baron667 wrote:quoted from description:
"Significantly better than the Favored Soul, primarily due to 2 factors"
Damage reduction is not as high as a Favored Soul.
This build is not as good as a Favored Soul with respect to classical melee spell-buffs, nor does .....
it's so different from the fave soul, in every aspect but the name with pun (or supposed pun), that it's hard to figure out the reasons of this comparison, or is it actually even the
motivation for the build itself??
secondly, did you play it (at least thru the oc) or is it just a speculative exercise, like many others ofc?
(just curious)
I've tested it extensively at *all* levels against a wide variety of opponents.
IMO it is ready for a module, and *can* be ready for a particular campaign depending on how its modified for dialogue skills.
To your other concerns:
1. Damage Reduction for a Favored Soul doesn't happen until level 20.. IF you start of campaign at level 20, then sure - the Favored Soul is better in this respect.
HOWEVER, IF want to play through the build life for this character then let me assure you that 6/cold iron by level 13 is *excellent* as is 3/cold iron by level 6.
2. Spells buffs for improving attacks and damage are largely "pipe-dreams" in normal game play. You just don't have a lot of time to cast them all, nor is the time/dedication required to actually plan out all battles before they begin realistic for most game-play. For those occasional end-game battles with Divine Power at the ready - yes, a Favored Soul *may* have an advantage for a particular module.
3. The motivation was for a more non-buff melee build that also included some magical perks - especially magical perks that enhanced melee ability. In this respect it really *is* an "Anti-Favored Soul".
Favored Souls have:
1. Modest melee ability without buffs.
2. Good to excellent melee ability with buffs.
3. Good protective magic.
4. Poor offensive magic (when factoring saves and penetration).
5. Innate Damage Reduction (but only at the last level).
At it's best this makes the Favored Soul designed for:
Buffed: One-on-one melee prowess,
Magic: killing mobs (at higher spell casting levels).
It's pretty much the epitome of a Spell-Sword IMO.
This build has many of the same features but has a different emphasis on those features.
1. Good melee abilities without buffs.
2. Good melee ability with buffs (but with *different* types of "buffs").
3. Good protective magic (but with a very different manner to achieve that protection).
4. Modest offensive magic (only intended for use in limited circumstances).
5. Innate Damage Reduction (but at varying levels with the price for that ultimately ending-up as 3/cold iron less than the Favored Soul).
The Damned Soul at it's best is:
Non-buffed: melee against single and multiple opponents.
Magic: achieving a "first attack" advantage.
Significant points of contrast are:
1. Melee "buffs".
Favored Soul ='s Divine Power, Divine Favor, limited Haste use, etc..
Damned Soul ='s Hellfire Shield minimum 5D6 damage, max. 10D6 per attack by opponent, no attack required by Damned Soul. greater/unlimited Haste use.
2. Protective Magic:
Favored Soul ='s Deathward, Spell Resistance, Damage Reduction spells, Divine Shield, Energy Immunity, etc.
Damned Soul ='s Deathless Frenzy, Entropic Shield, Fire and Acid resistance, and the benefit of Stealth via Invisibility+Hide+Move Silently.
3. Offensive Magic:
Favored Soul ='s Harm, Implosion, Earthquake, etc. Saves are critical here.
Damned Soul ='s Hellfire Blast. Saves are meaningless here.
Does that provide you with a better picture?
BTW, you can also easily test this build in something like Vordan's Hero Creator (in the battle cave) and see what you think about it's use for any given module. And again, IF you intend to rely on this character for dialogue skills then seriously consider some of the suggested alterations.