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Posted: Fri Mar 14, 2008 1:12 am
by Thrasher91604
Hmm. I'll go with a reliable yet overpowered shapeshifting, rather than an unreliable one.

I can always refrain from using it (or uninstall it) if it makes things too easy.

Thanks!

Posted: Fri Mar 14, 2008 2:10 pm
by Thrasher91604
Here's the party I've settled on, for now ...
Many of the characers are based on and modified from Dave Milward's guide.
Any advice on further tweaks appreciated!

Thanks!

Aasimar Morninglord of Lathander 28 / Paladin 2 (primary tank, buffer, secondary healer)
Deep Gnome Monk 30 (decoy, scout, secondary tank)
Human Druid 30 (primary healer / summoner / secondary buffer / secondary tank - shapeshifted)
Human Bard 28 / Rogue 2 (party spokesman, thieving, charmer, buffing, secondary scout)
Drow Sorcerer 30 (bombadier)
Tiefling Diviner 30 (charmer, bombadier / identifier)


M Aasimar Morninglord of Lathander 28/ Paladin of Helm 2

Ability Scores When Created

Strength - 18
Dexterity - 12
Constitution - 18
Intelligence - 3
Wisdom - 15 (incs +2 bonus from Aasimar)
Charisma - 14 (incs +2 bonus from Aasimar)

Per Dave Milward's guide
"A surprise to some may be that I brought the Wisdom to only 15. My development of this character depends on raising his Wisdom first with the Ring of the Wise, and then the Every God Ring (+5 wisdom). This will be enough to let him cast 9th level spells. Sure, wisdom confers bonus spells and improves the DC for saving throws against the cleric’s spells. I conclude though that the Cleric can learn a sufficient number of spells for the party’s good throughout the game. Also, Cleric spells are far less about doing something to someone else (with a few exceptions) than arcane spells are. I’m not overly concerned about the DC."

The Holy Word spell doesn't have a save.

Ability Score Bonuses

4th level - +1 Constitution
8th level - +1 Constitution
12th level - +1 Strength
16th level - +1 Constitution
20th level - +1 Constitution
24th level - +1 Constitution
28th level - +1 Constitution

Per Dave Milward's guide
"At 12th level, I paused to improve Strength. The reason for this is that when the Holy Avenger is obtained, the Paladin will also have his strength improved by one. Combining these two together results in an increased Strength Modifier."

Skills

Concentration - 4

Feats

1st level - Combat Casting
3rd level - Subvocal Casting
6th level - Weapon Focus: Great Sword
9th level - Power Attack
12th level - Cleave
15th level - Improved Critical
18th level - Blind-Fight
21st level – Spell Penetration
24th level – Spell Penetration
27th level – Discipline
30th level – Heroic Inspiration

M Deep Gnome Monk 30

Ability Scores When Created

Strength 16 (incs deep gnome -2 penalty)
Dexterity 18 (incs deep gnome +2 bonus)
Constitution 18
Intelligence 3
Wisdom 18 (incs deep gnome +2 bonus)
Charisma 1

Ability Score Bonuses

4th level - +1 Wisdom
8th level - +1 Wisdom
12th level - +1 Constitution
16th level - +1 Strength
20th level - +1 Wisdom
24th level - +1 Wisdom
28th level - +1 Wisdom

Per Dave Milward's guide
"The reason for the +1 to Constitution and Strength is that I plan on having the Monk wear the Ring of Hearty Strength (+1 Strength and Constitution). The ring and the ability score bonuses combine together to improve the modifiers with almost a single leap.

