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Author Topic: Help-My Cloistered Dweomerkeeper -Take one  (Read 1160 times)
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jeffrie
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« on: June 23, 2011, 09:26:26 PM »

Ok, i just recently found the Dweomerkeeper, and as those that follow my work  Laugh know, i know less about spellcasters, and dnd in general, than most of y'all here. So i'm not really even sure if the Dweomerkeeper really rocks, or if i just think so.

I was thinking about crafting the character with extra feats and domains. Nothing evil. And a lot of metamagic type stuff, or devotion and reserve feats. I think Cleric? because i always hated carrying a spellbook, or having a small spell list.
As a first shot, just so you can say no, i'll throw out this;

Human (I'm willing to half-elf for the right prestige, but. . )
Cloistered Cleric3/ Wizard1/ Mystic Theurge6/ Contemplative1 / Dweomerkeeper9 === Taking Dweomerkeeper late lets me pick higher level spells for my Mantle, right? 4th level Wizard Spells and 9th Cleric spells. I'm hoping someone might suggest an alternative to MT.

War, Magic, Knowledge, Travel/Time.  BTW, is there a way to get Knowledge Domain and Knowledge Devotion at the same time? I could go look it up, but your right here, thanks.

I'm likely to rewrite this build several times, unless i get lucky, but let me ask about some feat options.

The above build has 8 feats and 18 casterlevels of Cleric. It could come down to 17 by losing a level of Theurge/Wizard and replacing it with a bonus feat level.

Or alternately, Cloistered3/ Church Inquisitor4/ Divine Oracle2/ Divine Agent1/ Contemplative1/ Dweomerkeeper9

Uses only one feat. 7 Domains. With Spontaneous Domains feat this greatly increases the spell access of this chassis, as well as Domain Powers or trading them for feats.  BAB 10 is the same as many other casters.

I almost like this one better, because it would be fun to have the extra feat access. Love

Comments, please? or is Dweomerkeeper not worth it?
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heroicraptor
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« Reply #1 on: June 23, 2011, 11:00:35 PM »

Yes, Dweomerkeeper is awesome.

"BTW, is there a way to get Knowledge Domain and Knowledge Devotion at the same time? I could go look it up, but your right here, thanks."

Yes. Take the feat Knowledge Devotion.
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BrainCandy
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« Reply #2 on: June 23, 2011, 11:55:19 PM »

Dweomerkeeper is among the most powerful PRC's there is. I have one question though, why do you stop at 9 levels of Dweomerkeeper? The level 10 capstone ability is flat out awesome and you get a 4th use of supernatural spell.
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WarlockLord
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« Reply #3 on: June 24, 2011, 01:00:47 AM »

I note in your post you comment about BAB, so let me introduce you to a little secret.

Clerics don't care about BAB.

Go look up divine power, then you will know why.


If you want metamagic, take the rebuke dragon feature from dragon magic, then a level in sacred exorcist, and then divine metamagic.  Two turning pools.

So maybe take your second build, drop two levels of some prc for a 1 level in sacred exorcist and the 10th dweomerkeeper level.
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jeffrie
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« Reply #4 on: June 24, 2011, 03:34:16 AM »

Yes, Dweomerkeeper is awesome.

"BTW, is there a way to get Knowledge Domain and Knowledge Devotion at the same time? I could go look it up, but your right here, thanks."

Yes. Take the feat Knowledge Devotion.
Thanks. I didn't know if you could take the feat. I had heard you can trade the domain power for it, but like the free re-roll. (right?)

Dweomerkeeper is among the most powerful PRC's there is. I have one question though, why do you stop at 9 levels of Dweomerkeeper? The level 10 capstone ability is flat out awesome and you get a 4th use of supernatural spell.
I somehow thought that Mantle of Spells was all 10th gave. Thanks for the peek on the 4th Supernatural. Big.

I note in your post you comment about BAB, so let me introduce you to a little secret.

