Experience

Nothing to object here. :)



@Matt: What spells do you find useful from the BoED?

I gave it a quick look and didn't find much there, really.
Most of the spells are just weird. ;)

(Greater) Luminous Armor is pretty good, but actually it seems to be too good with the attack penalty, and I'm sure it wouldn't be allowed, anyways. But other than that?

Bye
Thanee
 

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Thanee said:
Nothing to object here. :)



@Matt: What spells do you find useful from the BoED?

I gave it a quick look and didn't find much there, really.
Most of the spells are just weird. ;)

(Greater) Luminous Armor is pretty good, but actually it seems to be too good with the attack penalty, and I'm sure it wouldn't be allowed, anyways. But other than that?

Bye
Thanee

Actually, Luminous Armor is basically for Exalted Arcanists. Its not great for cleric types. In the long run you might as well buy magical plate thats always on. Without the attack penalty its terrible its mithril plate that does str damage and takes up spell slots.

This char doesnt have good area buffs or animal buffs, so Summoning is kinda weak. There might be better damagers than blade barrier, tohugh. OTOH, I cant take that much str damage, altohugh I have restoration.

I really like Storm of Shards. Sanct 6, 10d6 ref half, blindness fort negates, d3 str dmg, very big radius, holy damage. Alternatively, Cometfall from CD, which does 12d6 ref half (if there is 60 feet of room above their head...its reduced otherwise) plus a good bull rush towards prone on a failed save and leaves heavy rubble.

Instead of Stone Shape, although its a nifty utility spell, I like Celestial Aspect or Hammer of Rightiousness. Both do that annoying d3 str dmg. Hammer does d8/level against one evil creature, fort half, at medium range, and is the cleric in my RL campaign's favorite spell. Clestial Aspect is really versatile, with 4 functions and a free aciton to switch (1r/level). One gives wings that let you fly at 100(good), another makes your arm a +1 holy OR flaming lonsword, another gives you a 2d6 fire attack, and another gives you horns and a gore attack for 1d8+1.5str dismisses called or summoned creatures on a hit (save and SR apply)

Detect Evil takes 3 rounds to be useful, is rude, and any pally can do it at will. I prefer Eyes of the Avoral (+8 spot checks for 10minutes/level) or maybe some utility spell.

Another great spell that I dont know what to cut for is Elation...L2, +2 morale to str and dex and +5move for all friends in an 80ft radius, 1r/L..Perhaps Bulls Str. It has a longe duration, but this gives just as many stat points (altohugh they are less sueful thal all in str) in a radius.
 

Some notes...

About Luminous Armor, just compare it with Daylight. ;)
You can even ignore the armor bonus (wear full plate), and it's still totally overpowered with a 1h/lvl duration. ;)

About the Str damage, AFAIK you cannot restore that with spells like Restoration. That makes these spells really awful in combat, since you actually need your strength.

Summon Monster VI is more of a utility spell, really.
It can let someone fly for a short time (enough to get over an obstacle), or grant a lot of other useful stuff, including some allies in combat (unless you are a dedicated summoner, you don't really need to buff them, they are useful as they are already).

I deliberately didn't put in too many combat spells, especially those that can be saved against, since the save DC isn't really hot (MSD taking its toll there). Blade Barrier can be used in different ways, that makes it decent IMHO. As one damaging spell, I included Flame Strike. If you want to switch Blade Barrier to one of the above (tho I would strongly recommend something that does not deal Str damage ;)), I'd probably drop Flame Strike then, too. You could replace it with Wall of Stone, for example.

Celestial Aspect or Hammer of Rightiousness? That hammer spell doesn't sound like a good idea (taking Str damage to deal some damage, which could even be saved against partially?). Aspect might be good, but at the end of the day, it's just fly for 1rd/level (Summon Monster can do that, too), as the other stuff is probably not as good as Divine Power or Righteous Might, and you can't normally cast it all, anyways. ;) I think none of these can even compare with Stone Shape.

Detect Evil isn't overly useful, admittedly, just thought it would fit. Eyes of the Avoral sounds pretty good, of course.

Elation sounds nice, but 1rd/level... aren't there enough short duration spells already? :)

Bye
Thanee
 

Thanee said:
Some notes...

About Luminous Armor, just compare it with Daylight. ;)
You can even ignore the armor bonus (wear full plate), and it's still totally overpowered with a 1h/lvl duration. ;)

About the Str damage, AFAIK you cannot restore that with spells like Restoration. That makes these spells really awful in combat, since you actually need your strength.

Summon Monster VI is more of a utility spell, really.
It can let someone fly for a short time (enough to get over an obstacle), or grant a lot of other useful stuff, including some allies in combat (unless you are a dedicated summoner, you don't really need to buff them, they are useful as they are already).

I deliberately didn't put in too many combat spells, especially those that can be saved against, since the save DC isn't really hot (MSD taking its toll there). Blade Barrier can be used in different ways, that makes it decent IMHO. As one damaging spell, I included Flame Strike. If you want to switch Blade Barrier to one of the above (tho I would strongly recommend something that does not deal Str damage ;)), I'd probably drop Flame Strike then, too. You could replace it with Wall of Stone, for example.

Celestial Aspect or Hammer of Rightiousness? That hammer spell doesn't sound like a good idea (taking Str damage to deal some damage, which could even be saved against partially?). Aspect might be good, but at the end of the day, it's just fly for 1rd/level (Summon Monster can do that, too), as the other stuff is probably not as good as Divine Power or Righteous Might, and you can't normally cast it all, anyways. ;) I think none of these can even compare with Stone Shape.

