1/Divine Magician Cleric 5/Divine Oracle 4/Argant Savant 5/Holy Scourge 5
HP: 1d6+5d8+4d6+5d4+5d6+40 (110ish)
32 pt buy
S10, D12, C14, I12, W16, C14
4 and 8 to WIS
12 to DEX
16 and 20 to CHA
Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features 1st Warlock 1 +0 +0 +0 +2 Concentration 4, Knowledge Religion 4, Knowledge Arcana 4, Spellcraft 4 Heroic Destiny, Skill Focus (Know Rel) Eldritch Blast 1d6, Least Invocation (Baleful Utterance) 2nd Cleric 1 +0 +2 +0 +4 Conc 5, Know Arc 5, Know Rel 5, Spellcraft 5 - Divine Magician ACF, Turn Undead, Spells 3rd Cleric 2 +1 +3 +0 +5 +1 to all Domain Spontaneity (Force) - 4th Cleric 3 +2 +3 +1 +5 +1 to all - - 5th Cleric 4 +3 +4 +1 +6 +1 to all - - 6th Cleric 5 +3 +4 +1 +6 +1 to all Southern Magician - 7th Divine Oracle 1 +3 +4 +1 +8 +1 to all - Oracle Domain, Scry Bonus +1, +1Spellcasting (Cleric) 8th Divine Oracle 2 +4 +4 +1 +9 +1 to all - Prescient Sense, Trap Sense +1, +1 SC (Cleric) 9th Divine Oracle 3 +5 +5 +2 +9 +1 to all Protected Destiny Divination Enhancement, +1 SC (Cleric) 10th Divine Oracle 4 +6 +5 +2 +10 +1 to all - Uncanny Dodge, +1 SC (Cleric) 11th Argant Savant 1 +6 +5 +2 +12 +1 to all - Force Specialization 12th Savant 2 +7 +5 +2 +13 +1 to all Divine Fortune Force Armor, +1 SC (Warlock) +1 least invocation (See the Unseen) 13th Savant 3 +7 +x6 +3 +13 +1 to all - Extended Force, +1 SC (Warlock) EB 2d6 14th Savant 4 +8 +6 +3 +14 +1 to all - Ablate Force, +1 SC (Warlock) +1 least invocation (Devil’s Sight) 15th Savant 5 +8 +6 +3 +14 +1 to all Born Flyer Unbind Force, +1 SC (Warlock) EB 3d6 16th Holy Scourge 1 +8 +6 +3 +16 +1 to all - Code of Conduct, Dedicated Spellcaster, Righteous Evocation +1 17th Scourge 2 +9 +6 +3 +17 +1 to all - Arcane Smite 1/day, +1 SC (Warlock) +1 Lesser invocation (Fel Flight) 18th Scourge 3 +9 +7 +4 +17 +1 to all Extra Turning Devoted Arcanist, +1 SC (Warlock) EB 4d6 19th Scourge 4 +x10 +7 +4 +18 +1 to all - Smite 2/day, +1 SC (Warlock), +1 Lesser (Voracious Dispelling) 20th Scourge 5 +10 +7 +4 +18 +1 to all - Evocation +2, +1 SC (Warlock) EB 5d6
Spells per Day (x+1 Domain Spell)/Spells Known
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 2nd 3 1+1 - - - - - - - - 3rd 4 3+1 - - - - - - - - 4th 4 3+1 2+1 - - - - - - - 5th 5 4+1 3+1 - - - - - - - 6th 5 4+1 3+1 2+1 - - - - - - 7th 5 4+1 4+1 3+1 - - - - - - 8th 6 5+1 4+1 3+1 2+1 - - - - - 9th 6 5+1 4+1 4+1 3+1 - - - - - 10th-20th 6 5+1 5+1 4+1 3+1 1+1 - - - -
Divine Cleric casting 5ths
Wizard Casting 5ths
Force/Oracle Domain 5ths
Warlock (effective level 9th): EBlast 5d6, 5 evocations (3 Least: Balefule Utterance, Devil’s Sight, See the Unseen, 2 Lesser: Fell Flight, Voracious Dispelling )
Possible Spells from Divine Magician:
2-Kelgore’s Grave Mist
3-Chain Missile or Mass Curse of Impending Blades
5- Nezram’s Saphire Screen of Shielding
Granted Power: (Su) 1/day reroll any damage roll and take the better of the 2 rolls.