Clerics don't care about BAB. Go look up divine power, then you will know why.

If you want metamagic, take the rebuke dragon feature from dragon magic, then a level in sacred exorcist, and then divine metamagic.  Two turning pools.

So maybe take your second build, drop two levels of some prc for a 1 level in sacred exorcist and the 10th dweomerkeeper level.
Actually, that is why i don't really care about BAB. Especially with Spontaneous Domains and War.

Thanks for the tip on Sacred Exorcist though. I had overlooked an extra turning pool.  Cool. Thanks.

I'm going to check out that stuff, and will likely shoot for some Feat help tomorrow.

What are the 'must have' feats? Perhaps some caster levels? Improved Counterspell? Extend? We won't be using Persist (i think), and where it's missed, i'm sure the campaign will be fine without it. No Initiate of Mystra or Casting while Poly morphed either, i think.

Here are a few i'm pretty sure of:

Knowledge Devotion
DMM
Spontaneous Domains
Quicken
What's that ranged touch feat? no?

Oh, oh. I was really thinking of some reserve feats. Are they worth the cost? 'Cause some seemed worthy.
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solara
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« Reply #5 on: June 24, 2011, 11:53:58 AM »

If you're allowed to take regional feats, I believe the feat "Magical Training" from the Forgotten Realms Campaign Setting will allow you to completely dispose of taking a level of Wizard or something else that gives arcane casting, because it lets you cast 3 0-level arcane spells a day. Alternatively, once again if FR material is allowed, the "Southern Magician" feat would let you qualify. And would probably be more useful.

If you go this route, I'd go with:

Cloistered Cleric 3 (minimum)/ whatever you want / Dweomerkeeper 10 - something like Cloistered Cleric 3 / Church Inquisitor 2 / Dweomerkeeper 1 / Confused 4 / Contemplative 1 (for an extra domain) / Dweomerkeeper +9

Domains desired: Magic (obviously), Any other two (I like Spell b/c of Anyspell). Trade the Inquisition domain from Church Inquisitor for Knowledge Devotion if you don't like it.
Feats: Any metamagic (heighten is fun, as are some others) and whatever craft feat seems best (you could take the Rune domain for Scribe Scroll as a bonus feat). Obviously Spontaneous Domains, Initiate of Mystra (cast in an anti-magic field!).

For real fun, you could go with the version of Shadowcraft Mage that doesn't require you to be Gnome. That'd look like:

Cloistered Cleric 3 / Church Inquisitor 2 / Dweomerkeeper 2 / Shadowcraft Mage 5 / Dweomerkeeper + 8

Domains desired: pretty much the same as above.
Feats: Earth Sense, Heighten Spell, and Earth Spell (plus dirt in your boots) lets you heighten Silent Image to 9th level spell and have it treated as a 10th level spell. That's 100% quasireality for your illusory evocation or conjuration spell. I'm not sure if you could use DMM (Heighten) with this, but if you can . . .  Evil Laugh Obviously you NEED Spell Focus (Illusion) and Greater Spell Focus (Illusion) can't hurt. Other than that, Extend Spell is awesome fun, as are a number of feats from this thread: http://community.wizards.com/go/thread/view/75882/19872354/Shadowcraft_Mage_Handbook

I'd recommend (for maximum creativity and funfunfun) going for the second build. Looks like this:

CC 1 - Domains (Magic, Rune, one other), Feats: Heighten Spell, Magical Training
CC 2
CC 3 - Spell Focus (Illusion)
Church Inquisitor 1 - Inquisition domain - trade the sucker away for Knowledge Devotion. Don't think about it, just do it.
Church Inquisitor 2 - if not at 1st level, it's at 2nd level
Dweomerkeeper 1 - Earth Sense
Dweomerkeeper 2
ScM 1
ScM 2 - Earth Spell (this feat is just fun. think about it. it probably even tastes like bacon)
ScM 3
ScM 4
ScM 5 - Initiate of Mystra (hopefully you haven't faced any anti-magic fields before this)
Dweomerkeeper 3
Dweomerkeeper 4
Dweomerkeeper 5 - Greater Spell Focus (Illusion) - if your shadow reality goes about 100%, dump this so they succeed at their saves more often (assuming your DM allows spells to be more than 100% real)
Dweomerkeeper 6
Dweomerkeeper 7
Dweomerkeeper 8 - Residual Magic - do the whole "hit them with extra real illusions" schtick twice as much for a low, low cost!
Dweomerkeeper 9
Dweomerkeeper 10