Detect Evil isn't overly useful, admittedly, just thought it would fit. Eyes of the Avoral sounds pretty good, of course.

Elation sounds nice, but 1rd/level... aren't there enough short duration spells already? :)

Bye
Thanee

Show me where it says the dmg can't be healed. I see no evidence of that,

I am still a big fan of Hammer (its about as effective a one-on-one damaging ranged attack spell as exists) and Storm of Shards (I love the huge radius and multiple saves). They are good panick buttons vs more mobile opponents and crowds.

I guess I'll keep Monster Summoning and bs. I need a new L5 instead of flame strike.
 

Can't find anything either... maybe I'm just mixing that up with something else (like Psychofeedback in the XPH). Sorry for the confusion. :)

Hammer - 12d8 with a save for half, only against evil, Str damage to yourself. I really fail to see how this spell is any good, but if you like it... sure, go ahead. :)


L5 - Greater Command, Slay Living (well, not really), True Seeing, Wall of Stone, Divine Agility [CD].

I had Divine Agility in there earlier, but it's not that useful for this character, I think. Best thing is, that you can also cast it on others. ;)

I'd personally get Wall of Stone, if you drop Blade Barrier. A spell that can create some sort of barrier is always nice to have. It's more fun with Stone Shape, tho, but if you drop that (however, you could also drop Chain of Eyes in 3rd level, depending on which you find more useful - the Will save is probably a big limit for the Chain of Eyes - or you might actually consider to drop Dispel Magic and get Greater Dispel next level), it's still useful, especially inside buildings, to delay attackers or split groups.

Other than that, True Seeing is probably most useful (although quite expensive, that's why I didn't put it in there).

Bye
Thanee
 
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Well, thatdarncat was here not long ago at all; it'd be nice if we had private messaging or email capability, so we could talk to him. Otherwise, it's basically spell selection and then we're good to go.
 

Paxus Asclepius said:
Well, thatdarncat was here not long ago at all; it'd be nice if we had private messaging or email capability, so we could talk to him. Otherwise, it's basically spell selection and then we're good to go.

Since T.D. Cat seems not to be around, how's this?

Rana

Favored Soul of Kord 12th level
Alignment CG

Str 14 - 14(base)
Dex 12 - 10(base)+2(enh)
Con 18 - 14(base)+4(enh)
Int 13 - 13(base)
Wis 16 - 14(base)+2(enh)
Cha 18 - 13(base)+3(lvl)+2(enh)

HP 111
AC 24[28] (+1 Dex, +11 armor (Magic Vestment), +2 shield, [+4 deflection (Shield of Faith)])

Fortitude +12 (+18 with Superior Resistance)
Reflex +9 (+15 with Superior Resistance)
Will +11 (+17 with Superior Resistance)

Skills: Concentration +19(15), Diplomacy +15(9), Jump* +6(5), Sense Motive +15(12), Spellcraft +6(5), Knowledge(War) +13(12), Heal +5(2). Speaks Common and Celestial.

* Armor Check Penalty

Feats: Improved Initiative, Power Attack, Cleave, Combat Expertise, Improved Trip, Extend Spell.

Class Abilities: Weapon Focus: Greatsword, Weapon Specialization: Greatsword, Energy Resistance: Acid, Energy Resistance: Cold.

Spells per Day: (6/7/7/7/7/5/3); Spell DC: 13+Spell Level.
0th - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic;
1st - Comprehend Languages, Eyes of the Avoral, Divine Favor, Protection from Evil, Shield of Faith, Resurgance [CD];
2nd - Align Weapon, Bull's Strength, Make Whole, Remove Paralysis, Resist Energy, Silence;
3rd - Dispel Magic, Magic Vestment, Stone Shape, Hammer of Righteousness [BOED], Vigor [CD], Invisibility Purge;
4th - Death Ward, Divine Power, Freedom of Movement, Greater Magic Weapon, Restoration;
5th - Chaav's Laugh, Righteous Might, Spell Resistance, Superior Resistance [SS];
6th - Storm of Shards, Heal, Summon Monster VI.


Some notes:
1. You can't Tumble except in light armor, so I ditched it for some Knowledge(War) and a bit of Heal.
2. I put in Invisibility Purge instead of Blindsight. If doesnt get around blindness, but its twice the radius at this level (and it keeps growing) and lets the whole party see the enemies, not just me.
3. I put in Hammer instead of Chain of Eyes. CoE is a really cool spell and very much in character, but for it to be particularly effective it requires a ferw different enemies to fail a series of DC 16 will saves in a row, and I don't think that I'll be able to infiltrate anything important that way.
4. How about Chaav's Laugh instead of Flame Strike? Its a 12 minute buff so I can cast it ahead of time, to an extent. It pplies to the whole party, giving them 1d8+12 temp HP and a +2 morale bonue to attack rolls and fear saves, while having the opposite effect on enemies within 40 ft.

Anyone have anything they want think I should change?
 

Yep, makes sense to drop Tumble then, havn't thought of that.
But Jump will be 2 lower then, because of the missing synergy with Tumble.

Other than that, I think you're good. :)

I'd probably have kept Blindsight over Invisibility Purge (had that in there first, actually :)), since it also allows to see in darkness, Invivisbility Purge also hinders our own spells and we still have Glitterdust to make others seen, but it's surely a very good spell and a bit less "selfish". ;)

Chain of Eyes surely isn't overly useful with the low save, as written above. It's best application would probably have been to cast it on a party scout.

Chaav's Laugh sounds decent enough.

Anyways... just put her up in the RG and we are ready to go, I guess...



@thatdarncat: meow!? :D Say something, please...

Bye
Thanee
 

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