1- Mage Armor
2- Magic Missile
3- Blast of Force
4- Otiluke’s Resilient Sphere
5- Wall of Force
All divination spells at +2 CL
Some commonly used spells:
1-Nimbus Of Light, Omen of Peril, Conviction
2- Deific Vengeance, Insight of Good Fortune, Balor Nimbus, Divine Insight
3- Mace of Odo, Curse of Ill Fortune, Lesser Visage of the Deity, Antidragon Aura, Battlemagic Perception, Spiritual Charger, Awaken Sin, Devil Blight, Demon Dirge, Favorable Sacrifice,
4-Stars of Arvandor, Stars of Mystra, Stars of Selune, Weapon of the Deity,
5- Spiritual Cavalry, Stalwart Pact, Convert Wand, Death Throes,
Southern Magician grants x/day cast a divine spell as arcane, or vice versa
Excerpts from the book of Jhora:
Born of a people dedicated to the Light.
Born to champion the forces of Good where'er they fight.
Born of a line of warriors who have stood unflinchingly stalwart in the defiance of evil’s blight.
Born, comes Jhora, to display his Divine might!
His training begun by delving into his ancient family connection to an unspoken source. An ancestor long dead made a pact with a foreign power, and then used that pact to further the fight against evil. The weapons of the enemy, when turned against him, are often the most damaging of all. His past mastered, it was time to face the future. His path laid bare before him, Jhora stepped forth.
His warrior’s soul laid bare,
the sake of others within his care.
Defining his chance
A Heavenly voice,
heard by choice.
Has laid his course,
in the projection of Force.
Having learned to bend the arcane and divine to his will, Jhora the seer is Born. All conflicts are resolved by Force, and by Force His will be done.
With glimpses of the future to aid in his fight,
never again will day be overcome by night.
His wrath turns holy,
his fervor divine.
To stand against evil,
in no way benign.
A bane to the dark,
his coming a sign.
And cast down are the wicked,
for the Faithful endure.
Beware ye who’d feast,
on the weak and obscure.
HOW THIS WORKS:
First off, I wanted to make a divine caster qualify for a set of arcane prestige classes. I also wanted to make a cleric that doesn’t use DMM cheese.
Feats-wise, we’re getting first off the ability to add a d6 once a day to any roll, probably almost always a save at later levels, but for now in damage. Skill focus is taken as the pre-req for later, even though it’s really not needed. Domain Spontaneity means we can cast Force spells to our hearts content, which will synergize later with Argant Savant. Southern Magician lets us cast divine as arcane and vice versa. Divine Magician is taken as a ACF, we’re dropping a domain, but gaining access to the wizard spell list from the Abjuration, Divination, and Necromancy schools. Protected Destiny lets us reroll a 1 on any save 1/day. Leading into the later levels, starting off with Divine Fortune, allowing a burn of a turn attempt to grant an immediate +4 bonus to any save. At 15, Born Flyer is taken so that when you eventually get your own flying, you can add an additional +4 to pretty much any save. The feat says something along the lines of any check or save that would interfere with your staying aloft or maneuvering. Which is pretty much anything you’d have to save for. And of course, Extra turning to fuel all this some more.
Other ways to reroll or roll more, the Force Domain’s granted power lets you roll damage twice and pick the better roll 1/day. Divine Oracle’s 3rd level grants us the ability to roll twice for every divination spell cast and pick the better roll.
Cleric is pretty straight forward, no deity chosen, as you don’t need to have one, and I’m not sure there is one that has Force as its domain. I’ll be my own deity, or believe in the power of the universe like Po and Master Oogway of Kung Fu Panda fame.
