Divine Soul - FS(26),M(1),Clr(1),Pal(2) or BG(2)
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[edit] Description
The Divine Soul is a being, who has achieved near perfection with his/her Deity. However, depending on whether his Deity is good or evil, lawful or chaotic, the end result may vary somewhat. This is a party support build with full Favored Soul caster level (and hance maximum strength Spell Resistance and full Buff length).
The original Divine Soul was featured in Elysius' Battle of the Builds, almost always defeats pointy stick even without the AI using disarm. I created Version 2 that was largely superior to the Original in several respects, while retaining most of the Pros of the original. I have now created a more PvP focused Version 3, incorporating Disarm, but at the loss of Saves. However, for PvM party support, Version 2 is still a better choice.
[edit] Version 3
Favored soul 26 / Cleric 2 / Fighter 1 / Monk 1
Pros:
- Full Favored Soul Spellcasting
- Level 30 caster, full benefit from the Spell Resistance spell, and maximum Buff Duration.
- Fully viable from start to finish
- Decent warrior with medium BAB, fair strength and buffs
- Able to deal high damage using Epic Divine Might and Divine Power
- Pseudo-Universal Damage Reduction with Favored Soul DR and Stone Body
- Tumble and Monk Boots provide a comparative +5 boost to AC
- Able to fight unarmed if disarmed (generally more important for PvP)
- Maxed Spot to counter Feint, and spot semi-sneakers (builds that have maxed Hide, but poor Dex bonus)
- Unfortunately, unlike Bards and Arcane Casters, you lack buffs that can boost Spot, so even with maxed ranks in Spot, your modified Spot is not high enough to spot full sneakers (builds that have maxed Hide, AND good Dex bonus)
- Usable under any magic setting
- Fully viable from start to finish, with no multiclass penalty. Spare Skill points may be put into convo skills, making this Campaign playable.
Version 3 Pros (compared to Version 2):
- Upgraded to enable use of Improved Disarm. Combine this with Unarmed Strike for the dreaded "Weapon Stealing Attack".
- However, note that only Enemy players using weapons can be disarmed. Most PvM Monsters cannot be disarmed, rendering this ability useless in PvM party support.
- Maxed Listen on top of Maxed Spot.
- But again without buffs to boost Listen, you still can't detect full sneakers.
- Fighter Splash enables usage of Tower Shields for another comparative +2 AC
Cons:
- Horrible Wisdom, and hence offensive Spell DC
- Favored Soul: Limited Selection of Spells
Version 3 Cons (compared to Version 2):
- Loss of Paladin 2 means loss of Cha bonus to saves, giving a comparative -5 to saves (-10 if you include Epic Gear).
- However as long as you have your protective buffs up (Freedom of Movement, Death Ward, Stone Body, Energy Immunity), they block most things that would require a save, rendering this loss largely negligible.
- That said, in PvM parties, you are expected to use your spells to heal/buff your companions, rather than just using them to buff yourself. Therefore in PvM parties, you have less spells to devote to personal use, and the loss of Saves starts to count.
- Also with Maxed Spellcraft and many Favored Soul levels, saves are still reasonably good.
- No more Evasion
- Which is not as bad for similiar reasons to why loss of Saves is not as bad.
Basically, these differences mean that the Divine Soul v3 is less suitable for PvM party support, since he can't use all his spells to buff himself, and needs to save them to heal/buff his party, and his main PvP ability (Disarm) is useless. With less protective buffs, Version 2 is stronger due to better Saves and Evasion.
[edit] Version 3: Character Creation
Race: Human
Alignment: Any Lawful (Within the requirement that you pick a Diety with the Favored Weapon of your choice).
For PvP, you want a God whose favored weapon is unarmed strike. You also want to be Good (alignment wise) so that Smiting Paladins cannot deal you extra damage. Among the Gods in the default Pantheon, Ilmater stands out as being the only Lawful Good Diety with favored weapon unarmed strike.
