Haley Hahn wrote:
I would like to hear how it went with making your PC a Lich. I'm playing an Evil Warpriest of Moloch (the archdevil in charge of hells armies) and my character wants to avoid death at all costs. He's a REALLY evil character, and has basically pleged himself to the devil and so to avoid burnings in hell for forever, becoming a Lich is about his only real option. My DM loves the idea and wants to work with me so we are trying to figure out to do it mechanically so that I'm not way over powered, especially when it comes to the rest of the party.
412294 wrote: If you really want them distracted convince someone to cast Spawn Calling on the other side of the world, it's a 9th level spell with a week long casting time that calls forth one of the spawn of Rovagug, in fact tip them off that someone is doing it, every good cleric in the city will rush off to stop them, should get them out of the way for a while, only downside is that you would then have a spawn of rovagug on the loose, still as long as this is far enough away it probably wont kill you. That sounds awesome but ultimately self defeating lol
GM Rednal wrote:
Yes this is what my DM has pretty much told me that Moloch is doing, he's taking care of the deity side, and I've been tasked with making sure the human side doesn't try and contact their deities to warn them of Moloch's movements.
Guru-Meditation wrote:
Ah thanks for the the heads up, I'll have to look at the D20SRD and read up on what exactly they can and can't do.
Entryhazard wrote:
True, however I was able to hash it out with my DM that since my the whole party has pretty much pleged themselves to the devil that he would allow it. It's house rule but the point is: work with your DM to tweak your character. I think the feat is rather weak if you limit it to just outsiders and fortunately my DM agreed. It makes sense for the party/ campaign so we went with it.
Here's a great build that hasn't been discussed: DEX build with weapon finesse + agile maneuver feat + whip as sacred weapon. You can buy a scorpion whip that does leathal damage or if you have room for the feat, take whip mastery and start down that feat line. Now I realize that a down side to this is that you either worship a deity who's favored weapon is a whip or take the proficiency feat so take this with a grain of salt but my evil Warpriest of Moloch (who's favored weapon is the whip) had been pretty awesome with his whip. The DEX build has been great because it increases AC, initiative, and the god awful reflex save. You can attack with a 15 ft reach and trip and disarm for some great battle field control. You may not do as much damage but there are ways around that through different weapon enhancements and spells. You can focus on WIS, DEX, and CON as stats and be very effective at a distance.
eakratz wrote: Under Fervor you mention slightly worse for evil because of self healing. I do believe that they could still self heal by memorizing cure spells. A swift action CMW ain't too shabby. Still slightly worse but an option. I'm playing an evil Warpriest at the moment and I got around this by taking Alignment channel (subtype evil of course) and now I can do a little bit of healing to the whole party (that happens to be all evil). It's literally saved our necks a few times.
Wei Ji the Learner wrote:
Hahaha so go all Darth Sideous on their asses! I like it, I'm definitely gonna give this some thought.
TheMonkeyFish wrote:
We are already at war with the largest power on the content. A real world comparison would be that we are Canada and the enemy kingdom is America. Right now we are in this kind of "Cold War" state with minor skirmishes here and there. But I really like the idea of sending them off to war to die as "heroes" for the cause, I'm definitely going to give that some thought.
While it's true our move has already been made, no one knows we are agents of Moloch, we've been in deep cover as military officers and as far as the public knows...we just thwarted a military coup instead of launching one ourselves. In essence, some one did it for us and we ended up the heroes that stopped it lol. The new king (who is basically the grandson of Moloch) promoted all of us into power as a reward and we want to keep appearances up as being the heroes leading the kingdom to prosperity and not the agents of the devil looking to conquer the rest of the world. What I'm trying to figure out is the smartest way to eliminate good clerics and other good NPCs that would most certainly try to stop us or warn the other surrounding kingdoms of what our real intentions are.
All really good points, let me give a little more info from my DM. He's pretty much told me that the gods don't really interfere on the material plane unless it's to stop another god (such as Moloch) from interfering our world. They mostly use their own champions to do their bidding on our plane. He's said that the gods connection to our world is through their followers, if you remove the followers, they're essentially blind to places/events that their followers are not present. That being said, I'm dealing with mortals in trying to hide things from the gods. My DM has said that Moloch has taken care of hiding events from the gods on his end, and has placed wards and other things to block the view of gods into what we are trying to accomplish. I'm trying to figure out how to remove/kill the Good clerics that are left in the city without drawing too much attention.
Ok so I'm asking for advice for the campaign I'm playing in. Here's a brief synopsis of what's going on: im playing a level 9 Evil Warpriest of Moloch, and my party just took control of the Capitol city. We were in the city for the coronation of the prince to become king (unbeknown to my character that the queen mother is a succubus and the prince is her offspring) and during the coronation the head nobles and military generals challenged the princes succession. We ended up killing them all and taking power for ourselves. My character's plan is to take over the position of being high priest in the city and to start a cult of Moloch. There are already some clerics of Moloch in the city but I need to route out all the rest of the Good aligned clerics so the Good gods don't know what's happening and either send their own champions to defeat us or intervene personally. A blood moon rose the night of the coronation all throughout the material plane giving an omen of evil, so the Good guys know something bad just happened. My question is: what spells or rituals are there to block any divination that the forces of Good might use to try and spy or determine what is happening. Our plan as a party is to go into "Mordor mode" and quietly build power/armies to gain a foot hold on the material plain for Moloch without attracting too much attention from neighboring kingdoms and Good gods that would obviously not wish for this to happen.
