Entry Number 4:

Quote Originally Posted by Eianda Di'Mare
Spoiler: Big Image
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Eianda Di'Mare
Spoiler: Stub and Stuff
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N Strongheart Halfling Cloistered Cleric 5/VS 10/Luckstealer 5

15d6+5d4

Halfling: -2 STR/+2 DEX, Small (+1 attack/AC, +4 Hide), Speed 20. +2 Climb/Jump/Listen/Move Silently, +2 saves/fear. +1 attack thrown/slings (strongheart gains a bonus feat at 1st, loses +1 bonus to saves)

STR 8, DEX 10, CON 10, INT 10, WIS 18, CHA 16
all points into WIS
STR 6, DEX 12, CON 10, INT 10, WIS 23, CHA 16

Cloistered Cleric: d6 HD, Poor BAB (wiz), 6+INT skills, Simple Weapons/Light Armor, Lore (as Bardic Knowledge at cleric level), Spells added to list:
0-Message
1-Erase, Identify, Unseen Servant
2-Foxís Cunning
3-Illusory Script, Secret Page, Tongues
4-Detect Scrying
6-Analyze Dweomer
7-Sequester

Spoiler: Fluff and Stuff
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The line of the wounded stretched as far as she could see. If only these fools could fight each other without getting hurt, her job would be so much easier. But, it paid the bills and bought the books. Knowledge had a price after all, nothing came free. Some hand waving, a few words, and a gentle touch, and a few coins later the line was shortened by 1. Occasionally an officer or other snobbery type would be relieved of some extra weight as well, alls the better to help them heal on their journeys, and alls the better for her purse.

Off to the side, between patients, she happened to spot what looked suspiciously like a wizard watching her very intently. You could always tell when wizards were about, nose stuck in a book, and a pointy hat to boot. Like all the rest in the surrounding area, the wizard looked a bit worse for wear. But he wasn't in her line, so back to work it was. When next she looked up, the wizard was in fact casting the very same heal spell she had just used, on himself! This shouldn't be possible, and had not been mentioned in any of her books, of which she had more than a few after all.

Since she was nearly out of spells for the day, and her purse was full from both fees and "tips", she flipped her stall's sign to indicate she was closed, and ran off to confront the oddity that was the quasi-wizard.

"Hey, You, Grey Beard! Stop!" Definitely a wizard, pointy hat AND grey beard. For whatever reason, he did stop. Before she could say anything else he began to fire his own questions at herÖ

What is the unladen airspeed of an African swallow?

How many of a beholder's eyestalks are dangerous, and what are their properties?

If a numbing sphere and a flame sphere cross paths, what happens?

How do you ascertain if a dragon is good or evil?

Is it possible for a demon to trans-substantiate onto the material plane, and if so, under what circumstances?


Öand so it went, the questions coming faster and faster as she answered each in sequence. Sometime during the grilling, a house sprung up around them and they continued their discourse while sitting down. What looked like a steaming mug of mulled cider appeared in the wizardís hand moments later. Finally, content that she wasn't just some dolt that the universe bestowed the ability to tap into the divine and cast spells, but a fellow learned being, the wizard who had introduced himself as Bert, began to tell a story.

Bert talked about an organization he belonged to, the Mind's Eye. While he spoke, he kept tapping his head, and then tapping hers in the same place. Almost as if trying to drive his words into her merely by the force of his fingertips. He needn't of bothered, she was an apt pupil. Bert spoke of self-reflection and the power to be found when you first looked within yourself. After a while, he wound down finally, and setting his now empty cup down leveled his piercing gaze upon her full force.

"So, now that you're a member, what will you do first?"

She sat there flabbergasted, a member? of what? HOW?

Bert explained that he had inducted her while they spoke, what did she think all that finger tapping business was about?
Spoiler: Levels
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5-Straight Cleric, no surprises here other then we kept the knowledge domain, and also took the devotion feat. Between the other feats at 1st, our initiative is already at +9. Pious Soul requires some roleplaying to work, but that's all part of the game. As a baseline, you "should" get 5+1/2 character level tokens per level to use, meaning at 3rd when you first take it, you have 6d6 to use to change your fate.