| Base Values | Racial Modifiers | Final Values | |
| Str | 14 | 14 | 21 |
| Dex | 12 | 12 | 12 |
| Con | 14 | 14 | 14 |
| Int | 14 | 14 | 14 |
| Wis | 8 | 8 | 8 |
| Cha | 16 | 16 | 21 |
BAB: 21
Total AB bonus from Long Term Buffs in Mundane Gear (number in Brackets indicates with Epic Gear)
21 BAB 5 Str Bonus 1 Favored Soul Weapon Focus 3 Persistant Divine Favor 1 Persistant Prayer 1 Bless (+5 with Str gear +9) (+8 Weapon Enhancement Bonus) Total = 32 (45)
With AB bonus from Short Term Buffs
9 Extended Divine Power 3 Extended Recitation 2 Extended Battle tide Total = 46 (59)
HP: (26*8) + (2*8) + (1*10) + (1*8) + 60 Con Bonus = 302
AC with Mundane Gear (Number in Brackets indicates with Divine Shield):
10 base 8 Mithril full plate 4 Tower shield 3 tumble 1 Luck of Heroes 1 Dex bonus (5 Divine Shield) =27 (32)
Note that even with only Mundane Gear, the maximum possible AC is +15 higher than what is listed as this build can buff itself with Magic Vestment and Shield of Faith.
Additional AC from Epic Gear (Number in Brackets indicates with Divine Shield):
8 Armor Enhancement +8 8 Tower shield Enhancement +8 8 Cloak of Protection +8 5 Natural Armor Amulet +5 5 Boots of the sun soul +5 2 Dex bonus (with +4 Dex equipment, to Max Dex bonus of Mithril Full plate) (5 extra with Divine Shield from +9 Cha gear) =63 (73)
Saves
Fort: 15 + 3 + 2 + 2 = 22 +2 Con
Will: 15 + 3 + 0 + 2 = 20 -1 Wis
Reflex: 15 + 0 + 0 + 2 = 17 +1 Dex
+1 to all from Luck of Heroes
+6 against spells with Spellcraft
[edit] Version 3: Overview
Feats
1. Able Learner
1. Power Attack
3. Practiced Spellcaster: Favored Soul
6. Divine Might (Must Take on Cleric 1)
9. Extend Spell
12. Divine Shield (Must Take on Cleric 2)
15. One of Choice (PvM) OR Improved Disarm (PvP)
18. Persistent Spell
21. Great Strength
23. Great Strength
25. Great Strength
27. Great Charisma
Favored Soul Bonus Feats:
23. Great Strength
26. One of Choice
Cleric Domain Bonus Feats:
1. Darkness for Blind fight
2. Luck for Luck of Heroes
Fighter Bonus Feat:
1. Cleave (PvM) OR Disarm (PvP)
Feat Notes:
- On level 15, you should take Improved Disarm if this build if for PvP. For PvM however you should take something else:
- Toughness: Gives you +30 HP at level 30
- Silent Spell: Lets you keep Casting in case you are Silenced. Very useful, since you are a spontaneous caster.
- Evasion: By shifting your feats around, it is possible to gain Evasion. Basically at level 1, take Luck of Heroes, shift the listed Feat progression backwards (and shift the Cleric levels as well so that they fall on the feat levels which you take Divine Might and Shield). Then swap Cleric Luck Domain for Water Domain for Evasion: E.g:
- Modified Feats
- 1. Able Learner
- 1. Luck of Heroes
- 3. Power Attack
- 6. Practiced Spellcaster: Favored Soul
- 9. Divine Might (Must Take on Cleric 1)
- 12. Extend Spell
- 15. Divine Shield (Must Take on Cleric 2)
- 18. Persistent Spell
- 21. Great Strength
- 23. Great Strength
- 25. Great Strength
- 27. Great Charisma
- 29. Epic Divine Might
- Cleric Domain Bonus Feats:
- 1. Darkness for Blind fight
- 2. Water for Evasion
- For your level 26 Favored Soul Epic Bonus feats, you can take whatever you want. Several possibilities include:
- Great Strength or Great Charisma: This will help your stats finish on an Even number, and works best if you know that the Stat boosting Gear you can access boost stats by an Even number.
- Epic Spell: You can take an Epic Spell as one or both of your bonus feats. Vampiric Feast is the most powerful Epic feat, and you can take that if you want, although with your low Wisdom, you won't have the DC to back it up.
- Silent Spell: If you did not take this before, you can take it now.
- Epic Prowess: Helps you land your blows
- Armored Skin: Makes you harder to hit.
You can mix and match which feats you want to take.
- At FS 1, 3, and 12, this gains Weapon proficiency, focus and specialization, with his Deity's favored weapon. The weapon you choose will depend on what you know is available.
- In the MoTB campaign, the Gith Sword counts as a longsword, so you may wish to choose a Diety with longsword as his favored weapon (E.g. Tyr).