This assumes DMM (Heighten) isn't allowed. If it is, reshuffle feats to get that, no questions asked.

If you can get flaws, I'd take them - Spell Penetration and Greater Spell Penetration are nice, as is Invisible Spell (think of using this to summon quasireal, invisible monsters - not optimal, but very funny).

Flaws to take include Murky-Eyed (you're not attacking with rays, right? also, you have True Seeing), Noncombatant (just don't hit someone in melee - you're a caster, after all), Vulnerable (you can buff your AC to make this not matter), and possibly Inattentive (if your party already has someone with high listen and spot). Combine Murky-Eyed and Inattentive to get a short-sighted scholarly sort (and play them as such - I like my kobold grandmother for this) or Noncombatant and Vulnerable for a klutz that's more likely to poke themselves in the eye with a stick than hit the broad side of a barn (that would be me, IRL).

Feats that are somewhat negotiable, or nice depending on your build: Greater Spell Focus (Illusion), Extend Spell, etc. This depends on your play style - I love to buff, and don't blast, so I'd go with Extend Spell. If you like blasting, Enhanced Shadow Reality (from Dr #325) is nice. Just find a place for it. That generally means, for me, taking flaws (my friends who dm allow up to 4 or 5 because I generally play nice in the background as I keep the party beating everything easily).

Oh, and my opinion on Reserve feats, for the most part, is that they're BOOORING. If you're a sorcerer at low levels, they can be fun. Or, if you just have the feats to burn and want the added versatility (hint: you really don't need it with this character). Otherwise, JUST SAY NO.

Sorry if this is too long, or if I messed something up. I'm away from my books right now, so some things might not be 100% correct. Thankfully, a Google search will let you know the source of most of what I'm saying so you can see it for yourself.
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Rebel7284
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« Reply #6 on: June 24, 2011, 01:23:42 PM »

Some observations:

1. Yes, Dweomerkeeper is one of the top most powerful caster prestige classes in the game, on the same level of power as Incantatrix and Shadowcraft Mage.
2. Whoever is suggesting taking Contemplative dip early, read the class.  You can only enter Contemplative after level 10.
3. What's the point of having both the knowledge domain and Knowledge Devotion? Knowledge Devotion gives you a free knowledge skill and clerics already start with a bunch of knowledge skills.
4. There is a small amount of tension in the class in that you want to take it late to maximize the spell level of the mantle of spells.  HOWEVER, the 10th level -1 to all metamagic costs ability is amazing especially if you focus on metamagic (also, it's the same as one of the better EPIC feats!)
5. As someone pointed out, you don't need to lose caster levels by dipping wizard.  There are at least two feats out there that give you access to "arcane spells cast from a spellbook."
6. You can debatably get a third turning pool by dipping prestige paladin for 1 level.

Feat suggestions:
If you want to worship Mystra, there is an amazing feat called Initiate of Mystra which gives you access to Anyspell but more importantly lets you cast in an Antimagic Field with a spellcraft check.  Surrounding yourself in an antimagic field and still casting spells is fun. Big Grin
This does, however, limit your domain choices.  It IS very on-flavor with the prestige class though.

Divine Metamagic[Persistent Spell] is amazing at levels 5-20+

Arcane Thesis is great if you pick up a few additional metamagic feats.