Skills

Hide - 2
Move Silently - 2

Feats

1st Level - Blind-Fight
3rd level - Dodge
6th level - Power Attack
9th level - Cleave
12th level - Dirty Fighting
15th level - Improved Critical
18th level - Improved Initiative
21st level - Toughness
24th level – Toughness
27th level – Toughness
30th level - Toughness

F Human Druid 30

Ability Scores When Created

Strength 18
Dexterity 16
Constitution 18
Intelligence 3
Wisdom 18
Charisma 3

Ability Score Bonuses

4th level - +1 Constitution
8th level - +1 Constitution
12th level - +1 Strength
16th level - +1 Strength
20th level - +1 Constitution
24th level - +1 Constitution
28th level - +1 Constitution

Paraphrased from Dave Milward's FAQ
"There’s no need to worry about Wisdom. Once the cleric finds the Every God Ring, he passes on the Ring of the Wise to her. She can then cast 9th level Druid spells."

Skills

Concentration - 4
Wilderness Lore - 2

Feats

1st level - Combat Casting, Luck of Heroes
3rd level - Subvocal Casting
6th level - Weapon Focus: Pole Arms
9th level - Lightning Reflexes
12th level - Dirty Fighting
15th level - Improved Critical
18th level – Blind Fight
21st level – Spell Focus: Transmutation
24th level – Spell Focus: Transmutation
27th level – Spell Penetration
30th level – Spell Penetration

Human Bard 28 / Rogue 2

Ability Scores When Created

Strength 8
Dexterity 17
Constitution 16
Intelligence 14
Wisdom 3
Charisma 18

Ability Score Bonuses

4th level - +1 Dexterity
8th level - +1 Charisma
12th level - +1 Charisma
16th level - +1 Dexterity
20th level - +1 Dexterity
24th level - +1 Charisma
28th level - +1 Charisma

Skills

Bluff – 3
Diplomacy – 3
Disable Device – 4
Intimidate – 4
Open Locks – 4
Pickpocket – 4
Search – 4

Feats

1st level - Dodge, Mercantile
3rd level - Lingering Song
6th level - Spell Focus - Enchantment
9th level - Spell Focus - Evocation
12th level - Spell Focus - Enchantment
15th level - Spell Penetration
18th level – Spell Focus: Evocation
21st level – Spell Focus: Necromancy
24th level – Spell Focus: Necromancy
27th level - Spell Penetration
30th level – Improved Initiative

M Drow Sorcerer 30

Ability Scores When Created

Strength 10
Dexterity 20
Constitution 16
Intelligence 10
Wisdom 4
Charisma 20

Ability Bonuses

4th level - +1 Charisma
8th level - +1 Charisma
12th level - +1 Charisma
16th level - +1 Charisma
20th level - +1 Charisma
24th level - +1 Charisma
28th level - +1 Charisma

Skills

Spellcraft - 3
Concentration - 1

Feats

1st level - Spell Focus - Evocation
3rd level - Spell Focus - Evocation
6th level - Spell Focus - Necromancy
9th level - Spirit of Flame
12th level - Spell Focus - Necromancy
15th level – Spell Penetration
18th level – Spell Focus: Conjuration
21st level – Spell Focus: Enchantment
24th level – Scion of Storms
27th level - Spell Penetration
30th level – Improved Initiative

M Tiefling Wizard 30

Ability Scores When Created

Strength 10
Dexterity 18
Constitution 18
Intelligence 20
Wisdom 10
Charisma 2

Ability Score Bonuses

4th level - +1 Intelligence
8th level - +1 Intelligence
12th level - +1 Intelligence
16th level - +1 Intelligence
20th level - +1 Intelligence
24th level - +1 Intelligence
28th level - +1 Intelligence

Skills

Alchemy - 4
Concentration – 4
Hide - 2
Arcana – 4
Move Silently - 2
Spellcraft – 4

Feats

1st level - Spell Focus: Enchantment
Spell Focus: Conjuration
3rd level - Spell Focus: Enchantment
5th level - Spell Focus: Evocation
6th level - Spell Focus: Necromancy
9th level - Spirit of Flame
10th level - Spell Focus: Evocation
12th level - Spell Focus: Necromancy
15th level - Spell Penetration (x2)
18th level – Spell Focus: Transmutation
20th level – Spell Focus: Conjuration
21st level - Scion of Storms
24th level – Improved Initiative
27th level – Aegis of Rime
30th level – Combat Casting, Aqua Mortis

Posted: Fri Mar 14, 2008 8:59 pm
by Klorox
I really disagree w/ Mr. Milward about tanking WIS for divine spellcasters. Sure, you'll be able to still cast the spells with items and such, but you'll get to cast more spells, with better saving throw modifiers with a maxed out WIS.