- Alternatively, choosing a Deity with exotic favored weapon (Such as Kelemvor) grants you Exotic Weapon Proficiency for free.
- For PvP, a Diety with unarmed Strike (as highlighted above) lets you fight unarmed, making you immune to Disarm, and letting you steal your enemies weapons when you Disarm them.
- At FS 20, this gains 10/Silver or Cold Iron Damage Reduction. Combine this with 10/adamantine DR from Stone Body, and you have pseudo-universal DR that can block any physical attack, simply because a weapon may be adamantine, or silver, but not both.
- Extend and Persistent Spell are needed for your Favored Soul buffs.
- Level 30 Spellcasting with Practiced Spellcaster. Only a full level Wiz/Sorc can dispel your buffs.
- EDM adds +10 damage per hit for 9 Rounds.
- Get +9 Cha equipment to boost EDM to +20 damage per attacks.
- This also gains 3 Elemental Resistance at FS 5, 10, and 15. One of your Key buffs is Stone Body, which provides you with Electric Immunity. Therefore you DO NOT want to pick Electric as one of your Energy Resistances. I would recommend picking Sonic and Acid Resistance, as gear giving these Resistances is comparatively rare.
[edit] Version 3: Skills
With an Int of 14, and the Human bonus skill points, this build gains 5 skill points per level. And there are 4 core skills that it needs:
- Concentration
- Spellcraft
- Tumble
- Spot
- Diplomacy for Campaigns OR Listen for PvP
Your first level should be Monk to maximize the 4x multiplier. Roughly, the skill progression should be as follows:
Level 1: Monk 1: Gain (4 + 3) * 4 = 28 Skill points
- 4 to Concentration (Total = 4)
- 4 to Tumble (Total = 4)
- 4 to Spot (Total = 4)
- 3 to Lore (Total = 3)
- 4 to Diplomacy (for Campaigns) OR Listen (for PvP) (Total = 4)
- 4 to UMD (Total = 2)
Save 5 points
On level 1, UMD is a cross class skill. So every point increase in them costs 2 skill points. E.g. To get UMD to 2 points, you need to spend 4 skill points.
Level 2: Favored Soul 1: Gain 5 Skill Points
- 1 to Concentration (Total = 5)
- 5 to Spellcraft (Total = 5)
- 1 to Tumble (Total = 5)
- 1 to Spot (total = 5)
- 1 to Diplomacy (for Campaigns) OR Listen (for PvP) (Total = 5)
Save 1 point
Level 3:
Favored Soul 2: Gain 5 Skill Points
- 1 to Concentration (Total = 6)
- 1 to Spellcraft (Total = 6)
- 1 to Tumble (Total = 6)
- 1 to Spot (total = 6)
- 1 to Diplomacy (for Campaigns) OR Listen (for PvP) (Total = 6)
- 1 to UMD (Total = 3)
Save 0 point
Level 4 onwards:
5 Skill points per level
- 1 to Concentration (Total = Character Level + 3)
- 1 to Spellcraft (Total = Character Level + 3)
- 1 to Tumble (Total = Character Level + 3)
- 1 to Spot (Total = Character Level + 3)
- 1 to Diplomacy (for Campaigns) OR Listen (for PvP) (Total = Character Level + 3)
Save 0 point
By Level 27, you should have 30 in your 5 core skills. Because the bonuses for Tumble and Spellcraft, stop at 30, you may instead leave them at 30, and put the points for them into UMD:
Level 28 onwards: 5 Skill points per level
- 1 to Concentration (Total = Character Level + 3)
- 1 to Spot (Total = Character Level + 3)
- 1 to Diplomacy (for Campaigns) OR Listen (for PvP) (Total = Character Level + 3)
- 2 to UMD
[edit] Version 3: Character Progression
Good Variant
[edit] Version 3 Variants
[edit] Bard Variant
For campaigns, you don't need unarmed strike, and can replace Monk with Bard. This nets you inspire competence for +1 to hit and damage. However, you need to raise Intelligence to 14 (and lower Strength to 14 to free up points), in order to max UMD for Monk boot access. To compensate for the lost Strength, you have to spend one of your free Favored Soul feats on Great Strength, so that you still qualify for Epic Divine Might.
Pros:
- You gain Inspire Courage for +1 to Attack and Damage
- You gain UMD as a class skill, mainly letting you cast Arcane / Druid / Bard spells from scrolls, and use cross class gear.
