Sachiru
Domesticated Capuchin Monkey
 
Posts: 117
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« on: May 23, 2010, 11:04:49 AM » |
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Planning to go for spirit shaman and (possibly holt warden) another prestige class. I'm going to start the game at level 15 with these stats: 16, 13, 7, 12, 16, 13 Please advise as to what's the best way to build my character, provided that: - As much as possible, no setting-specific material like Eberron or Faerun
- All WotC published material is okay.
- Holt Warden is optional, use any prestige class that makes him/her an all around character, without removing his ability to atone for others.
- Spirit Shaman is compulsory.
- 200k starting gold, please advise as to what items and skills I should take.
I know that this is rather demanding, but please bear with me. EDIT: Stats changed.
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« Last Edit: May 23, 2010, 11:18:26 AM by Sachiru »
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Solo
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« Reply #1 on: May 23, 2010, 11:09:20 AM » |
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Be a ghost pixie hood.
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Sachiru
Domesticated Capuchin Monkey
 
Posts: 117
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« Reply #2 on: May 23, 2010, 11:19:04 AM » |
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Be a ghost pixie hood.
Sorry, noob here, please explain.
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Havok4
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« Reply #3 on: May 23, 2010, 12:07:38 PM » |
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Be a ghost pixie hood.
Sorry, noob here, please explain. It is an injoke on this forum. Based on several posters tendency to suggest the same thing in all circumstances. For a spirit shamen you might want to look at druid handbooks on this site as they share the same spell list and a spirit shaman could imitate a summoning druid very easily.
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Surreal
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« Reply #4 on: May 23, 2010, 05:25:10 PM » |
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I like Spirit Shaman as an entry to Walker in the Waste (Sandstorm), but I'm not sure if that fits the flavour you're looking for. A warforged going into Landforged Walker is also quite good (Secrets of Xen'drik), but that's an Eberron book.
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--- "The late, sedate, and no to great." ~SurrealSome Handy Links for CO Work (WotC 339 version) - a compilation of links for base/prestige class handbooks, tactics, spellcasting, character builds, D&D databases, etc. Archived version of the above with working linksThe Mango Index - a giant index for all things D&D and where to find them The Mango List Reborn! - rehosted by KellKheraptis Lists of Stuff - listing of class features etc and how to get them, etc. sort of like above but a little more specific and sorted by category Polymorph, Wildshape and Shapechange, oh my! (comparison charts) - side-by-side comparison of all the various form altering abilities Alternative Class Featuresalternative ways to get class skills
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Solo
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« Reply #5 on: May 23, 2010, 10:09:16 PM » |
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As a Spirit Shaman, you can relocate your primary casting stat to Cha if you take the feat Dynamic Priest from Dragonlance.
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dark_samuari
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« Reply #6 on: May 23, 2010, 10:28:44 PM » |
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If you haven't settled on a race as of yet the Dream Dwarves out of Races of Stone may complement a Spirit Shaman really well (given that they can see ethereal creatures without difficulty from first level onwards).
Second point, if you haven't focused on a specific style of combat I'll throw out the extremely awesome & thematic harpoon as a suggestion. By level 6 it'll count as a ghost touch weapon and will give ghosts one hell of a surprise when you drag them across a battlefield with a harpoon sticking out of their incorporeal chest.
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Sachiru
Domesticated Capuchin Monkey
 
Posts: 117
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« Reply #7 on: May 23, 2010, 11:33:11 PM » |
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If you haven't settled on a race as of yet the Dream Dwarves out of Races of Stone may complement a Spirit Shaman really well (given that they can see ethereal creatures without difficulty from first level onwards).
Second point, if you haven't focused on a specific style of combat I'll throw out the extremely awesome & thematic harpoon as a suggestion. By level 6 it'll count as a ghost touch weapon and will give ghosts one hell of a surprise when you drag them across a battlefield with a harpoon sticking out of their incorporeal chest.