There is an alternate class feature that allows you to make your own domain from any wizard abjuration, necromancy, and divination spells.  May be a bit redundant with Initiate of Mystra, but it does convert arcane spells to divine so you can persist some of them.

Have fun!
Rebel
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jeffrie
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« Reply #7 on: June 24, 2011, 07:03:44 PM »

Cloistered3/ Church Inquisitor2/ Divine Oracle2/ Sacred Exorcist1/ Divine Agent1/ Contemplative1/ Dweomerkeeper10    ? ?

OR

Cloistered3/ Church Inquisitor3/ Divine Oracle2/ Sacred Exorcist1/ Divine Agent1/ Contemplative1/ Dweomerkeeper9

Now, I would be happy to add another domain, or bonus feat, though i'm running out of room. But the reason i'm considering Inquisitor3 is for the free will save against all illusions. Adding a daily Supernatural sounds cool, but it's daily. free save against illusions forever is cool too.
   I think the deciding factor between the two builds might be my feat choices. So far my list doesn't have much metamagic cost above the minimum of 1. Of course there is future metamagic to take into account.

Feats i've been looking at include possible domain/devotion trades.

DEATH DEVOTION [DOMAIN] Negative levels to opponents? that sounds tempting.. .    3 turns
DESTRUCTION DEVOTION [DOMAIN] Minus 2 to AC for every blow? Hellyeah...  .           1 turn
FIRE DEVOTION [DOMAIN] Up to 7 points of fire damage per round. .                          2 turns
GOOD DEVOTION +5 against evil and -5 Damage reduction-Fighting evil is what we do? 1 turn
PROTECTION DEVOTION [DOMAIN] +7 AC to allies w/in 30'. Way nice, but expensive.    3 turns
TRAVEL DEVOTION [DOMAIN] Free move actions? 'nuff said.                                       2 turns

of course, i like the ones that cost less

Knowledge Devotion
DMM
Spontaneous Domains
Quicken
What's that ranged touch feat? no?

POSSIBLE DOMAINS:::
BESTIAL - Granted Power: Gain the scent extraordinary ability. IS SCENT COOL ENOUGH TO TAKE THIS?
CELERITY - Granted Power: Your land speed is faster than the normal for your race by +10 feet. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load. IS LIGHT ARMOR WORTH IT @ HIGH LVLS?
PLANNING - Granted Power: You gain Extend Spell as a bonus feat. DONE
FATE - Granted Power: You gain the uncanny dodge ability, retain your Dexterity to AC even if caught flat-footed.
Fate Domain Spells 1 True Strike: +20 on your next attack roll.

NOBILITY - Granted Power: SLA inspire allies +2 morale on saves, attack and damage, ability and skill for Cha rnd 1/day.
SPELL - Isn't Anyspell broken? or am i thinking of something else? Should i get this?
UNDEATH - Granted Power: Free Extra Turning feat.
TIME - Granted Power: Free Improved Initiative feat.
Time Domain Spells 1 True strike

TRICKERY - Granted Power: Bluff, Disguise, Hide skills. Great spells for Spontaneous Domains.
MAGIC - Granted Power: Use scrolls, wands, and other devices
KNOWLEDGE - Granted Power: All Knowledge skills. +1 Divination. NEEDED FOR DEVOTION
TRAVEL - Granted Powers: freedom of movement.  Great spells for Spontaneous Domains.
DESTINY - Once, grant reroll to ally on attack, save, ability check, or skill check. GREAT SPELLS FOR SPONTANEOUS.

Wow, i just previewed, and folks have replied. I'm going to hit post and go read the replies. Thanks all for your work, and  good company.
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jeffrie
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« Reply #8 on: June 25, 2011, 05:28:57 PM »

bump
Ok, i've tidied up the list just a bit, and added Hierophant for the 30' touch. Hopefully someone can help me edit the feats into line, or suggest others? I'm also not entirely against adding one more class/feat/domain/ability if you see where, but i can't see it.
Perhaps trade Inquisitor2? for?. . . .Dweomerkeeper 10? Or earlier exit from Cloistered?