Cons:
- You lose the bonus Unarmed Damage (+1.5) from Monk, and the Improved Unarmed Strike Feat.
- You lose Spot as a class skill (You still have Listen to helps to counter Stealth, but which unfortunately does not protect you from Feint)
- -2 to Fort Saves
The Altered progression would look someting as follows:
Race: Human
Alignment: Any Non-Lawful (Within the requirement that you pick a Diety with the Favored Weapon of your choice).
Stats and Feats remain the same.
And you now have the following 5 core skills:
- Concentration
- Spellcraft
- Tumble
- UMD (instead of Spot)
- Diplomacy for Campaigns OR Listen for PvP
[edit] Version 2
Favored soul 26 / Monk 1 / Cleric 1 / Paladin OR Blackguard 2
As of version 1.17, Battle of the Builds has been updated to use the Version 2 of the Divine Soul.
Pros:
- Full Favored Soul Spellcasting
- Level 30 caster, full benefit from the Spell Resistance spell, and maximum Buff Duration.
- Fully viable from start to finish
- Decent warrior with medium BAB, fair strength and buffs
- Able to deal high damage using Epic Divine Might and Divine Power
- Good Saves and Evasion
- Pseudo-Universal Damage Reduction with Favored Soul DR and Stone Body
- Usable under any magic setting
- Fully viable from start to finish, with no multiclass penalty. Spare Skill points may be put into convo skills, making this Campaign playable.
Version 2 Pros (compared to Version 1):
- Tumble and Monk Boots provide a comparative +5 boost to AC
- Able to fight unarmed if disarmed (generally more important for PvP)
- Spot as a Class Skill to counter Feint
Cons:
- Horrible Wisdom, and hence offensive Spell DC
- Favored Soul: Limited Selection of Spells
Version 2 Cons (compared to Version 1):
- Lose 1 BAB: But still retain 5 base attacks per round
Good vs Evil
- Evil variant gains an extra Aura of Despair, and Use Poison, but has to burn a feat on cleave, whereas the Good variant can use it to buy Divine Shield or Silent Spell.
[edit] Version 2: Character Creation
Race: Human
Alignment: Lawful Good OR Lawful Evil
| Base Values | Racial Modifiers | Final Values | |
| Str | 15 | 15 | 21 |
| Dex | 12 | 12 | 12 |
| Con | 14 | 14 | 14 |
| Int | 12 | 12 | 12 |
| Wis | 8 | 8 | 8 |
| Cha | 16 | 16 | 21 |
BAB: 21
Total AB bonus from Long Term Buffs in Mundane Gear (number in Brackets indicates with Epic Gear)
21 BAB 5 Str Bonus 1 Favored Soul Weapon Focus 3 Persistant Divine Favor 1 Persistant Prayer 1 Bless (+5 with Str gear +9) (+8 Weapon Enhancement Bonus) Total = 32 (45)
With AB bonus from Short Term Buffs
9 Extended Divine Power 3 Extended Recitation 2 Extended Battle tide Total = 46 (59)
HP: (26*8) + (1*8) + (1*8) + (2*10) + 60 Con Bonus = 304
AC with Mundane Gear (Number in Brackets indicates with Divine Shield):
10 base 8 Mithril full plate 3 tumble 2 Heavy shield 1 Luck of Heroes 1 Dex bonus (5 Divine Shield) =25 (30)
Note that even with only Mundane Gear, the maximum possible AC is +15 higher than what is listed as this build can buff itself with Magic Vestment and Shield of Faith.