Divine Oracle is taken, both for theme (a warlock/cleric might be crazy) as well as flavor. The granted power gives +2CL for divination spells. The class abilities are first off full casting progression, important for hitting that 5th level force requirement. A bonus to scrying, improved evasion in the form of prescient sense that works in ANY armor, so you can be in heavy armor and still evade a AoE. Sure the reflex save is crap, but you’ll be able to add all those bonus’s above for an important save. Trapsense is kind of useless, but a bonus is a bonus. (spell sense from Comp Mage would be a nice ACF to take for this, but would require DM fiat as it's for rogues/barbs.. I can't find a cleric based ACF for trapsense) Third brings that sweet evasion voodoo. Fourth grants uncanny Dodge.
Argant Savant is going to progress Warlock’s Invocations and Eldritch Blast instead of actual casting. Every Force spell gets a +2 attack bonus, as well as an additional +1/die in damage. Any armorish force spells will get an automatic +2 AC upgrade. All Force effects last twice as long and get an additional +4 to the dc to dispel, (pair this with the Southern Magician which makes any spell cast that way gain an additional +4 to the dispel check). Pick up DR 5/Force and Unbind Force, which when successful does 1d6 per spell level in force damage to everything within 10 feet of the spell being unbound.
Holy Scourge takes that religious zeal and applies it to hating on evil folk. Again progressing Warlock goodies, we’ll end up w/ 5d6 EB, 3 lesser and 2 least invocations. Now we’re getting a +1 CL for every “good” spell cast. All evocation spells do an extra 2 divine damage per spell level to evil foes. Pick up arcane smite 2/day which also adds that good descriptor to a spell. Finally add 5 to your CL check to overcome SR on an evil creature.
Primarily a spellcaster, but with heavy armor, augmented force shields, and a weapon of some kind, you can also be a support melee/tank brute. The standard 6 will get you another 5th spell slot, and increase your turning attempts further. If you have gold to burn, you can always boost your DEX to help out all those REF related things in the build (or nightstick stacking cheese) and save your extra die rolls for other things. The “Stars” line of spells at 4th are particularly nasty effects.
PHB: 13, 33, 94
Comp Arcane: 18
Comp Divine: 35, 138, 140
Comp Mage: 33, 64
Faiths of Eberron 147
Races of Destiny 152, 153
Races of Faerun: 95, 168
Races of the Wild: 148
Mystic Theurge might be a good option, but you’re not really gaining arcane spell casting, so it seems a wasted class. It also has no other class abilities, so you’d sacrifice the Divine Oracle Flavor in favor of boosting Warlock’s EB and invocations further.
Pious Soul feat can be used if you don’t mind excessive cheese, but it also requires a lot of Roleplaying and bookkeeping to function. Likewise membership in one of the churches listed in Comp Champion would eventually grant some minor boosts as well, essentially "free".
If pathfinder material were allowed, I’d drop the Heroic/Protected Destiny feats and go with Dynamic Priest from Legends of the Twins, and Divine Charisma in order to become solely CHA dependent instead of WIS.
With DM permission, take Energy Vortex as Cleric 3rd modified to force, or Dragon Breath as a Cleric 5th spell, and modify it to apply a Force Dragon’s breath weapon. There really needs to be more Force spells either available to cleric’s in general, or that aren’t of the Evocation school!
All skills are class skills the whole build long. Fly comes online pretty late, but you could move born flyer to 12th, and Divine Fortune to 15th, as well as reassign a few knowledge ranks into ride for a flying mount before then, or get the party wiz/sorc to cast fly on you..
Thought briefly on going w/ Church Inquisitor, as that would be great theme continuance with Holy Scourge. But that requires LG or LN, which means I couldn’t take Warlock. 1 rank in Sorc, later progressed to 9 casting wise could’ve been an option, but the arcane spell failure chance walking around in heavy armor is ‘UGE. And with only a few castings a day of arcane to divine, it wouldn’t be worth it. Warlock’s abilities are SLA’s, and therefor don’t suffer that nasty penalty. At will shatter, either targeted or AoE retains it’s usefulness throughout the entire build, so a first level in that is a good option. Later on it's just bonus goodies. 5d6 EB might not be a whole lot of damage, but it's basically a xbow every round anyways..