10-Halfway into the SI now, 8th level casting, +12 to initiative, Divine Power replaces the need for a BAB worth anything, however we try to stay out of melee combat. Bend Fate gives 1d6/day to any d20 roll, and now if you follow above, 10d6 to change your fate. Spell Mimic is only good for a single 5th level spell so far, but this is already breaking out of our spell slots. However text trumps table...

15-Finished w/ the SI, access to potentially 3 10th level spells, CL is now 24 as far as Divinations/Spell Mimic/MoP is concerned. +14 to initiative. 5th level spells and Domain Spontaneity give us all the Permanency things. By this point you should be at Master rank as far as all your affiliations go as well. and have 12d6 from pious soul to play with.

20-The last block is all Luckstealer, which at 19th allows you to "recover" any spell/slot used and use it again. You should also be immune to divination magic used against you at this point. Lucky Magic lets you reroll 20% of your dice pool to determine spell effects, effectively making all your spells 20% more effective (this is not actual math!). You've got Contingency to play with...

The sweet spot has to be 15th where you CAN (by RAW) cast 3 10th level spells/day.

Spoiler: Tables
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Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1st Cloistered Cleric +0 +2 +0 +2 Conc 4, Know Dung/Nat 1, Know Planes 2, Know Arc/Rel 4, Profession - Gambler 2, Spellcraft 4, cc-Sleight 1 (B)Improved Initiative, (B)Knowledge Devotion, Yondalla's Sense Turn Undead, Domains, Spells, Lore
2nd C.Cleric 2 +1 +3 +0 +3 Conc 5, Know Rel 5, Profession 3, Spellcraft 5, Collector of Stories - -
3rd C.Cleric 3 +1 +3 +1 +3 Conc 6, Know Rel 6, Know Arc 5, Know Planes 3, Profession 4, Spellcraft 6 Pious Soul -
4th C.Cleric 4 +2 +4 +1 +4 Conc 7, Know Rel 7, Spellcraft 7, Heal 1, cc-Sleight 2 - -
5th C.Cleric 5 +2 +4 +1 +4 Conc 8, Know Rel 8, Profession 5, Spellcraft 8, cc-Sleight 3 - -
6th Visionary Seeker +2 +4 +3 +4 Conc 9, Profession 6, Spellcraft 9, Survival 1 Fearless Divination Expertise, +1 SC
7th Visionary Seeker 2 +3 +4 +4 +4 Conc 10, Know Rel 9, Survival 3 - Spell Mimic 1/day
8th Visionary Seeker 3 +4 +5 +4 +5 Conc 11, Spellcraft 10, cc-Sleight 4 - Intuition +2, +1 SC
9th Visionary Seeker 4 +5 +5 +5 +5 Conc 12, Spellcraft 11, cc-Sleight 5 Domain Spontanaeity-Time Bend Fate
10th Visionary Seeker 5 +5 +5 +5 +5 Conc 13, Spellcraft 12, Conceal Spellcasting - +1 SC
11th Visionary Seeker 6 +6 +6 +6 +6 Conc 14, Spellcraft 13, cc-Sleight 6 - Spell Mimic 2/day
12th Visionary Seeker 7 +7 +6 +6 +6 Conc 15, Profession 7, cc-Sleight 7 Practiced Spellcaster Intuition +4, +1 SC
13th Visionary Seeker 8 +8 +6 +7 +6 Spellcraft 14, Profession 8, cc-Sleight 8 - Trick Fate
14th Visionary Seeker 9 +8 +7 +7 +7 Spellcraft 15, Profession 9, False Theurgy - +1 SC
15th Visionary Seeker 10 +9 +7 +8 +7 Swift Concentration, cc-Sleight 9 Dallah Thaun's Luck Moment of Prescience 1/day, Spell Mimic 3/day
16th Luckstealer +9 +7 +8 +9 Conc 16, Profession 10, Sleight 10, Spellcraft 16 - Curse of the Fatespurned, Subtle Magic
17th Luckstealer 2 +10 +7 +8 +10 Conc 17, Profession 11, Sleight 11, Spellcraft 17 - +1 SC
18th Luckstealer 3 +10 +8 +9 +10 Conc 18, Profession 12, Sleight 12, Spellcraft 18 Extra Turning +1 SC
19th Luckstealer 4 +11 +8 +9 +11 Conc 19, Profession 13, Sleight 13, Spellcraft 19 - Lucky Magic, Desperate Recall 1/day, +1 SC
20th Luckstealer 5 +11 +8 +9 +11 Conc 20, Profession 14, Sleight 14, Spellcraft 20 - +1 SC