Additional AC from Epic Gear (Number in Brackets indicates with Divine Shield):
8 Armor Enhancement +8 8 Heavy shield Enhancement +8 8 Cloak of Protection +8 5 Natural Armor Amulet +5 5 Boots of the sun soul +5 2 Dex bonus (with +4 Dex equipment, to Max Dex bonus of Mithril Full plate) (5 extra with Divine Shield from +9 Cha gear) =61 (71)
Saves
Fort: 15 + 2 + 2 + 3 = 22 +2 Con
Will: 15 + 2 + 2 + 0 = 19 -1 Wis
Reflex: 15 + 2 + 0 + 0 = 17 +1 Dex
+1 to all from Luck of Heroes
+5 Divine Grace or Dark Blessing (Or more with +Cha gear)
+6 against spells with Spellcraft
And Evasion
[edit] Version 2: Overview
Feats
Character Feats
1. Able Learner
3. Power Attack
6. Divine Might
9. Extend Spell
12. Practiced Spellcaster: Favored Soul
15. Evil Variant: Cleave, Good Variant: Divine Shield OR Silent Spell
18. Persistent Spell
21. Great Strength
23. Great Strength
25. Great Strength
27. Great Charisma
Favored Soul Bonus Feats:
23. One of Your Choice
26. One of Your Choice
Cleric Domain Bonus Feats:
1. Water for Evasion
2. Darkness for Blind fight
Feat Notes:
- On level 12, there are several possible feats you can take
- Evil Variant: You need Cleave to qualify for Blackguard
- Good Variant: You don't need Cleave, so you can take something else. Divine Shield stands out as a good choice, but uses a minor exploit, wherein you can take Divine feats on Paladin level 1-3 provided that you already have Turn Undead from another source (in this case Cleric). Otherwise, Silent Spell is a good choice to protect yourself from Silence effects.
- For your 2 Favored Soul Epic Bonus feats, you can take whatever you want. Several possibilities include:
- Great Strength and/or Great Charisma: This will help your stats finish on an Even number, and works best if you know that the Stat boosting Gear you can access boost stats by an Even number.
- Epic Spell: You can take an Epic Spell as one or both of your bonus feats. Vampiric Feast is the most powerful Epic feat, and you can take that if you want.
- Silent Spell: If you did not take this as the Good variant, you can take it now.
- Epic Prowess: Helps you land your blows
- Tower Shield Proficiency:
- Armored Skin: Makes you harder to hit.
- Divine Shield: If you did not grab Divine shield previously, you can use your Feats of choice to grab it. Although doing so involves rearranging your levels a little. You have to take either a Blackguard or Paladin level on a feat giving level (21, 23, 25, 27, 29) and use that feat to buy Divine Shield. Than for your Favored Soul 23 bonus feat, use it to buy the feat that was normally on that feat giving level.
- E.g. Lets say you don't take Paladin/Blackguard 2 until level 21, and then you use it to buy Divine Shield. In the scheme below, Great Stength was the feat that was normally taken at level 21. So at Favored Soul 23 (on character level 27), use the Favored Soul bonus feat to buy the Great Strength instead.
You can mix and match which feats you want to take.
- At FS 1, 3, and 12, this gains Weapon proficiency, focus and specialization, with his Deity's favored weapon. The weapon you choose will depend on what you know is available.
- In the MoTB campaign, the Gith Sword counts as a longsword, so you may wish to choose a Diety with longsword as his favored weapon (E.g. Tyr). Also, the Good Variant can use the Holy Avenger which is also a Longsword.
- Alternatively, choosing a Deity with exotic favored weapon (Such as Kelemvor) grants you Exotic Weapon Proficiency for free.
- For PvP, a Diety with unarmed Strike (as highlighted above) lets you fight unarmed, making you immune to Disarm. However, you lose the ability to buff your "weapon" with Greater Magic Weapon and Weapon of Impact.
- At FS 20, this gains 10/Silver or Cold Iron Damage Reduction. Combine this with 10/adamantine DR from Stone Body, and you have pseudo-universal DR that can block any physical attack, simply because a weapon may be adamantine, or silver, but not both.
- Extend and Persistent Spell are needed for your Favored Soul buffs.
- Level 30 Spellcasting with Practiced Spellcaster. Only a full level Wiz/Sorc can dispel your buffs.
- EDM adds +10 damage per hit for 9 Rounds.
- Get +9 Cha equipment to boost EDM to +20 damage per attacks, and another +5 to all saves.
- This also gains 3 Elemental Resistance at FS 5, 10, and 15. One of your Key buffs is Stone Body, which provides you with Electric Immunity. Therefore you DO NOT want to pick Electric as one of your Energy Resistances. I would recommend picking Sonic and Acid Resistance, as gear giving these Resistances is comparatively rare.