I prefer a real decoy monk with a 13 INT for Expertise, but it really is overkill unless you're playing in HoF mode. -- With your level 30 predictions, are you planning on HoF mode?

If not playing HoF... be careful about multiclassing spellcasters... even for 1 level. If you are playing HoF, that's when you need a real plan.

Posted: Fri Mar 14, 2008 9:35 pm
by kmonster
About your Morninglord28/paladin2:

You should take 13 dex for being able to take the important dodge and the even more important rapid shot feat.
Charisma is nearly useless for this character, wisdom isn't. I'd definitely dump cha to 8 so you can set dex to 13 and wis to 20. There are some offensive cleric spells which require saves and bonus spells do help.

I'd only raise strength at level ups. This guy is supposed to be your primary damage dealer who can even damage bosses with 15 damage reduction seriously. 18 con grants a lot of HP already.

Combat casting and subvocal casting won't help you at all. Your front line tank shouldn't start casting cure light wounds while being attacked. He should rather buff before and heal after battle. When spells get good he'll already have enough skillpoints in concentration for casting uninterrupted.
Better start with feats that improve physical combat power. The feats you want to take at level 1,3,18,21,24 and 27 are rather fillers than considerably useful. Dodge and rapid shot help far more.



About the Deep Gnome Monk 30:
Why start with the blind-fight feat if don't get blinded and there's only one not too difficult fight late in the game where it might help a little. Take the rapid shot feat at some time. The level 18 feat is useless and the following are only fillers you might replace at will.
It doesn't make sense setting con and strength to an odd value because of an an item you might never see, the +1 str from the ring is useless anyway since your cleric will have bull's strength spells for the whole party which last longer than a rest .



About your human Druid:
I'd give her the same stats but only raise wis at level up. Her physical stats are good enough for non-shapeshifted combat already.
With 3 int you have to put 14 points into spellcraft for being able to take the powerful elemental feats (scion of storms, spirit of flame) which is definitely worth it. You can start with 2 points in wilderness lore (nice athmospheric roleplaying skill), but concentration and reaching 14 spellcraft should have priority.
Most important feats: rapid shot, dodge, GSF transmutation,GSF evocation, scion of storms, spirit of flame
I recommend starting without the shapeshifting mod, you can install it during the game when you have trouble(unlike me) or start HoF mode.


I'd start the bard/rogue with maxed out diplomatic instead of pickpocketing skills since pickpocketing can be delayed, most dialogues can't.



About the Drow Sorcerer:
Sorcerers need 12 int for a second skill point per level, 10 isn't better than 5. With 12 int you can both handle concentration and spellcraft. The monster who'll be affected the most from spell penetration will be your deep gnome monk party member if you use him as planned.



About your Tiefling Wizard:
Wisdom is nearly useless for him, dex and even str help more. Like with the sorc there's no SF conjuration feat.

Posted: Sat Mar 15, 2008 1:54 am
by Thrasher91604
Thanks for the inputs, both! This is the kind of help I need. :)

I'm not really designing this for HoF. I imagine I may want to replay this group again on that mode, but it's not certain.

Cleric/Paladin

So are the wisdom rings fixed or random drops? If random, then I'd forget it. I should boost wisdom from the start. Are there better rings he should be wearing in any case?

Adding one to dex for dodge seems like a good idea.

Increasing strength over constitution sounds better (if less defensive). I have the decoy to draw attention already, so defensive may not be the best option.

The reason for the 14 charisma was to improve savings throws by 2. Is this worth it? I want this character to be as invulnerable as possible. If not, then the advantage to taking paladin would be the martial weapon specializations, a little bit better base attacks, and eventually the immunity to fear and fear saving throw bonuses to allies. Since the Aasimar has paladin as a favored class, there's no XP penalties.

