Build[Damage Dealer Tank]
Posted: Sun Jan 11, 2009 7:32 pm
After thinking about this I came up with the following build...He is a friend of the Build[Main character] and I will take him with my SoZ party
STR 16 +2
DEX 12
CON 14
INT 12
WIS 10 (your DC spells will not work well but actual casting is based on CHA)
CHA 14 +3
Fort 17
Ref 11
Will 10
Visage of Deity: Resistant Acid, Lighting, Cold 15
Favored Soul Resistance: Fire 10, Sonic 10
With the saves and resistances we have good tank material in terms of receiving punishment. He can't take the combat expertise feats but he will
have Luck of Heroes and 12 Dex to start the game and he can not only use healing kits but also healing spells that will heal the whole party. Later Stone Body is going to make it a lot easier to just be a punshing bag and with a blade barrier cast around him its not going to be fun to face him.
AC (normal items): 10base +8Fullplate +1Dex +1Tumble + 1LoH +4Tower Shield = 25
At the beginning he won't deal loads of damage but he will add buffs to up AB and bulls strength too. He will have the cleave feats so that will help mop
up extremely weak garbage monsters. But Improved Power Attack + Frenzied Berserker 5 (albeit he gets this combo late) will be an insane combo and will add 20 damage per hit. With persistent Bless and Divine Favor alone that is +4 AB which he will have at all times. When he really buffs up it will be rediculous: Divine Power +4BAB +3AB from 6 STR, Mass Aid 1AB....thats just 2 buffs and he is functioning as if he had full BAB and a 24 STR along with much higher AB than a straight fighter could get even with GWF and superior weapon of choice. Frenzy and that adds more attacks that are stomping them for huge hits. At the end of the frenzy (which damages you) simply cast heal. If a companion falls you have 1 extra casting of 7th level slot which you may use to resurrect them to full hitpoints!
1 Favored Soul 1 Able Learner Luck of Heroes
2 Fighter 1 Power Attack
3 Favored Soul 2 Cleave
4 Favored Soul 3 WF Scimitar (pick milieki as god if you want this weapon)
5 Favored Soul 4
6 Favored Soul 5 Great Cleave, Fire Resistance 10
7 Favored Soul 6
8 Favored Soul 7
9 Favored Soul 8 Practiced Caster (need spellcraft 4 by here)
10 Favored Soul 9
11 Favored Soul 10
12 Favored Soul 11 Extend Spell
13 Favored Soul 12 WS Scimitar
14 Favored Soul 13
15 Favored Soul 14 Persistent Spell (now you have 7th level spell slots)
16 FZ 1 Toughness
17 FZ 2 Supreme Cleave
18 FZ 3 Improved Power Attack
19 FZ 4 Deathless Frenzy
20 FZ 5 Enhanced Power Attack
Spell Picks: pick divine favor bless and entropic shield for possible persistent spells. Pick Divine Power, pick blindsight because you don't have blindfighting. The rest take things that don't have DCs for the most part. And also long durations are a plus.
Persistent Buffs: These do use up 7th spell slots so usually only use Divine Favor persisted... Also you need a mod that lets these work in SoZ
Skills:
Taunt 23 (why waste the high CHA), Heal 22 (another way to heal), Tumble 10 (for AC and avoids attacks of opportunity when not tower shield), spellcraft 10 (you need this anyway for persistent caster), Concentration 23, Listen 2 (awareness teamwork...could be spot if leader a spotter), Survival 2 (Camp routine(s) teamwork)
STR 16 +2
DEX 12
CON 14
INT 12
WIS 10 (your DC spells will not work well but actual casting is based on CHA)
CHA 14 +3
Fort 17
Ref 11
Will 10
Visage of Deity: Resistant Acid, Lighting, Cold 15
Favored Soul Resistance: Fire 10, Sonic 10
With the saves and resistances we have good tank material in terms of receiving punishment. He can't take the combat expertise feats but he will
have Luck of Heroes and 12 Dex to start the game and he can not only use healing kits but also healing spells that will heal the whole party. Later Stone Body is going to make it a lot easier to just be a punshing bag and with a blade barrier cast around him its not going to be fun to face him.
AC (normal items): 10base +8Fullplate +1Dex +1Tumble + 1LoH +4Tower Shield = 25
At the beginning he won't deal loads of damage but he will add buffs to up AB and bulls strength too. He will have the cleave feats so that will help mop
up extremely weak garbage monsters. But Improved Power Attack + Frenzied Berserker 5 (albeit he gets this combo late) will be an insane combo and will add 20 damage per hit. With persistent Bless and Divine Favor alone that is +4 AB which he will have at all times. When he really buffs up it will be rediculous: Divine Power +4BAB +3AB from 6 STR, Mass Aid 1AB....thats just 2 buffs and he is functioning as if he had full BAB and a 24 STR along with much higher AB than a straight fighter could get even with GWF and superior weapon of choice. Frenzy and that adds more attacks that are stomping them for huge hits. At the end of the frenzy (which damages you) simply cast heal. If a companion falls you have 1 extra casting of 7th level slot which you may use to resurrect them to full hitpoints!
1 Favored Soul 1 Able Learner Luck of Heroes
2 Fighter 1 Power Attack
3 Favored Soul 2 Cleave
4 Favored Soul 3 WF Scimitar (pick milieki as god if you want this weapon)
5 Favored Soul 4
6 Favored Soul 5 Great Cleave, Fire Resistance 10
7 Favored Soul 6
8 Favored Soul 7
9 Favored Soul 8 Practiced Caster (need spellcraft 4 by here)
10 Favored Soul 9
11 Favored Soul 10
12 Favored Soul 11 Extend Spell
13 Favored Soul 12 WS Scimitar
14 Favored Soul 13
15 Favored Soul 14 Persistent Spell (now you have 7th level spell slots)
16 FZ 1 Toughness
17 FZ 2 Supreme Cleave
18 FZ 3 Improved Power Attack
19 FZ 4 Deathless Frenzy
20 FZ 5 Enhanced Power Attack
Spell Picks: pick divine favor bless and entropic shield for possible persistent spells. Pick Divine Power, pick blindsight because you don't have blindfighting. The rest take things that don't have DCs for the most part. And also long durations are a plus.
Persistent Buffs: These do use up 7th spell slots so usually only use Divine Favor persisted... Also you need a mod that lets these work in SoZ
Skills:
Taunt 23 (why waste the high CHA), Heal 22 (another way to heal), Tumble 10 (for AC and avoids attacks of opportunity when not tower shield), spellcraft 10 (you need this anyway for persistent caster), Concentration 23, Listen 2 (awareness teamwork...could be spot if leader a spotter), Survival 2 (Camp routine(s) teamwork)