Favored Soul Advice

GakToid

Explorer
I'm building a favored soul as a backup character for CotSQ and I'm not sure how happy I am with the build so far. I'm looking for advice.

32 point buy, 3/4 HP per level

I haven't fully equipped him yet, so some of his stats will change slightly. Here's version one:


Danris Vesein: Male Human(Chondathan) FvS10;
Medium Humanoid; CR 10;
HD 10d8+20; hp 92;
Init +0; Spd 20 ft/x4;
AC 16 (+6 armor), touch 10, flat-footed 16;
Base Atk/Grapple +7/+10;
Full Atk +12/+7 Two-handed (1d10+5;19-20/x2, +1 Flail, Heavy), +7 Two-handed (1d8;19-20/x2, Crossbow, Light);
AL N; SV Fort +9, Ref +7, Will +7;
Str 16(+3), Dex 10(+0), Con 14(+2), Int 14(+2), Wis 10(+0), Cha 16(+3);
Skills: Concentration +15, Diplomacy +18, Heal +5, Jump -1, Knowledge (arcana) +7, Listen +3, Sense Motive +13, Spellcraft +9.
Feats: Combat Expertise, Improved Trip, Power Attack, Weapon Focus(Flail, Heavy), Extend Spell, Improved Toughness.

Items: +1 Heavy Flail, +1 Breastplate, Light Crossbow


Two points in strength for level ups.

Spells per Day: (6/7/7/7/6/3); Spell DC: 10+Spell Level.
—— 0-Level Spells (Orisons) —-
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Light
Mending
Purify Food and Drink
Read Magic
Resistance
—— 1st-Level Spells ——
Comprehend Languages
Divine Favor
Entropic Shield
Protection from Evil
Resurgence
Shield of Faith
—— 2nd-Level Spells ——
Aid
Align Weapon
Cure Moderate Wounds
Remove Paralysis
Resist Energy
Silence
—— 3rd-Level Spells ——
Dispel Magic
Invisibility Purge
Magic Vestment
Stone Shape
Vigor
—— 4th-Level Spells ——
Death Ward
Divine Power
Freedom of Movement
Magic Weapon, Greater
—— 5th-Level Spells ——
Righteous Might
Spell Resistance
Summon Monster V



Spell suggestions especially welcome.

-Gak Toid
 

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What are you tuning him up for, and what sort of support can you expect from the rest of the party? From your feat selection, he seems to be geared up for a melee role with a trip focus. Also, like a sorcerer, a favored soul's spells known ought to be those that he plans on casting again and again. For spells that you see yourself using only once in a while, rely on spellcasters with a wider range of spells like clerics and wizards, or pick up a scroll. Finally, avoid picking spells with overlapping effects.

With that in mind:
1. I'd suggest dropping stone shape and picking up ring of blades (Complete Arcane) instead.

2. If you already have resurgence and freedom of movement, you don't really need remove paralysis. Good replacement spells are lesser restoration and divine insight (Complete Adventurer - great for when you really need to boost a skill check of any kind).

3. This is a personal preference, but if I had the time to buff, I'd pick divine favor over entropic shield. A +3 luck bonus to hit and damage sounds better to me than a 20% miss chance for ranged attacks, especially since you have Combat Expertise. If you wanted to, you could shift 3 points of BAB to AC, which should provide better defense than a 20% miss chance on average (if a ranged attack has a 50% chance of hitting you, a 20% miss chance reduces it to 40%, while 3 points of AC reduce it to 35%).

4. Recitation (Clr 4, Complete Divine) and mass resist energy (Clr 3, Complete Divine or Arcane - not sure) are great party buff spells for offense and defense respectively.

5. If you have access to Races of Stone, have a look at earth hammer (Clr 5). It's a swift action spell that increases your weapon damage by one size category and makes it penetrate DR as adamantine.

6. Dragon breath (Clr 5, Complete Divine) is a good attack spell against spell resistant opponents because it mimics dragon breath (Su) and thus ignores SR. As a neutral spellcaster, you get access to all the breath weapons (acid, cold, electricity, fire, paralysis, sleep, slow).
 

Here's the spell list from my 12th level Favored Soul, maybe there is some useful stuff in it.

Spells per Day: (6/7/7/7/7/5/3)
0th - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic;
1st - Comprehend Languages, Divine Favor, Obscuring Mist, Protection from Evil, Shield of Faith, Resurgance [CD];
2nd - Aid, Bull's Strength, Make Whole, Remove Paralysis, Resist Energy, Silence;
3rd - Dispel Magic, Magic Vestment, Stone Shape, Vigor [CD], Attune Form [PLH], Blindsight [SS];
4th - Death Ward, Divine Power, Freedom of Movement, Greater Magic Weapon, Restoration;
5th - Righteous Might*, Spell Resistance, Wall of Stone, Superior Resistance [SS];
6th - Heal, Wind Walk, Planar Exchange [PLH].

* Full size changes (Str +8, Dex -2, Con +4, Natural Armor +2, AC/Attack -1) and DR as per the errata (3/6/9).

Included the house rule, since I probably wouldn't have learned the spell otherwise.

Instead of Vigor, Mass Lesser Vigor is probably a better choice.
Oh, and I like Stone Shape it can be very handy, especially coupled with Wall of Stone. :)

Bye
Thanee
 


What are you tuning him up for, and what sort of support can you expect from the rest of the party?
He's a melee oriented spontaneous divine caster. The feats were just ones I picked. I didn't really have a specific style in mind.

The rest of the party is: cleric, archer, fighter, rogue, shadowdancer

-Gak Toid
 

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