Making an Eldritch Disciple

carborundum

Adventurer
I'm making a new character and have decided to make an Eldritch Disciple. I love the versatility and self/sufficiency of the class, and have my heart set on the Healing Blast Gift. The character will begin at 7th level, with 19,000 gp for equipment.

We rolled stats and I lucked out with 7, 11, 12, 15, 17, 18.

Problem is I'm spoiled for choice after reading and printing too many threads out!
Should I take Eldritch Glaive from Dragon Magic?
Should I take the Touch of Healing reserve feat from Complete Champion?
Which feats - Reach Spell? Practised Spellcaster? Battle Caster?

Argh! Can someone give me a simple, flexible build and maybe even highlight the pros and cons of all the choices? I'd be ever so grateful!
 

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I have no direct experience with the Eldritch Disciple YET, but I do have a character whose progression extends that way. (Warlock 4, Cleric 3, next level is ED)

What particular combat style were you leaning towards? If you plan on melee-ish, Eldritch Glaive is likely a good idea (Since in most ways it is superior to Hideous blow[Except I'm not sure if it can attack adjacent opponents, since I don't actually HAVE access to that book])

If you were planning on range, this is less critical.

Also, whether you plan to be armored or not is important. Any armor higher than light incurs ASF, unless you take a feat to reduce it (I THINK there is a feat in Complete Arcane or Mage for this.)

So, if you could give a little bit more background on the style you'd like, I could try to help with build ideas.
 

Really, there is no one right answer.

Reach Spell is a handy feat- for those who wish to heal but don't like diving into combat to do so, its indispensable. Also, assuming you'll have a high Dex and be taking things like Weapon Focus: Rays (or Ranged Touch Attacks or however you guys define it)- because it works with your Eldritch Blast- your accuracy with Reach spells will be relatively high, so you won't be risking wasting too many of them.

Reserve Feats are quite handy. Touch of Healing means you'll be able to keep your partymates in it for the long haul. It also boosts your level on the healing spells you do cast (as opposed to holding them in reserve).

Imbued Healing grants a little bonus to your healing spells based on your caster's domains, and AFAIK, does not add to the spell's level.

Battle Caster lets casters who can wear armor without ASF wear armor of 1 higher weight category and avoid ASF.

Practiced Spellcaster will let you maximize your caster level if you're a multiclassed caster- some see it as virtually indispensable.
 

Thanks guys - I want to start with the Healing Blast just for the wow factor. I also want to stay at range as much as possible. It's hard to choose how to build though.
I can go Cleric 4 Warlock 1 ED 2 - that gets me 3rd level cleric spells and that would be nice for Touch of Healing. Though then I'd not need Healing Blast is I had Reach Spell.
I can do Cleric 3 Warlock 3 ED1. That lets me show off the healing blast, and take another level of Warlock at 8 for the "take 10 UMD" power.
So ... do I want to be more Cleric-y or more Warlock-y? I think more Cleric-y.
Ranged Blasts, Reach Spell, Practised Spellcaster, Touch of Healing... that's the way to go. I can round it off with either Glaive or Battle Caster. I can even take 1 Flaw and Medium armour proficiency, but Id rather not.

You've helped me order my thoughts - thanks!!!

Next question - what to do with the stats, which domains to take, and should I stick with Human?
 

Thanks guys - I want to start with the Healing Blast just for the wow factor. I also want to stay at range as much as possible. It's hard to choose how to build though.
I can go Cleric 4 Warlock 1 ED 2 - that gets me 3rd level cleric spells and that would be nice for Touch of Healing. Though then I'd not need Healing Blast is I had Reach Spell.
I can do Cleric 3 Warlock 3 ED1. That lets me show off the healing blast, and take another level of Warlock at 8 for the "take 10 UMD" power.
So ... do I want to be more Cleric-y or more Warlock-y? I think more Cleric-y.
Ranged Blasts, Reach Spell, Practised Spellcaster, Touch of Healing... that's the way to go. I can round it off with either Glaive or Battle Caster. I can even take 1 Flaw and Medium armour proficiency, but Id rather not.

You've helped me order my thoughts - thanks!!!

Next question - what to do with the stats, which domains to take, and should I stick with Human?

Clerics have Heavy armor proficiency. You wouldn't need to spend a feat on medium armor proficiency.

Healing Blast gives your ranged healing to save on other effects, unless you NEED your turn/rebuke attempts, or another Gift. Human is good for additional feats, but any race that gives bonuses to Charisma or Wisdom is also likely good.

UMD is only major if you need spells of a non-cleric, so, depending on your group, that might be helpful.

Oh, important note: There is no official Invocation counterpart to Practised Spellcaster, so unless you DM houserules one in, anyone with SR is going to be a pain on your Eldritch blasts(Since you lost 3-4 CL with getting the cleric levels to qualify).

That's something to consider when multi-classing Warlock.
 

Healing Blast and Reach Spell w/Healing spells are not mutually exclusive. Healing Blast is just like your other Eldritch blasts- essentially an at-will that never runs out, correct? Metamagically Reached spells may be more versatile, but are inherently an ablative resource- the more Reach spells you cast, the fewer you have left to cast. In addition, Touch of Healing wouldn't be alterable by Reach Spell, of course.

UMD could be handy if you use it to branch out into magic items that normally only an arcane caster could use, like Wands of Magic Missile.

As for PC race, how do you currently envision the PC?

Most of the really good Wis or Cha boosting races have level adjustments, so you might just go with that Human bonus feat or some aspect of another race that appeals to you. However, you might want to check out Savage Species though- some (not all) of the Anthropomorphic Animals don't have nasty LAs and have unusually high Wis or Cha boosts.
 



Hi,
I currently play one ED : Cleric3, Warloc2, ED4. The campaign has a middle-high level of magic, no magical crafters and a few magical devices.
This char is strong and aid other with a bit of flavor.
Human, Point blank shot, precise shot, extra turning, extra invocation (lesser), Practised spellcaster.
Domains : war and luck.
Healing blast, wild frenzy.
Invoc : Spider walk, See the unseen, leaps and bounds, eldritch chain, eldritch glaive.
Yes, Glaive and chain. Really usefull to heal/blast.
Teleportation is very risky on this world so "Flee the scene" would have been dangerous, as Fell flight.
Memorized spells are used for supporting other characters rather than for controlling. (delay poison, disease, darkway, dispel, wind wall, shield of faith for examples).
+2 mithril breastplate, wooden shield (magic vestment), far lenses (don't remember the name), Chasuble +2d6 for blasting (but this version relies on charges so...), a +2 belt of agility, some potions and scrolls.
really usefull on the battlefield and elsewhere to!

my 2cp.
 


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