Cloistered3/ Church Inquisitor2/ Divine Oracle2/ Sacred Exorcist1/ Divine Agent1/  Dweomerkeeper1/ Contemplative1/ Dweomerkeeper+4/ Heirophant1/ Dweomerkeeper+4

10, 10, 10, /// 14, 16, 15

Human, Lawful Good: FEAT/  QUALIFY FOR ACANE

Cloistered Cleric1: FEAT/ Spontaneous Domains                DOMAIN(3)/Knowledge
Cloistered Cleric2
Cloistered Cleric3: FEAT/ Spell Focus (divination)
Church Inquisitor1:………...…                                                     DOMAIN/Inquisition for Knowledge Devotion
Church Inquisitor2

Divine Oracle1: FEAT/Quicken                                                                DOMAIN/Oracle
Divine Oracle2
Sacred Exorcist1: ………………..                                                   
Divine Agent1: FEAT/    DMM                                                              DOMAIN/
Dweomerkeeper1

Contemplative1                                                                             DOMAIN7
Dweomerkeeper2: FEAT
Dweomerkeeper3
Dweomerkeeper4
Dweomerkeeper5: FEAT

Hierophant1                        Ranged Touch 30’
Dweomerkeeper6
Dweomerkeeper7: FEAT8
Dweomerkeeper8
Dweomerkeeper9


DEATH DEVOTION [DOMAIN] Negative levels to opponents? that sounds tempting.. .    3 turns
DESTRUCTION DEVOTION [DOMAIN] Minus 2 to AC for every blow? Hellyeah...  .           1 turn
FIRE DEVOTION [DOMAIN] Up to 7 points of fire damage per round. .                          2 turns
GOOD DEVOTION +5 against evil and -5 Damage reduction-Fighting evil is what we do? 1 turn
PROTECTION DEVOTION [DOMAIN] +7 AC to allies w/in 30'. Way nice, but expensive.    3 turns
TRAVEL DEVOTION [DOMAIN] Free move actions? 'nuff said.                                       2 turns

Power Attack
Knowledge Devotion
DMM
Spontaneous Domains
Quicken?DMM


POSSIBLE DOMAINS::::::7
BESTIAL - Granted Power: Gain the scent extraordinary ability. IS SCENT COOL ENOUGH TO TAKE THIS?
CELERITY - Granted Power: Your land speed is faster than the normal for your race by +10 feet. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load. IS LIGHT ARMOR WORTH IT @ HIGH LVLS?
PLANNING - Granted Power: You gain Extend Spell as a bonus feat. DONE
FATE - Granted Power: Gain uncanny dodge ability, Dex to AC if flat-footed.  NICE, BUT WILL I HAVE DEX?
Fate Domain Spells 1 True Strike: +20 on your next attack roll.
NOBILITY - Granted Power: SLA inspire allies +2 morale on saves, attack and damage, ability and skill for Cha rnd 1/day.
SPELL - Isn't Anyspell broken? or am i thinking of something else? Should i get this?
UNDEATH - Granted Power: Free Extra Turning feat.
TIME - Granted Power: Free Improved Initiative feat.
Time Domain Spells 1 True strike
TRICKERY - Granted Power: Bluff, Disguise, Hide skills. Great spells for Spontaneous Domains.
MAGIC - Granted Power: Use scrolls, wands, and other devices
KNOWLEDGE - Granted Power: All Knowledge skills. +1 Divination. NEEDED FOR DEVOTION
TRAVEL - Granted Powers: freedom of movement.  Great spells for Spontaneous Domains.
DESTINY - Once, grant reroll to ally on attack, save, ability check, or skill check. GREAT SPELLS FOR SPONTANEOUS.
WAR Granted Power: Weapon Focus. DIVINE POWER FOR SPONTANEOUS