Thanks for the suggestion, but I've been more into summoning and buffing summons. Still, it's cool, so I'm taking a harpoon as my weapon.
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gorfnad
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« Reply #8 on: May 24, 2010, 01:49:23 AM » |
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« Last Edit: May 24, 2010, 01:51:57 AM by gorfnad »
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Sachiru
Domesticated Capuchin Monkey
 
Posts: 117
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« Reply #9 on: May 24, 2010, 03:00:22 AM » |
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Thanks. This is how I plan to build things: --- Character Sheet: Character Name (your nickname/your name) ---
Name: Aysen Race: Dream Dwarf Class: Spirit Shaman/Holt Warden Alignment: Lawful Neutral Deity: Domains: Age: 48 Eyes: Amber Hair: Black Features: Speaks with a deep, calming voice. Prefers eating sweets, yet has flawless teeth. Height: 4'0" Weight: 130 lb Size: M Gender: M Level: 15 Exp: 105000
Mod Str: 11 -2 Dex: 14 +4 Con: 15 +1 Int: 13 +1 Wis: 16 +3 Cha: 24 +8
Initiative: +10 (+2 dex, +8 misc) HP: 111/111 Speed: ft _________________________________________________________________
Base Save: +x/+y (high save/low save) Fortitude: 13 = +11 +2 (con) Reflex: 04 = +04 +0 (dex) Will: 14 = +11 +3 (wis)
Base Attack = +11/+6/+1
Attack Roll Totals = Base Abil Size Misc ----------------------------------------------------- Melee X/X = 11 +X(str) +X Ranged X/X = 11 +X(dex) +X _____________________________________________________
Total AC = Base Shield Dex Armour -------------------------------------- 20 = 10 +X +X +10 ______________________________________
Weapons TAB DMG Crit Weight Range Size Type ------------------------------------------------------------------------------------ Implacable Light Crossbow +4 (50,025 gp) (see notes for Implacable) +15/+10/+5 1d6+2 (19-20)x2 4b 60 ft M Piercing Quarterstaff +7/+2/-3 1d6-2 (19-20)x2 2b 00 ft M Bludgeoning
____________________________________________________________________________________
Implacable Weapon Properties When an implacable weapon deals damage to a living creature, the wound bleeds profusely and the creature takes 2 additional points of damage at the start of each of the wielder’s turns for the next 5 rounds. Multiple wounds are cumulative (a creature struck three times in the same round would take 6 points of damage per round for the next 5 rounds). This bleeding can be stopped by a successful DC 15 Heal check or any effect that restores hit points (such as cure light wounds). However, while the wound is active, anyone attempting to cast a spell on the target that would restore hit points must succeed on a DC 15 caster level check. An implacable weapon counts as adamantine for the purpose of overcoming the damage reduction of aberrations ____________________________________________________________________________________
Armour AC Speed Weight Max Dex Spell Failure Check Penalty ------------------------------------------------------------------------------- Mithral Shirt (19100gp) +5 ((+5 natural armor)) +9 25lb +6 -0 30ft _______________________________________________________________________________
Skills Abil Mod Abil Ranks Racial/Misc (details) --------------------------------------------------------------------------- --Class---------------------- Concentration con 0 = +2 18 +0 (combat casting) Diplomacy cha 6 = +4 0 +2 Handle Animal cha 11 = +4 7 +0 Heal wis 11 = +3 8 +0 (healer's kit) Knowledge (Nature) int 15 = +1 12 +2 Sense Motive wis 9 = +3 6 +0 Listen wis 5 = +3 0 +2 (racial) Spellcraft int 12 = +1 11 +0 Survival wis 9 = +3 4 +0
--Cross Class---------------- Bluff cha 4 = +4 0(0) +0 Gather Information cha 4 = +4 0(0) +0 Intimidate cha 4 = +4 0(0) +0 Spot wis 5 = +3 0(0) +2 Use Magic Device cha 13 = +4 9(18) +0 ___________________________________________________________________________