[edit] Version 2: Skills
With an Int of 12, and the Human bonus skill points, this build gains 4 skill points per level. And there are 4 core skills that it needs:
- Concentration
- Spellcraft
- Tumble
- Diplomacy for Campaigns OR Spot for PvP
Your first level should be Monk to maximize the 4x multiplier. You need 5 points in Hide to qualify for Blackguard, which your Monk bonus skill points should be able to cover. Roughly, the skill progression should be as follows:
Level 1: Monk 1: Gain (4 + 2) * 4 = 24 Skill points
- 4 to Concentration (Total = 4)
- 4 to Tumble (Total = 4)
- 4 to Hide (Total = 4)
- 3 to Lore (Total = 3)
- 4 to Diplomacy (for Campaigns) OR Spot (for PvP) (Total = 4)
Save 5 points
Level 2:
Favored Soul 1: Gain 4 Skill Points
- 1 to Concentration (Total = 5)
- 5 to Spellcraft (Total = 5)
- 1 to Tumble (Total = 5)
- 1 to Diplomacy (for Campaigns) OR Spot (for PvP) (Total = 5)
- 1 to Hide (total = 5)
Save 0 point
Level 3 onwards:
4 Skill points per level
- 1 to Concentration (Total = Character Level + 3)
- 1 to Spellcraft (Total = Character Level + 3)
- 1 to Tumble (Total = Character Level + 3)
- 1 to Diplomacy (for Campaigns) OR Spot (for PvP) (Total = Character Level + 3)
Save 0 point
[edit] Version 2: Character Progression
Good Variant
- In the scheme above, Paladin levels are delayed until after Favored Soul 12. The reason for this is because Favored Soul get the Weapon Specialization feat for their Diety's Favored Weapon at level 12. And as a Favored Soul, you have a wider selection of dieties (any Diety any within 1 alignment step). Paladins on the other hand must choose from a far more limited Diety list. So the moment you take your a Paladin level, you may have to choose a new diety, which may change your Diety's Favored Weapon, and cause you to lose the original Weapon feats you were aiming for. If your Favored Soul diety also happens to be a Paladin Diety (e.g. Tyr for Longsword bonus feats), you can take your Paladin levels earlier without needing to change diety. In which case I would recommend grabbing Paladin 1 at level 3 for early Martial Weapon and Heavy Armor feats, and Paladin 2 at level 15 to qualify for Divine Shield feat.
Evil Variant
[edit] Bard Variant
For campaigns, you don't need unarmed strike, and can replace Monk with Bard. This nets you inspire competence for +1 to hit and damage. However, you need to raise Intelligence to 14 (and lower Strength to 14 to free up points), in order to max UMD for Monk boot access. To compensate for the lost Strength, you have to spend one of your free Favored Soul feats on Great Strength, so that you still qualify for Epic Divine Might.
Further to this, if you are planning on taking paladin levels, some alignment shifting is necessary. You have to start with a Neutral Good Bard, and then shift to Lawful Good between levels 2-14. The altered Starting Stats and Feat progression are shown below. Otherwise, the order of the levels (as described above) remains the same.
Pros:
- You gain Inspire Courage for +1 to Attack and Damage
- You gain UMD as a class skill.
Cons:
- You have to spend one of your Favored Soul feats on Great Strength (although this is offset partly by the bonus from Inspire Courage)
- You lose Spot as a class skill (You have to switch to Listen as your main Counter Stealth skill, which unfortunately does not counter Feint)
- -2 to Fort Saves (although your Fort Saves are still very high thanks to Paladin/Blackguard bonus)
Race: Human
Alignment:
- Paladin: Neutral Good shifting to Lawful Good
- Blackguard: Neutral of Chaotic Evil.
| Base Values | Racial Modifiers | Final Values | |
| Str | 14 | 14 | 21 |
| Dex | 12 | 12 | 12 |
| Con | 14 | 14 | 14 |
| Int | 14 | 14 | 14 |
| Wis | 8 | 8 | 8 |
| Cha | 16 | 16 | 21 |
Feats
Character Feats
1. Able Learner
3. Power Attack
6. Divine Might
9. Extend Spell
12. Practiced Spellcaster: Favored Soul
15. Evil Variant: Cleave, Good Variant: Divine Shield OR Silent Spell
18. Persistent Spell
21. Great Strength
23. Great Strength
25. Great Strength
27. Great Charisma
Favored Soul Bonus Feats:
23. Great Strength
26. One of Your Choice
And you now have the following 5 core skills:
- Concentration
- Spellcraft
- Tumble
- UMD
- Skill of Choice:
- Diplomacy for campaign good path
- Bluff for campaign evil path
- Listen for PvP
[edit] Original
This is the original Divine Soul. It is still a powerful build, although Version 2 is largely superior.