I've already been reading for an hour, and need to do some chores. see ya
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« Reply #9 on: June 25, 2011, 08:34:09 PM »

As I said earlier, what is it that you are gaining that is keeping you from Dweomerkeeper 10? From what I see, there is nothing in that build that I would not drop in a heartbeat for -1 to metamagic costs AND +1 supernatural spell per day.
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sir_argenon
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« Reply #10 on: June 25, 2011, 09:29:33 PM »

As I said earlier, what is it that you are gaining that is keeping you from Dweomerkeeper 10? From what I see, there is nothing in that build that I would not drop in a heartbeat for -1 to metamagic costs AND +1 supernatural spell per day.

+1 ... in addition, i would like to get DK10 ASAP, not waiting til 20th if at all possible.
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jeffrie
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« Reply #11 on: June 26, 2011, 03:38:39 AM »

As I said earlier, what is it that you are gaining that is keeping you from Dweomerkeeper 10? From what I see, there is nothing in that build that I would not drop in a heartbeat for -1 to metamagic costs AND +1 supernatural spell per day.
Well, -1 to meta is probably more cool than i know. The truth is i don't usually play casters, so i don't really know all the feats. Using the feats i came across while i was studying domains i came up with the list. I was going for versatility, as our party only has three players, and one of them is 10.
  So it's -1 to meta (minimum 1), but the only one i have is DMM Quicken(which would truly kick ass for only three turn attempts) . I'm certainly open to suggestions, and am still reading.

+1 ... in addition, i would like to get DK10 ASAP, not waiting til 20th if at all possible.

I see what you mean, but my thought was stalling as late as possible would let me pick high level spells for the mantle.

 Laugh If i played anything like this character it would break our game (which is why i won't take persist). My 18 yr old is a scout, and has not played a character over 10th level in 6 years. I probably will play him. .probably from 6th level to about 10th or 12th. . .  but i won't be taking initiate of mystra.

Any suggestions on feats?
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« Reply #12 on: June 26, 2011, 12:56:41 PM »

Not really sure why you need heirophant.  Sure, the abilities to make rays are nice, but there is reach spell (the feat you were thinking of earlier) and you're a cleric, you aren't exactly afraid of melee.

Spell Domain is pretty cool if you're running DMM persist (persist wraithstrike, win melee, make fighters cry) or really anytime.  (I see you're not taking persist though.)

If you're going quicken you may as well take dweomerkeeper 10.

What exactly is "divine agent"?

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solara
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« Reply #13 on: June 26, 2011, 04:04:49 PM »

I'd drop Hierophant. It doesn't increase spells per day (just caster level) and, honestly, the divine reach ability (as WarlockLord pointed out) is nowhere near as nice for clerics as arcane reach is for wizards/sorcerers. I also don't see any real benefit in Divine Agent 1. You get a bonus domain, but it loses a caster level. Dweomerkeeper is, in essence, a caster class, and there's not a domain ability I can think of that's worth giving up a caster level for. -1 cost to metamagic is AMAZING. Take Dwk 10 - not only does it give you -1 level adjustment for metamagic feats, but it gives you the ability to cast an additional spell as a supernatural ability per day, which means it needs no components, and ignores spell resistance.

From what I've seen of how you're going, I'd go with: Cloistered Cleric 3 / Church Inquisitor 2 / Paragnostic Apostle 2 / Dweomerkeeper 1 / Sacred Exorcist 1 / Contemplative 1 / Dweomerkeeper + 9

This gives you: 3 cleric domains, Inquisition domain, 1 bonus domain (contemplative), two abilities form Paragnostic Apostle (Mind Over Matter, Penetrating Insight, Spatial Awareness, Manifest Ethos, and Accurate Retort are all nice, but your mileage may vary). The only substantial pre-req's you have to worry about are those for Dweomerkeeper and the abilities for Paragnostic Apostle.
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jeffrie
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« Reply #14 on: June 26, 2011, 04:51:53 PM »

Not really sure why you need heirophant.  Sure, the abilities to make rays are nice, but there is reach spell (the feat you were thinking of earlier) and you're a cleric, you aren't exactly afraid of melee.