A pure Aasimar Battleguard of Tempus could be an option, but it wouldn't have all the weapon specialization feats.

I agree that combat casting and subvocal casting seems like waste since he shouldn't be casting in battle as frontliner. It was just insurance more than anything else. It can be pretty disaterous if your spellcasting party gets silenced, and noone can cast dispel or vocalize.

The rapid shot feat is at a -2 to hit for both the normal and extra shot. Will I need to take a missile weapon feat to partially make up for this?

Monk

Expertise for the monk sounds like a good possibility under certain circumstances, when he is having a hard time hitting a very damaging anyways. In this case he could use expertise and be pure decoy. Do you think I will have that situation often enough to take that feat? His AC will be pretty astronomical already.

So getting blinded doesn't happen often enough to protect against? If not then I'll drop it.

I wasn't really thinking of the monk as using ranged weapons, but there probably are situations where he can help from afar. That sounds like a good idea.

So the ring of Hearty Strength is a random drop? If so, then I agree.

Druid

Don't know if she will get enough points to keep concentration maxed, and have enough points to get spellcraft to 14 early enough.

Doesn't she only get 2 points at level 2 onwards because of the low int modifier? That leaves 1 point for spellcraft per level.

If she starts at 2, she'll be at 14 at level 13. That will leave time for only one elemental feat at level 15 right at the end of the game.

To gain more skill points, her intelligence would have to be upped to at least 10. Where would those 7 points come from?

If she were Tiefling, she would need only 3 more points (since I can drop her charisma to 1). I could take the points from Wisdom, then put all points into WIS at level up. She would still only get skill 1 point per level. But would start at a spellcraft of 4, getting to 10 at level 6. She needs to be able to cast level 4 spells b4 taking the feat. She gets level 4 spells at level 7, and then could start taking elemental feats ASAP at 9 and 12. Is a starting wisdom of 15, one less feat, and the slower leveling of a Tiefling worth it for the earlier elemental feats? Or would you drop some of the other stats? Having the racial elemental resistances with those from the feats would be a nice bonus. :)

I could do something similar making her a Drow, but she would be two levels behind.

Another option is for her to remain human and leave her intelligence at 3, but not keep concentration maxed - let it lag by 2 points. She would reach 14 spellcraft at level 11, and then be able to take her first elemental feat at level 12 rather than 15. Three levels later than the Tiefling option.

I like those other feat selections!

Bard/Rogue

Good point on the talking skills b4 pickpocketing skill.

Sorcerer

I can take 2 points from DEX (or 1 from DEX and WIS, each). Are there odd bonuses to DEX around?

True, Spell Penetration may hurt my Monk. The question is will my Monk's SR be so much higher than that of SR enemies that it won't matter? Or will the monster SRs be so high that the 2 or 4 bonus not really help much? Don;t really have an idea about SRs in this game.

Wizard

No SF:Conjuration? No love for firey cloud, web, and flame arrow, then. What were they (I) thinking :p

I have since dropped wisdom to 8, to max dexterity. I could drop it another 2to bring strength to 12. Since he will stay out of melee, I thought the extra carrying capacity would be the only benefit, while a +1 on will saves may be more useful. no?

Thanks again for all the help!

Posted: Sat Mar 15, 2008 9:13 am
by Klorox
1st feat for the DG monk should definitely be dodge.

There's a tweak that allows fists to be finessable, if you do change your mind and go for the decoy.

Posted: Sat Mar 15, 2008 9:25 am
by kmonster
The blind fight feat isn't very useful. I don't remember ever gettinng blinded or many enemies going invisible. If you read the feat description closely you'll also see that it only grants slight advantages in such situations and doesn't nullify the concealment bonuses.
This doesn't hurt but there are many more important feats.

