| waiph |
Holy VIndicator requires a Bab of +5 and has three levels without casting advancement.
The Cleric gets 9th Level spells at 17, so going straight Cleric10/Holy VIndicator10 you get CL 17 and a 9th level spell at 20th, but it delays access until after level 7 when the Cleric gets BaB 5 at Lv 7.
Is it worth it to dip 2 levels in a Full BAB class to get quicker access at Level 6, CLeric4/"Martial"2/Holy Vindicator(x)? Paladin is a natural choice adding Cha to saves if you go LG, but impossible if you want to go Neutral and Versatile Channeler so you can toss negative AND positive energy.
Or is it better to go CLeric 7 before taking Vindicator Levels to maintain spellcasting and Channel Progression?
| Sangalor |
Holy VIndicator requires a Bab of +5 and has three levels without casting advancement.
The Cleric gets 9th Level spells at 17, so going straight Cleric10/Holy VIndicator10 you get CL 17 and a 9th level spell at 20th, but it delays access until after level 7 when the Cleric gets BaB 5 at Lv 7.Is it worth it to dip 2 levels in a Full BAB class to get quicker access at Level 6, CLeric4/"Martial"2/Holy Vindicator(x)? Paladin is a natural choice adding Cha to saves if you go LG, but impossible if you want to go Neutral and Versatile Channeler so you can toss negative AND positive energy.
Or is it better to go CLeric 7 before taking Vindicator Levels to maintain spellcasting and Channel Progression?
It depends on what you want. Do you want the casting, and as much as possible? Then go for the cleric.
Otherwise look at the other extreme: Fighter (or other martial class) 5/cleric 1/Holy vindicator X. Strong in combat, augments (not defines) his power with divine spells.| Sangalor |
Just to give a more explicit example, here is a sample build
Male Human Cleric (Separatist) 2 Fighter (Brawler) 4 Holy Vindicator 7
LG Medium Humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 34, touch 14, flat-footed 33 (+13 armor, +5 shield, +1 Dex, +2 natural, +3 deflection)
hp 135 (11d10+2d8+52)
Fort +19, Ref +9, Will +14 (+1 vs. fear)
Defensive Abilities bravery +1, vindicator's sacred shield +7+3 bashing, shield sp; DR 3/—
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +21/+16/+11 (2d6+15/x2) and
. . Heavy Shield Bash +20/+15/+10 (1d6+11/x2) and
. . Chakram +17/+12/+7 (1d8+6/x2) and
. . Dagger +18/+13/+8 (1d4+6/19-20/x2) and
. . Longspear +18/+13/+8 (1d8+9/x3) and
. . Net +14/+9/+4 () and
. . Sap +19/+14/+9 (1d6+9/x2) and
. . Scimitar +18/+13/+8 (1d6+6/18-20/x2) and
. . Wushu dart +19/+14/+9 (1d3+9/x2)
Ranged Shuriken +10/+5/+0 (1d2+6/x2)
Special Attacks close combatant +1/+3
Cleric (Separatist) Spells Prepared (CL 7):
4 (1/day) Imbue with Spell Ability
3 (2/day) Fireball (DC 15)
2 (4/day) Produce Flame, Resist Energy, Grace
1 (5/day) Obscuring Mist, Protection from Evil, Bless, Burning Hands (DC 13)
0 (at will) Create Water, Light, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 18, Int 10, Wis 15, Cha 10
Base Atk +12; CMB +18 (+19 Bull Rushing, +19 Dragging, +19 Repositioning); CMD 32 (33 vs. Bull Rush, 33 vs. Drag, 35 vs. Grapple, 33 vs. Reposition, 35 vs. Trip)
Feats Alignment Channel (Evil), Channel Smite, Combat Reflexes (3 AoO/round), Dazzling Display (Shield, Heavy), Furious Focus, Improved Shield Bash, Power Attack -4/+8, Quick Draw, Shatter Defenses (Shield, Heavy), Vital Strike, Weapon Focus (Shield, Heavy), Weapon Specialization (Shield, Heavy)
Traits Reactionary, Touched by the Sea
Skills Acrobatics -4 (-8 jump), Climb +6, Craft (armor) +4, Diplomacy +5, Escape Artist -4, Fly -4, Handle Animal +4, Heal +6, Intimidate +16, Knowledge (planes) +6, Knowledge (religion) +10, Linguistics +4, Perception +5, Ride +0, Sense Motive +7, Stealth -4, Survival +6, Swim +5
Languages Celestial, Common