Feats ------------------------- –– FEATS –– × Alertness (PH 89)² : +2 bonus on Listen and Spot checks. × Augment Summoning (PH 89) : Summoned creatures gain +4 Str, +4 Con. × Dynamic Priest (Legend of the Twins 13) : For the purpose of determining bonus divine spells per day and maximum divine spell level, your primary spellcasting ability is Charisma. × Spell Focus (PH 100) (Conjuration) : +1 bonus on save DCs against specific school of magic. × Spontaneous Summoner (CD 85) : Swap out your spells for summon nature's ally. × Improved Initiative : +4 to Initiative × Rapid Spell (CD 84) : Decrease casting time of some spells. × Ashbound (ECS 50) : Doubles duration of summon nature's ally spells, +3 luck bonus on attack rolls for summoned creatures. –– FLAWS –– × Frail (UA Pg 91) : -1 to hp total at each level including first. (0 result is possible) × Noncombatant (UA Pg 91) : -2 on all melee attack rolls. _________________________
Spells (specialisation/restricted school #1,restricted school #2) Lvl/Dom or School Spell 0 ---------------------------------------------- 6 Spells Retrieved: 3 Create Water Detect Magic Guidance
1 ---------------------------------------------- 6 +2 (wis) Spells Retrieved: 3 Wood Wose Lesser Vigor Entangle
2 ---------------------------------------------- 6 +2 (wis) Spells Retrieved: 3 Barkskin Gust of Wind Mass Snake's Swiftness
3 ---------------------------------------------- 6 +2 (wis) Spells Retrieved: 3 Call Lightning Greater Magic Fang Vigor
4 ---------------------------------------------- 6 +1 (wis) Spells Retrieved: 3 Spike Stones Flame Strike Vortex of Teeth
5 ---------------------------------------------- 6 +1 (wis) Spells Retrieved: 3 Animal Growth Rejuvenation Cocoon Vine Mine
6 ---------------------------------------------- 6 +1 (wis) Spells Retrieved: 2 Greater Dispel Magic Find The Path
7 ---------------------------------------------- 4 +1 (wis) Spells Retrieved: 1 Heal
8 ---------------------------------------------- 2 (wis) Spells Retrieved: 1 Stormrage ___________________________________________
Inventory -------------------------------------------------------- Worn (excluding arms and armor) Bag (1) Heward's Handy Haversack (2000gp) Bag (1) Bedroll (1sp) Bag (1) Belt Pouch (1gp) Shoulders (1) Face (1) Head (1) Helm of Glorious recovery (swift command, 1/day heals 4d8+7, +6 cha, wilding clasp) (29600gp) (MCpg111, 3lb) Neck (1) Collar of Umbral Metamorphosis (10,800gp) Arms (1) Torso (1) Waist (1) Belt of battle, +4 to str (24000gp) (mc pg 73) Hands (1) Ring (1) Ring of Sustenance, +4 to Charisma (24,500gp) Ring (1) Ring of the Beast, +4 to Charisma (28,500gp) Feet (1) Steadfast Boots of +4 Dexterity (+4 bonus to avoid bull rush, trip, or overrun attacks. Any two-handed weapon you carry is treated as if readied against any creature that charges you.) (16,500gp) In Backpack (1) Flint & Steel (1gp) (1) Grappling Hook (1gp) (1) Rope, hempen (1gp) (1) Waterskin (1gp) (1) Crystal of Lifekeeping (greater) armor (2500gp) -+5 bonus vs necromantic and death effects, 1/day can reroll a failed save (1) Crystal of aquatic action (grater) armor (3000gp) -No armor check penalties on swim checks, no penalties on attacks or movements while underwater. Can breathe water as easily as air. (1) scroll of freedom (3825gp) (1) Spell Component Pouch
In Belt Pouch (1) Torch (1cp) _______________________________________________________
Total Spent: 165,690 gp
Coin Amount ------------- pp XX gp xx sp XX cp _____________
Misc. Bonuses --------------------------------------------------------------------------------- × -2 Dexterity, +2 Constitution × Base land speed of 20 feet. × Darkvision 90 feet. × Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth. × Weapon Familiarity: You treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. × Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. × +2 racial bonus on Diplomacy checks made with creatures of the earth subtype. × Dream Sight (Su): You can see ethereal creatures as easily as you see material creatures and objects. × Spell Power: Your effective caster level when casting divination spells or with the earth descriptor increases by 1. × Favored Class: Druid
