| 666bender |
i like the idea of Aasimar divine holy warrier.
at level 11 the feat that allow wings is a must for this idea.
the chracter will be a holy warrier, meaning it will buff, summon, heal off combat and fight 50%+ of the combats.
we got 22 point buy so many options are around.
i got 3 options that feat the charcter in mind, and need advice and Q's in each one (Q's in the spoiler zone)
all abilities are after racial.
start lvl is 8.
magical items are found only, never created (exept scrolls) so no build can be depended on items.
abilities below after lvl 4,8 advance.
16/12/14/13/10/18
feats:
1: toughtness
3:power attack
5:no idea. maybe extra revelation.
7: angelic blood
Mystery : Lunar or battle .
Lunar - for grabbing animal companion of +1/2 lvl and wild diminish wild shape (1/day, but great form).
battle for maneuvers, weapons and armor.
which is better? make sure to consider also the 1/2 per lvl of aasimar for 1 revelation.... making the animal companion OR battle meneuver OR the wild shape a lot better!
babrarian 2
oracle 4
maybe rage prophet.
the idea is to use vital strike and the feat for full damage and fatigue immune.
domains: glory + travel (special DM god ) favorite weapon = long sword.
abilities:
16/10/14/13/17/14
feats:
1: sacred summon (DM allow celectial to be summoned as standard action)
3:conj focus
5:aug summon
7:power attack
summon, buff and charge in.
| Corvino |
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With 22 point buy and a starting level of 8, you have the feats and potential for good multiple-attribute scores to make either a melee cleric or a melee oracle shine. Arguably for either build you should have the minimum needed casting stat in order to prioritise damage output. Naturally go Angel-Blooded Aasimar for Oracle, probably Archon-Blooded for Cleric.
The Lunar and Battle mysteries are very, very different in what you can achieve. Lunar offers Charisma to AC, an animal companion and natural weapons. The way to get the best out of it is probably to capitalise on this with something like wolfscarred face for further natural attacks which all hit at full BAB, avoiding manufactured weapons. The spell list is also a bit meh. Mixing in another way to gain spells like Ancient Lorekeeper or Improved Eldritch Heritage might help.
Battle is straightforward. Revelations mean you act first, hit hard and survive the retaliation. But the high level spells are lackluster. For this mystery the Extra Revelation feat is great, as each revelation is far better than a feat (barring Power Attack and specifics). I was strongly thinking about a Half-Elf Ancient Lorekeeper/Battle Oracle purely because the revelations are so great but the spells so average.
For the Cleric - being able to take Glory and Travel is the business. Especially if you can take the Heroism subdomain. The Heroism subdomain's 8th level power is great, and combined with Augment Summons will turn your critters into a lot more that a distraction. With that stat array you want more points in Dex at the cost of Int though. Strongly consider playing a "Reach Cleric" using a longspear - use your turn to summon stuff, stand back and wait for the attacks of opportunity. It might be worth considering the Evangelist archetype for a double-whammy Inspire Courage and Aura of Heroism.
| Wasted |
Consider Ancestors or Metal as alternatives to Battle. It depends on how you want to play the melee - Metal, like Battle also has access to Skill at Arms, but is more of a skirmishing mystery. It has movement speed buffs, damage bonuses while moving and bonuses to Fortitude saves. You also have access to scrying, good for assisting the party out of combat. 30ft move speed in Mithral Full Plate is pretty cool, no spells needed.
Far as spells go, Metal gives you access to Lead Blades, Keen Edge and Versatile Weapon by level 8. The battle spells are much more defensive, so it's a matter of taste.