Subvocal casting is even less useful. The very rarely cast silence spell does even allow a will save which will succeed about 95 percent of the time since the DC is low. There are even potions and spells to handle this (not that it's necessary). Insurance that won't be claimed isn't very useful.
Combat casting is only a little better. It's a feat which gives +4 skillpoints in concentration, nothing more. If you maximize the concentration skill chances are very low that those extra skillpoints will come into play.

Rapid shot doesn't make it harder to hit on the long run. The first attack in the round is weakened by -2, but the 2nd,3rd and 4th attack are all improved by +3 compared to the normal attack progression and you even gain an extra attack. This is one of the most powerful feats in the game.
Just don't use it with crossbows since their number of attacks per round is fixed to 1 so you'll only get the -2 penalty.

The saving throw advantage for a 15wis/14cha instead of 20wis/8cha paladin/cleric is nearly nonexistent. You gain +2 to fortitude saves (useless, since those saves will be perfect even without), will saves will even be worsened by -1 so only +2 to reflex saves (= a lightning reflexes feat) remains, by far not as useful as the bonuses when you spend the stat points elsewhere.

I don't think it's worth taking expertise with your monk. If you want him to be better in the defense you can get +2 AC by putting 4 points from str into dex and wis, but the AC will already be immense without.


For your druid it's no problem to get spellcraft high enough at level 12 and you have enough other useful feats to take before. Concentration will only be below the maximum for a few levels, you don't need 14 spellcraft before level 12 and afterwards you can get up concentration to the max again with the 2 skillpoints per level.


19 dex is better than 18 since there are rings which grant +1 dex and there's even the cat's grace spell. Lowering str and wis is the more powerful choice for your sorc however.

I don't think that higher will saves for your wizard will be more useful than higher str which adds more flexibility.

Posted: Sat Mar 15, 2008 3:09 pm
by Thrasher91604
OK, that all sounds good. Thanks! :)

About rapid shot, the feat description says all normal attacks are at -2, rather than +3. Is that an error in the description, or is something else coming into play to get the +3s?

Thanks!

Posted: Sat Mar 15, 2008 3:31 pm
by Thrasher91604
I was thinking my paladin would take 2 weapon focus feats: 1 in greatswords and one in a blunt weapon. Which blunt wepon would be best - maces, hammers, flails, or quarterstaffs?

Should he take a third for a piercing weapon, like polearms?

The +1 attack bonus doesn't seem that great, so I'm wondering if I should even bother with any weapon focus feats?

Posted: Sat Mar 15, 2008 4:26 pm
by Klorox
kmonster wrote:
I don't think it's worth taking expertise with your monk. If you want him to be better in the defense you can get +2 AC by putting 4 points from str into dex and wis, but the AC will already be immense without.
Oh man, I never noticed that! I def. recommend dropping a couple of points from STR/CON and maximizing DEX and WIS. Those two stats are the most important to a Monk. The DEX helps in Evasion, as well as everything else it normally does, and WIS increases your AC and DC vs. special monk attacks.

BTW, I'd give that WIS increasing ring to your monk, not Cleric.

Also, it's cheating, but it works: You can memorize the extra spells as a Cleric, give the ring to the Monk, and the Cleric won't lose the spells.

Posted: Sat Mar 15, 2008 4:49 pm
by kmonster
Attack penalties without rapid shot: 0,-5,-10,-15
Attack penalties with rapid shot: -2,-2,-7,-12,-17
So with rapid shot the 2nd,3rd and 4th attacks are better by 3 and you get a 5th attack at -17

Weapon focus in greatswords is enough for your paladin since other melee weapons will hardly ever be used. Not worth switching to a weapon which does 5 less damage to avoid 5 DR. +1 to hit for the very few occasions you do want to switch to blunt (certain trolls) isn't that great. It's worth taking weapon focus axe for better ranged attacks however.

Posted: Sat Mar 15, 2008 9:29 pm
by Thrasher91604
Thanks for all the help!
Still need to plan out the spell selections for my bard and sorcerer.