–– CLASS ABILITIES –– × Proficient in light armor, and all shields (except tower shields) × Proficient with Throwing Axe, Club, Dagger, Dart, Handaxe, Javelin, Longspear, Quarterstaff, Shortbow, Composite Shortbow, Shortspear, Sling, Spear. × Wild Empathy(Ex): You can make a check(1d20+17) to improve the attitude of an animal. You must be within 30 feet of it, and it generally takes one minute to perform the action. × Woodland Stride(Ex): You can move through natural thorns, briars, etc. at full speed and without suffering damage or impairment. Magically altered areas still hamper you. × Trackless Step(Ex): You leave no trail in natural surroundings, and cannot be tracked unless you choose to. × Spirit Guide: You have chosen Bear as your spirit guide. × Chastise Spirits(Su): You can use divine energy to damage hostile spirits. As a standard action you deal 11d6 damage to all spirits within 30 feet of you. The affected spirits get a Will save (DC 25) for half damage. × Detect Spirits(Sp): This ability functions like detect undead, except that it detects creatures that are considered spirits, and can be used at will. × Blessing of the Spirits(Sp): By spending 10 minutes performing the special rite you can ward yourself with an effect like protection from evil, except it protects against spirits and lasts until it is dismissed or dispelled. × Follow the Guide(Su): If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. × Ghost Warrior(Su): You confer the ghost touch ability to any weapon you hold, for as long as you hold it. You also become resistant to the touch attacks of incorporeal creatures, and may use your normal AC against any touch attack delivered by an incorporeal creature. × Warding of the Spirits(Sp): You can perform a special rite once per day to ward yourself and your companions against hostile spirits. Performing the rite requires 1 minute and the warding lasts for 110 minutes, otherwise functioning like magic circle against evil, except it protects against spirits. × Spirit Form(Su): Once per day, as a standard action, you can make yourself incorporeal for up to 1 minute. × Guide Magic(Su): As a free action you can assign your spirit guide the task of concentrating on a spell or spell-like ability that is maintained through concentration. × Recall Spirit(Sp): You gain the ability to call back the spirit of a dead creature before the spirit of the deceased has completely left the body. The ability must be used within one round of the victims death and can be used once per week. The creature is restored to -1 hp (but stable). × Plant Affinity(Ex): If you prepare your spells in advance and do not have the spontaneous casting ability, you can now spontaneously trade prepared spells for spells of an equal or lower level from the Plant domain. If you do have a spontaneous casting ability, you can exchange that one for the ability to cast spontaneously from the Plant domain. Once you make that decision, it cannot be reversed. If you do not already have bonus domain spells, you now gain bonus spells from the Plant domain as if you were a cleric with access to that domain. If you already have domain spells, they are unaffected by this power." "× Rebuke Plants(Su): You can rebuke or command plant creatures as though you were a cleric of your holt warden level rebuking undead. × Earth’s Communion(Sp): 1/day. At the end of 10 full minutes of concentration (as the skill), you are affected as if by a heal spell. If you so choose, you can allow others to sit with you in a circle, holding hands, during your communion, in which case you can choose to divide the hit points and other benefits provided by your communion among the people in the circle _________________________________________________________________________________
Languages ---------------- Common Dwarven ________________
Other information -------------------------------------------- Spirit Guide: Bear ____________________________________________
Biography --------------------------------------------------------------------------------- Any suggestions on how to improve things?