Spells per Day
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1+1 - - - - - - - -
2nd 4 2+1 - - - - - - - -
3rd 4 2+1 1+1 - - - - - - -
4th 5 3+1 2+1 - - - - - - -
5th 5 3+1 2+1 1+1 - - - - - -
6th 5 3+1 3+1 2+1 - - - - - -
8th 6 4+1 3+1 2+1 1+1 - - - - -
10th 6 4+1 3+1 3+1 2+1 - - - - -
12th 6 4+1 4+1 3+1 2+1 1+1 - - - -
14th 6 4+1 4+1 3+1 3+1 2+1 - - - -
17th 6 5+1 4+1 4+1 3+1 2+1 1+1 - - -
18th 6 5+1 4+1 4+1 3+1 3+1 2+1 - - -
19th 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 - -
20th 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 - -

Spoiler: Magic and Mystery
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Bonus Spells not factored in, but:
1 to 7: 1-1, 2-1, 3-1, 4-1
8 to 15: 1-2, 2-1, 3-1, 4-1, 5-1

Additionally:
Visionary Seeker grants a bonus 2nd lvl spell at 7th, up to 2 6ths at 11th, and up to 3 10ths at 15th.
Luckstealer gives you back 1 spell/slot at 19th which could be also up to a 10th if tied in w/ Spell Mimic.
Spell Mimic states that you can cast anything you saw up to your class level, so even though you donít have above 7th lvl slots, you can still cast 8th and 9th lvl spells with this, and gain another one through Desperate Recall on top of that.

Knowledge Domain: GP Divinations at +1 CL
1-Detect Secret Doors
2-Detect Thoughts
3-Clairaudience/voyance
4-Divination
5-True Seeing
6-Find the Path
7-Legend Lore

Luck Domain: GP: 1/day reroll any die roll before success/failure is determined
1-Entropic Shield
2-Aid
3-Protection from Energy
4-Freedom of Movement
5-Break Enchantment
6-Mislead
7-Spell Turning

Time Domain: GP: Improved Initiative (B)
1-True Strike
2-Gentle Repose
3-Haste
4-Freedom of Movement
5-Permanency
6-Contingency
7-Legend Lore

Some Divination spells available to clerics:
0-Detect Magic, Detect Poison, Guidance, Read Magic
1-Blessed Aim, Comprehend Languages, Detect X (alignments), Detect Undead, Grave Strike, Know Protections, Omen of Peril, Scholarís Touch, Vision of Glory, Wieldskill
2-Augery, Divine Insight, Find Traps, Guidance of the Avatar, Sense Weakness
3-Analyze Touchstone, Battlemagic Perception, Blessed Sight, Chain of Eyes, Know Opponent/Vulnerabilities, Locate Object, True Casting, Understand Device
4-Assay Spell Resistance, Discern Lies, Divination, Identify Transgressor, Greater Status
5-Divination, Sacred Guardian, Scrying, True Seeing, Zone of Revelation
6-Find the Path, Glimpse of the Prophecy
7-Brain Spider, Fiendish Clarity, Scry Location

Divine Insight will last 28 hours, and provide a +15 bonus to any skill check
Wieldskill grants +10 to a skill check, or proficiency w/ a weapon/armor for the duration (28 minutes)
Guidance of the Avatar gives you a +20 to a skill check, which can be crazy
Glimpse of the Prophecy is +1 ac/saves for 28 hours, or discharge for +10 to any saving throw
Among othersÖ