SQ aura, bloodfire, divine judgement, divine vessel (5/day), divine wrath, domains (fire), faith healing (empower), fire bolt (5/day), forbidden rites (divine), sacred stigmata: ac +3 (move), sacred stigmata: attack rolls +3 (move), sacred stigmata: caster level checks +3 (move), sacred stigmata: saving throws +3 (move), sacred stigmata: weapon damage +3 (move), spontaneous casting, versatile cleric channel positive energy 7d6 (3/da
Combat Gear Potion of cure light wounds, Acid, Alchemist's kindness (2), Caltrops, Sunrod; Other Gear +4 Adamantine Full plate, +3 Bashing, Shield Spikes Heavy steel shield, Shield Spikes Heavy steel shield, Chakram (5), Dagger (2), Longspear, Net, Sap, Scimitar, Shuriken (50), Wushu dart (50), Amulet of natural armor +2, Belt of mighty constitution +2, Belt of physical might (Str & Con +4), Cloak of resistance +4, Phylactery of positive channeling, Ring of protection +3, Artisan's toolsCraft (armor), Backpack (empty), Bedroll, Blanket, Candle (10), Cauldron, Drill, Earplugs (3), Fishhook (3), Flint and steel (2), Grappling hook, (Sarenrae), Ink, black, Inkpen, Leeching kit, Mug/tankard (2), Paper (10), Piton (2), Powder (4), Sack (empty) (2), Scroll case (empty), Silk rope, Soap, String or twine (2), Torch (5), Trail rations (3), Vial (2), Waterskin, Weapon cord, Whetstone, 35 GP, 7 SP
--------------------
Special Abilities
--------------------
Alignment Channel (Evil) Channel Energy heals or harms outsiders of the chosen alignment.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bloodfire (Su) While using Stigmata, Channel Smite gains +1d6 damage and inflicts Sickening and 1d6 bleed damage.
Bravery +1 (Ex) +1 to Will save vs. Fear
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric (Separatist) Domain (Divine) Associated Domain: Magic
Cleric (Separatist) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Close Combatant +1/+3 (Ex) +1 to hit and +3 damage with close weapons.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Dazzling Display (Shield, Heavy) Intimidate check to demoralize can affect those within 30' who see you.
Divine Judgement (Sp) When your melee attack reduces a creature to -1 or fewer HP, you may sacrifice a 2nd-level spell to invoke death knell on that target.
Divine Vessel (5/day) (Su) Whenever you are the target of a Divine spell, allies within 15' gain +2 on their next attack roll, skill check or ability check.
Divine Wrath (Sp) When you confirm a critical hit or an enemy critical hits you, you may sacrifice a 1st-level spell to inflict doom on them.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Faith Healing (empower) (Su) Cure wounds spells you cast on yourself are Empowered.
Fire Bolt (1d6+1) (5/day) (Sp) 30' Ranged touch attack deals 1d6+1 Fire damage.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Leeching kit +2 Heal to treat poison.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sacred Stigmata: AC +3 (Move) (Su) Inflict 3 HP of bleed damage on yourself to gain a +3 bonus to AC.
Sacred Stigmata: Attack Rolls +3 (Move) (Su) Inflict 3 HP of bleed damage on yourself to gain a +3 bonus to attack.
Sacred Stigmata: Caster Level Checks +3 (Move) (Su) Inflict 3 HP of bleed damage on yourself to gain a +3 bonus to CL checks.
Sacred Stigmata: Saving Throws +3 (Move) (Su) Inflict 3 HP of bleed damage on yourself to gain a +3 bonus to saves.
Sacred Stigmata: Weapon Damage +3 (Move) (Su) Inflict 3 HP of bleed damage on yourself to gain a +3 bonus to weapon damage.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touched by the Sea Underwater attack penalties are lessened by 1.
Versatile Cleric Channel Positive Energy 7d6 (3/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Vindicator's Sacred Shield +7 (+3 Bashing, Shield Spikes Heavy steel shield) (Su) Channel energy into shield for sacred/profane AC bonus for 24 hr or until hit.
Vital Strike Standard action: x2 weapon damage dice.
Weapon cord Attached weapon can be recovered as a swift action.
This character is built more towards melee combat, fighting with his heavy shield with shield bashes, vital striking when moving and buffing his allies with self-focused divine spells.