Silver Surfer wrote:
Yes it can be very powerful if you build it right! My level 9 evil Warpriest uses a whip with a Dex build. I took Weapon Finesse (Dex to hit) + Agile Maneuvers (add Dex to CMB instead of Str) and then I spent money on Mithral Full Plate and Mithral Heavy shield so my AC is 25 and my saves are decent as well. I can do an ass load of damage at a 15 ft reach with my whip!
Silver Surfer wrote:
That's correct. Also if you take quick channel you can channel as a move action: Quick Channel
Prerequisites: Knowledge (religion) 5 ranks, channel energy class feature.
Of course this is eating a lot of your ability so you'll need a somewhat decent charisma score and you'll definitely need the extra channel feat at least once. But you could essentially channel energy 3 times, melee attack, and use whatever domain power you may have. I use a lot of the channel feats for my Warpriest, it can make your divine character pretty powerful.
Silver Surfer wrote: Can conductive weapon utilise more than 1 ability in the same round...eg a channel and a domain power? It doesn't really say one way or the other, but I doubt a DM would allow more then one effect at once because it would be pretty over powered. The only thing that might somewhat speak to that question is that you can only use it once per round.
Silver Surfer wrote: Conductive weapon cant be used like Channel Smite since channels dont rely on melee or range touch to hit. You are correct in that normal channels do not require a melee or range touch to hit, but the use of the channel smite feat does: Channel Smite (Combat)
Prerequisite: Channel energy class feature.
kinevon wrote:
Another way to do this is to put the conductive property on your weapon. The Warpriest I'm playing now right now uses a whip, and I had my diety's holy symbol engraved on the handle. The advantage to this is the conductive property works just like channel smite: Conductive: A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, who takes the effects of the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, he may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of lay on hands ability (a supernatural melee touch attack) to deal greatsword damage and damage from one use of her lay on hands. This weapon property can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged). Moderate necromancy; CL 8th; Craft Magic Arms and Armor , spectral hand ; Price +1 bonus. You can use this for as many channel uses you have and it only costs a +1 bonus. It gets lumped in with your attack action and it saves you from taking the channel smite feat.
Gauss wrote:
Yes thanks for the clarification, I am playing PFS so I would have to discuss it with my DM.
thistledown wrote:
I actually didn't know about either of these, both look like pretty awesome items, however I usually use the headband slot to boost WIS and CHA score so I'm not sure I'd be willing to give that up but it would be tempting. I'm definitely going to have to get that ring, the Warpriest I'm playing now now uses the channel ability a good bit and I have several channel feats, including selective channeling. Thanks for the info!
I think healing domain can be incredibly useful for a character that is dedicated to healing/buffing. If you build your character right, you can build a cleric that can heal as much damage in one round as a monk or a fighter can put out in the same round. Combine your channel ability with spells and you will have an invaluable character that can keep the party alive in even the toughest encounters. I had a played a cleric once that did nothing but heal and buff, and when it came time to face the big boss at the end of the campaign (an ancient red dragon) the party killed the boss and ended the encounter with more hit points then before the start of the encounter! Now healing wasn't the only thing I did, every round I cast a buff spell (such as prayer or bless) and healed when it was necessary. The channel class feature allows you to mass heal and your cure spells/magic items give you more of a clutch healing capability. Everyone wants to talk about how a healing cleric isn't much use until you need one to remove a nasty curse or cure ability damage. I personally find great satisfaction in not doing a single point of damage but being the sole reason the party survives a difficult encounter.
BadBird wrote:
Conductive weapon is great because it saved me from taking the Channel Smite feat for the price of a +1 bonus, I definitely recommend this enhancement to clerics or Warpriests that uses the channel energy feature for negative energy.
I'm playing an LE Warpriest of Moloch right now and I have to say...at first I didn't think this character was going to be all that powerful but at 9th level, I've been pretty impressed. I'm using Moloch's favored weapon (a whip) as my sacred weapon and I couldn't be happier. Between some feats, magic items, and class abilities, I can effectively heal, buff, and attack in 1 round. There are three other players in the party, a Antipaladin, bloodrager, and a fighter, so I have the luxury of not needing to focuse too heavily on damage. However, I can do a decent amount of damage if I want or use my whip to perform a disarm or trip attempt which is great for battle field control or creating attacks of opportunity for my party mates. I tap into the channel energy class feature a good bit and that can actually be pretty powerful if you augment it with the right feats.
Sundakan wrote: Aura of Doom is pretty solid. Yes this is more of what I'm looking for because I could combine this with the spell Vision of Hell and the -4 the Antipaladin in our party gives to fear effects. Thanks for the advice!
Kurald Galain wrote: The Command spell will work in a pinch; the Evil domain gets access to the actual Fear spell at level 4. Ah command looks like a decent spell that can be useful. Unfortunatly, Warpriests don't get domains, they get something similar but it doesn't grant domain spells :/ thanks for the tip!
I'm playing an evil Warpriest of Moloch and would love to be able to cast a fear effect spell that effects creatures with more the 5 HD. We are level 9 but as a Warpriest my spell casting is limited compared to a clerics and I can only cast up to level 3 spells. Any advice is appreciated, even if it's a spell higher then 3rd level just so I know for the future. |