Spoiler: Affiliations
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If you're uncomfortable "creating a church" for the Mind's Eye, and would prefer a more standard entry, you can use Dallah Thaun below. However, as a cleric of no deity, but a follower of the Mind's Eye, creating a church based off the domains might be more appropriate (also see "Shenaniganary" section below for Patron Deity arguments). The Created church, based off just 2 of our 3 domains would obviously be more beneficial to this build. The bonus's available to knowledge rolls alone would always guarantee full marks on Knowledge Devotion.

Lore 5 + Collector 5 + Devotion + affiliation bonusís + knowledge roll = ++ attack/damage
Plus, since nothing says that that bonus MUST be used in melee combat, it applies to ranged as well as spell combat, meaning every spell that requires an attack roll is at +5 to hit, and every spell does +5 damage.


Dallah Thaun Affiliation Bonusís

0- none
1-Scout: +2 Bluff to feint in combat
2-Shadow: +1 CL to overcome SR
3-Hunter: +1 saves vs Lawful
4-Secret Whisper: 1/day swift activation, 1 round/lvl invisibility, need not be consecutive

ALTERNATIVELY: (and frankly better)
Create a Ďchurchí based on domains, such as the Church of the Mindís Eye:
Knowledge:
0-none
1-Student: +2 bonus to any 1 knowledge skill you have at least 1 rank in
2- Academic: 1/day +2 on any roll
3-Master Researcher: +1 CL for divinations
4-Scholar: 1/day negate an ability of a creature you discovered using knowledge check

Luck:
0-none
1-Blessed: +2 on any knowledge check to prepare
3-Charmed: +1 CL to overcome SR
4-Scion of Luck: 1/day +1/3 lvls on any saving throw
5-Fatebender: 1/day force an opponent to reroll any attack, check, or save


Now, you can also affiliate with an organization, its more of a club anyways, and gain those benefits:

Paragnostic Assembly Affiliation:
0-none
1-Paragnostic Scholar: +1 bonus/hour (max 5) on appraise/decipher/know/psicraft/spellcraft/truespeak
2-Sage of Worldly Matters: +2 Diplomacy vs guild/gov official, priest of boccob/vecna/wee jas or other knowledge deity
3-Seekeer of Unseen Words: add one of 1st rank skills to class skill list
4-Master of the Unturned Page: as +1 bonus/hour (now max 10)
5-Exalted Philosopher of Paragnostic Truths: take 10 on any knowledge skill



Feats:

1-Knowledge Devotion: CChamp 60 - + attack/damage w/ knowledge check
1-Yondallaís Sense: RoTW 152- WIS to initiative
3-Pious Soul: CDiv 86: know rel 2, gain 4 faith points, can spend 1 or more per round to add 1d6 to a d20 roll (attack, save, check) after youíve seen result, but before dm declares success/failure.
6-Regional::: Fearless: PGtF 38: immune to fear
9-Domain Spontanaiety: CDiv80/FoE 147 Ėspend turn attempt to cast domain spell
12-Practiced Spellcaster CDiv 82: +4 CL
15-Dallah Thaunís Luck: RoTW 149 Ė 1/day +5 to any save, then -2 to all saves until next sunrise
18-Extra Turning Ė 4 more Time domain spells (10 turn attemps/day)




Skill Tricks:
Swift Concentration: 12 ranks conc, maintain as swift
Collector of Stories: 5 ranks know, +5 to any knowledge check to id a monster
Conceal Spellcasting: conc 1, sleight 5, spellcraft 1, conceal casting
False Theurgy: sleight/bluff 8, spellcraft 8, spells appear as another spell

Gear Suggestions:
Monkís Belt to maximize WIS to AC

Caster Level is high enough to apply all the things from Permanency to yourself (which you can do w/ Spell Mimic, because who needs UMD?!):
Arcane Sight, Comprehend Languages, Darkvision, Detect Magic, Read Magic, See Invisibility, Tongues

as well as:
Enlarge or Reduce Person, Greater Magic Fang, Resistance, Telepathic Bond

Further, all of the even worse things that permanency can apply to an object or area.
How about Prismatic Sphere or any of the Symbol of X spells cast on your armor for example..