Spell Domain is pretty cool if you're running DMM persist (persist wraithstrike, win melee, make fighters cry) or really anytime.  (I see you're not taking persist though.)

If you're going quicken you may as well take dweomerkeeper 10.

What exactly is "divine agent"?
As i mentioned, i'm a skillmonkey more than a spelllcaster, so thanks for the help. I wondered if reach was as good for clerics as it was for mages. I can't seem to find "reach spell". Where is it at?
DMM Quicken will be way powerful in our game. None of our DMs are any better at the game than i. I will most likely heed advice and skip Hierophant and go for DK 10.

DIVINE AGENT - MotP - @ even levels +1 existing spellcaster level
Base Attack Bonus: +4.
Skills: Knowledge (religion) 7 ranks.
Spells: Able to cast 2nd-level divine spells.
Special: The divine agent must have made peaceful contact with her deity or its direct agents.
Granted Domain per deity

From what I've seen of how you're going, I'd go with: Cloistered Cleric 3 / Church Inquisitor 2 / Paragnostic Apostle 2 / Dweomerkeeper 1 / Sacred Exorcist 1 / Contemplative 1 / Dweomerkeeper + 9

This gives you: 3 cleric domains, Inquisition domain, 1 bonus domain (contemplative), two abilities form Paragnostic Apostle (Mind Over Matter, Penetrating Insight, Spatial Awareness, Manifest Ethos, and Accurate Retort are all nice, but your mileage may vary). The only substantial pre-req's you have to worry about are those for Dweomerkeeper and the abilities for Paragnostic Apostle.
I was interested in Paragnostic Apostle, but i heard someone say on another thread it was lame so i quite looking. Thanks for the tip.

One of the reasons i was going for such multple domain access was because as the only spellcaster, and with Spontaneous Domains, i could have more versatility in the moment. .

I go on vacation this very evening, and will get back to this build as soon as i get back. The DM in the current campaign has said i can just retrofit my current cleric4 when we get back in two weeks.

thanks, and happy gaming.
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« Reply #15 on: June 26, 2011, 05:05:01 PM »

Going to agree with the "don't take heirophant" vote... If you really must get reach spell there is a metamagic feat from Lords of Madness called Occular Spell; it turns any spell into a 60' ray that you shoot from your eyes, and you can even shoot two spells as a full round action.  Its a +2 spell level adj, +1 after Dweomerkeeper's capstone, and saves you on losing a level of spell progression.

Here is a handy list of all the cool metamagic that are out there for your perusal.  I wouldn't recommend taking a ton of DMM and devotion feats that eat turning attempts, I think you'll find that even one or two will suck up your turns per day at an alarming rate.  I would probably just take DMM for quicken or persist and maybe one devotion, and then grab some other cool metamagic feats without the associated DMM.  If you are taking Heirophant for reach spell or plan on using Occular Spell a bunch, you might consider Zen Archery for the rare occasions you meet a high touch AC opponent at high levels.  It also helps at low levels too by letting you be effective with ranged weapons without pumping Dex, especially on a Cl. Cleric who doesn't want to be getting into melee anyway.  As for other generally good feats... craft contingent spell comes to mind.

For a domain suggestion, I'm a fan of the Hero Domain from Oriental Adventures.  Its early spells are similar to War Domain's, complete with the always fantastic Divine Power, but its later levels carry on with the transformation-into-a-melee-beast theme rather than War's shift to straight blasting.  It even gives you Wu Jen's absolutely amazing Giant Size spell.
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Praef
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« Reply #16 on: July 02, 2011, 10:00:42 AM »

How are you getting 4 domains at level 1? CC gives knowledge, and you need rune, magic, and spell for anyspell, scribe scroll and dk requirements, right?

I'm so confused!
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