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gorfnad
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« Reply #10 on: May 24, 2010, 04:03:34 PM » |
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How many levels of Spirit Shaman and Holt Warden are in that build? And why Alertness? It's really a waste of a feat unless it's a prereq for something. Also why Spell Focus Conjuration? None of the conjuration spells you're using require a saving throw.
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« Last Edit: May 24, 2010, 04:13:25 PM by gorfnad »
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snakeman830
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« Reply #11 on: May 24, 2010, 04:11:30 PM » |
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Alertness comes for free from the Spirit Guide class feature.
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I am constantly amazed by how many DM's ban Tomb of Battle. The book doesn't even exist! Quotes: By yes, she means no.
That explains so much about my life. hiicantcomeupwithacharacterthatisntaghostwhyisthatamijustretardedorsomething
Why would you even do this? It hurts my eyes and looks like you ate your keyboard before suffering an attack of explosive diarrhea. If using Genesis to hide your phylactry, set it at -300 degrees farenheit. See how do-gooders fare with a liquid atmosphere.
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gorfnad
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« Reply #12 on: May 24, 2010, 04:13:47 PM » |
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Alertness comes for free from the Spirit Guide class feature.
Ah, that makes sense.
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S_Jerusalem
Ring-Tailed Lemur
 
Posts: 57
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« Reply #13 on: May 24, 2010, 06:38:06 PM » |
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I suggest getting yourself a mithral/darkwood buckler, magically enhanced. It will help out your AC, is cheap, and you won't incur any real penalties due to no ACP. Make up a few different spell lists, ie: dungeoncrawling, off-days, wilderness, planar adventure, etc. Switch it up a bit, as variety is your bag. I'm not sold on the effectiveness of turning a Spirit Shaman into a summoner beyond investing in the spontaneous summoning, ymmv. I think having a few metamagics might behoove you, since that is the real benefit of the retrieval system for spontaneous casting, in my opinion. If you really want to summon as your focus, without being an actual Druid, consider dipping a PrC that gets you the Summoner domain and going Malconvoker. I believe with the way adding domains to non-clerics works, you could retrieve Summon Monster whatevers and cast as many times as you have slots. Just a thought to consider exploring, especially since you are a CHA-based caster. Also, don't forget to Spellstaff your quarterstaff. 
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Sachiru
Domesticated Capuchin Monkey
 
Posts: 117
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« Reply #14 on: May 25, 2010, 06:33:56 AM » |
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How many levels of Spirit Shaman and Holt Warden are in that build? And why Alertness? It's really a waste of a feat unless it's a prereq for something. Also why Spell Focus Conjuration? None of the conjuration spells you're using require a saving throw.
It's the prerequisite for Augmented Summoning.
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gorfnad
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« Reply #15 on: May 26, 2010, 01:32:22 AM » |
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How many levels of Spirit Shaman and Holt Warden are in that build? And why Alertness? It's really a waste of a feat unless it's a prereq for something. Also why Spell Focus Conjuration? None of the conjuration spells you're using require a saving throw.
It's the prerequisite for Augmented Summoning. That makes sense now. Haven't really noticed that before.
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S_Jerusalem
Ring-Tailed Lemur
 
Posts: 57
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« Reply #16 on: May 28, 2010, 09:29:00 PM » |
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Oh, and if you plan on making it to 17th level, you don't want to miss out on the Guide Magic ability at SS10. Being able to Summon Elemental Monolith without taking up your action every turn is absolutely nuts, possibly the single most powerful ability a SS can bring to bear. There are other applications, but that is one you really don't want to miss out on.
I think SS10 into Holt Warden10 is great, and you get a lot out of it, but unless you are starting at low level and your group has no real healing to speak of you should delay Holt Warden until 11, and make the most of your crazy Guide Magic. Honestly, SS11/HW9 may be just as good or better, with the free raise effect at SS11. That is a pretty strong ability to have around in mid levels, basically a limited use Psi-Revivify.
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