Spoiler: Sources
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Complete Champion: Blessed Bounty of Yondalla (Dallah Thaun), Knowledge Devotion, Paragnostic Assembly
Complete Divine: Domain Spontaneity, Pious Soul, Practiced Spellcaster
Complete Scoundrel: Skill Tricks
Forgotten Realms Campaign Setting: Strongheart Halfling
Playerís Guide to Faerun: Fearless
Planar Handbook: Visionary Seeker
Playerís Handbook: Feats, Halfling, Knowledge/Luck Domain
Races of the Wild: Dallah Thaunís Luck, Luckstealer, Yondallaís Blessing
Spell Compendium: Time Domain


Spoiler: Shenaniganary
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I mean Use of SIÖ

Cleric CL = 18 (14 +4 practiced Spellcaster)
Effective CL with Divination Expertise = 29 (Cleric 14, spellcaster 4, VS 10, Knowledge Domain Granted Power 1) (=30 if you count affiliation bonus)

-Spell mimic treats your CL as the highest you have available in any class, since you are now a CL 29, that is your CL for Spell Mimic as well.
Plus you can also use Desperate Recall to gain a 4th use of this ability each day. Spell Mimic also allows you to break out of your available spell slots, thus allowing 8th and 9th (and even a 10th) level spells to be cast, and at a level that they arenít available to others at yet. As well as also possibly just adding 3 spell slots to your allowed/day. Further, it only mentions you need have seen the spell cast in the past 24 hours, so you could potentially see it, and by simply recasting it each day, keep it available to use each day. Further still, any spell that does damage or has an extended effect based off CL, but w/o a maximum associated to it now does even more damage this way.

-Improved Initiative +4, Yondallaís Sense +6, Intuition +4, DEX +1 = +15 to your Initiative roll, itís good to go first.

-Bend Fate/Trick Fate is improved w/ Pious Soul and Lucky Magic, and further boosted with the Fatebender affiliation bonus of the Luck Domain church (Mindís Eye) by forcing it upon your foe, as well as the Luck Domainís Granted Power doubling this to 2/day. Plus, Dallah Thaunís Luck doesnít state you have to use it before the roll, so you can essentially add itís bonus after the save is attempted and thus you are now at 3/day use for bend/trick before pious soul.

-The capstone ability, Moment of Prescience is now at the Max bonus as well of +25 to any roll or to AC, and lasts for 28 hours, meaning you can cast it in the AM and forget about it. Plus, with access to Contingency and Desperate Recall, you can recast MoP immediately after its expended thus giving 2 uses of it per day.

-Continue that into Luckstealer, and Sublte Magicís DC is now 15 + 29 (44) vs a d20 + CL (likely 40 at most before negatives are applied for any reason) meaning that you are now immune to divination magic.

-Desperate Recall will tie in w/ Spell Mimic to allow you to copy any spell up to 10th level, and then reuse that slot to cast it again.

-I think itís entirely possible w/in the confines of this round, that you, as a cleric focused entirely upon self-perspective of the visionary seeker, can in fact be your own patron deity. However, this is probably a 50 page argument to be had in the greater forum in general for clerics. If you subscribe that this is reasonable, you could drop 1 rank of Luckstealer and instead pick up Contemplative for another domain. Since VS grants you spell mimic, itís likely that the best domain to then pick up would be the Spell domain for access to Anyspell and its Greater cousin, as well as Limited Wish. Casting Progression would be the same, and the final feat at 18th would simply be Domain Spontaneity-Spell. Iíve already gone somewhat down this path, but there are also a number of feats that specify ďyour patron deityĒ that went ignored for this build. This interpretation would obviously also open these up for use.