Aasimar Morninglord of Lathander 28 / Paladin 2 (primary tank, buffer, secondary healer)
Deep Gnome Monk 30 (decoy, scout, secondary tank)
Human Druid 30 (primary healer / summoner / secondary buffer / secondary tank - shapeshifted)
Human Bard 28 / Rogue 2 (party spokesman, thieving, charmer, buffing, secondary scout)
Drow Sorcerer 30 (bombadier)
Tiefling Diviner 30 (charmer, bombadier / identifier, secondary scout)


M Aasimar Morninglord of Lathander 28/ Paladin of Helm 2

Ability Scores When Created

Strength - 18
Dexterity - 13
Constitution - 18
Intelligence - 3
Wisdom - 20 (incs +2 bonus from Aasimar)
Charisma - 8 (incs +2 bonus from Aasimar)

Ability Score Bonuses

4th level - +1 Strength
8th level - +1 Strength
12th level - +1 Strength
16th level - +1 Strength
20th level - +1 Strength
24th level - +1 Strength
28th level - +1 Strength

Skills

Concentration - 4

Feats

1st level - Dodge
3rd level - Weapon Focus: Great Sword
6th level - Rapid Shot
9th level - Power Attack
12th level - Improved Critical
15th level - Cleave
18th level - Dirty Fighting
21st level – Lightning Reflexes
24th level – Cleave
27th level – Discipline
30th level – Heroic Inspiration


M Deep Gnome Monk 30

Ability Scores When Created

Strength 16 (incs deep gnome -2 penalty)
Dexterity 18 (incs deep gnome +2 bonus)
Constitution 18
Intelligence 3
Wisdom 18 (incs deep gnome +2 bonus)
Charisma 1

Ability Score Bonuses

4th level - +1 Wisdom
8th level - +1 Wisdom
12th level - +1 Wisdom
16th level - +1 Wisdom
20th level - +1 Wisdom
24th level - +1 Wisdom
28th level - +1 Wisdom

Skills

Hide - 2
Move Silently - 2

Feats

1st Level - Dodge
3rd level - Rapid Shot
6th level - Power Attack
9th level - Cleave
12th level - Improved Critical
15th level - Dirty Fighting
18th level - Toughness
21st level - Toughness
24th level – Toughness
27th level – Toughness
30th level - Toughness


F Human Druid 30

Ability Scores When Created

Strength 18
Dexterity 16
Constitution 18
Intelligence 3
Wisdom 18
Charisma 3

Ability Score Bonuses

4th level - +1 Wisdom
8th level - +1 Wisdom
12th level - +1 Wisdom
16th level - +1 Wisdom
20th level - +1 Wisdom
24th level - +1 Wisdom
28th level - +1 Wisdom

Skills

Concentration - 2
Spellcraft - 4

Feats

1st level - Dodge, Spell Focus: Transmutation
3rd level - Spell Focus: Evocation
6th level - Spell Focus: Transmutation
9th level - Rapid Shot
12th level - Scion of Storms
15th level - Spirit of Flames
18th level – Spell Focus: Transmutation
21st level – Weapon Focus: Pole Arms
24th level – Dirty Fighting
27th level – Improved Critical
30th level – Lightning Reflexes


M Human Bard 28 / Rogue 2

Ability Scores When Created

Strength 8
Dexterity 17
Constitution 16
Intelligence 14
Wisdom 3
Charisma 18

Ability Score Bonuses

4th level - +1 Dexterity
8th level - +1 Charisma
12th level - +1 Charisma
16th level - +1 Dexterity
20th level - +1 Dexterity
24th level - +1 Charisma
28th level - +1 Charisma

Skills

Bluff – 3
Diplomacy – 4
Disable Device – 4
Intimidate – 4
Open Locks – 4
Pickpocket – 3
Search – 4

Feats

1st level - Dodge, Mercantile
3rd level - Lingering Song
6th level - Spell Focus: Enchantment
9th level - Spell Focus: Enchantment
12th level - Rapid Shot
15th level - Spell Focus: Evocation
18th level – Spell Focus: Evocation
21st level – Spell Focus: Necromancy
24th level – Spell Focus: Necromancy
27th level - Spell Focus: Transmutation
30th level – Spell Focus: Transmutation


M Drow Sorcerer 30

Ability Scores When Created

Strength 9
Dexterity 20
Constitution 16
Intelligence 12
Wisdom 3
Charisma 20

Ability Bonuses

4th level - +1 Charisma
8th level - +1 Charisma
12th level - +1 Charisma
16th level - +1 Charisma
20th level - +1 Charisma
24th level - +1 Charisma
28th level - +1 Charisma

Skills

Spellcraft - 4
Concentration - 4

Feats

1st level - Spell Focus: Evocation
3rd level - Spell Focus: Evocation
6th level - Spell Focus: Necromancy
9th level - Spirit of Flame
12th level - Spell Focus: Necromancy
15th level – Aqua Mortis
18th level – Spell Focus: Enchantment
21st level – Spell Focus: Enchantment
24th level – Scion of Storms
27th level - Aegis of Rime
30th level – Combat Casting


M Tiefling Wizard 30

Ability Scores When Created

Strength 18
Dexterity 20
Constitution 18
Intelligence 20
Wisdom 3
Charisma 1

Ability Score Bonuses

4th level - +1 Intelligence
8th level - +1 Intelligence
12th level - +1 Intelligence
16th level - +1 Intelligence
20th level - +1 Intelligence
24th level - +1 Intelligence
28th level - +1 Intelligence

Skills

Alchemy - 4
Concentration – 4
Hide - 2
Arcana – 4
Move Silently - 2
Spellcraft – 4

Feats

1st level - Spell Focus: Enchantment
Spell Focus: Enchantment
3rd level - Spell Focus: Evocation
5th level - Spell Focus: Necromancy
6th level - Spell Focus: Evocation
9th level - Spirit of Flame
10th level - Spell Focus: Necromancy
12th level - Aqua Mortis
15th level - Scion of Storms, Spell Focus: Transmutation
18th level – Spell Focus: Transmutation
20th level – Aegis of Rime
21st level - Combat Casting
24th level – Rapid Shot
27th level – Dodge
30th level – Toughness

Posted: Sun Mar 16, 2008 11:00 am
by kmonster
For the tank I'd take cleave even earlier (it nearly doubles your attacks per round early on), but greater cleave is useless, since killing a 100+ HP monster in later chapters with a single cleave attack is nearly impossible.
This character doesn't need a will save improving feat like discipline at level 24 when his will save bonuses could be lowered by 10 without loosing the perfect success chance.

The rapid shot feat for your bard is useless. 1 round of singing grants bonuses to all party members for 3 rounds. You won't be able help that much by shooting.

Posted: Sun Mar 16, 2008 11:45 am
by Thrasher91604
Good points!

I'm thinking I'll drop greater cleave and disicipline and add SF: Evocation twice. Some of those Lathander domain spells are nice (meteor storm and fire storm). But one in particular, holy smite, is necromancy. Hmmmm...

Posted: Sun Mar 16, 2008 7:27 pm
by Klorox
If you're not going to use the holy avenger, and you're going to start with an 8 CHA, why make your tank a paladin at all? Why not go with a Dwarf and add Fighter levels instead of Paladin? No use for that 8 CHA anyway, punt it and max out DEX (even in heavy armor, it will add to missile attacks, and the best armor in the game allows up to a 15 DEX to be useful).

If you want a real tank type, a Dwarf Cleric of Tempus is an awesome option. Free specialization in an awesome weapon type (Axes also give you the freedom of using a shield or not). Sure, you won't get that +2 to WIS, but that's made up for with slightly faster level advancement.

Posted: Mon Mar 17, 2008 1:20 am
by Thrasher91604
I can't go back and take paladin levels after adding the morninglord level. grrrr. No immunity to fear...

I'm using the mod that turns the holy avenger into a greatsword.

I hope that makes up for it. :)

He's having a pretty easy time of it already...