Favored soul 26 / Paladin 2 / Cleric 2
Favored soul 26 / Cleric 1 / Blackguard 3
Pros:
- Full Favored Soul Spellcasting
- Level 30 caster, full benefit from the Spell Resistance spell.
- Fully viable from start to finish
- Decent warrior with medium BAB, fair strength and buffs
- Able to deal high damage using Epic Divine Might and Divine Power
- Able to boost Defenses with Divine Shield
- Good Saves and Evasion
- Pseudo Universal Damage Reduction with Favored Soul DR and Stone Body
- Usable under any magic setting
- Fully viable from start to finish, with no multiclass penalty. Spare Skill points may be put into convo skills, making this Campaign playable.
Cons:
- Horrible Wisdom, and hence offensive Spell DC
- Favored Soul: Limited Selection of Spells
Good vs Evil
- Evil variant gains an extra Aura of Despair, and Use Poison, but has to burn 5 or 10 skill points in Hide
[edit] Original: Character Creation
Race: Human
Classes:
Good Variant: Favored_soul 26 / Paladin 2 / Cleric 2
OR
Evil Variant: Favored_soul 26 / Cleric 1 / Blackguard 3
Alignment: Lawful Good OR Any Evil
Stats
| Base Values | Racial Modifiers | Final Values | |
| Str | 16 | 16 | 22 |
| Dex | 12 | 12 | 12 |
| Con | 14 | 14 | 14 |
| Int | 10 | 10 | 10 |
| Wis | 8 | 8 | 8 |
| Cha | 16 | 16 | 22 |
- If you want more skill points, you can tranfer 1 point from Str or Cha to Int. You still can qualify for Epic Divine Might, but you lose 1 Str or Cha bonus. You could raise Int to 14, and leave both Str and Cha at 21.
- However, the constituent classes of this build don't have many useful class skills, so this is not worth doing unless you use your spare feat on Able Learner, to buy cross class skills like tumble, UMD and Spot.
BAB: 22
HP:
- Good: (26*8) + (2*10) + (2*8) +60 con bonus= 304
- Evil: (26*8) + (1*8) + (3*10) +60 con bonus= 306
Saves
Good Variant
Fort: 15 + 3 + 3 = 21 +2 Con bonus
Will: 15 + 0 + 3 = 18 -1 Wis penalty
Reflex: 15 + 0 + 0 = 15 +1 Dex bonus
Evil Variant
Fort: 15 + 2 + 3 = 20 +2 Con bonus
Will: 15 + 2 + 1 = 18 -1 Wis penalty
Reflex: 15 + 0 + 1 = 16 +1 Dex bonus
+1 to all from Luck of Heroes
+6 from Divine Grace or Dark Blessing (or more with +Cha equipment)
+6 against spells with Spellcraft
And Evasion
[edit] Original: Overview
Feats
Character Feats
1. Luck of heroes
1. Power Attack
3. Divine Might (must take on Cleric 1)
6. Cleave
9. Practiced Caster Favored Soul
12. Extend Spell
15. Divine Shield (must take on Cleric 2 or Blackguard 3)
18. Persistent Spell
21. Great Str
23. Great Cha
25. Great Cha
27. Great Cha
29. Epic Divine Might
Cleric Bonus Domain Feats
1. Water for Evasion
2. Darkness for Blindfight
Favored Soul Epic Feats
23. Great Cha
26. One of your Choice
- Your Last Feat can be any of your choice. You might choose from Epic Gate / Vampiric Feast / Last Stand.
- At FS 1, 3, and 12, this gains Weapon proficiency, focus and specialization, with his Deity's favored weapon. The weapon you choose will depend on what you know is available. In the MoTB campaign, the Gith Sword counts as a longsword, so you may wish to choose that. Also, the Good Variant can use the Holy Avenger. Alternatively, choosing a Deity with exotic favored weapon grants you Exotic Weapon proficiency for free.
- At FS 20, this gains 10/Silver or Cold Iron Damage Reduction. Combine this with 10/adamantine DR from Stone Body, and you have pseudo-universal DR that can block any physical attack, simply because a weapon may be adamantine, or silver, but not both.
- Extend and Persistent Spell are needed for your Favored Soul buffs.
- Level 30 Spellcasting with Practiced Spellcaster. Only a full level Wiz/Sorc can dispel your buffs.
- EDM adds +12 damage per hit for 11 rounds.
- Get +8 Cha equipment to boost EDM to +20 damage per attacks, and another +4 to all saves.
- This also gains 3 Elemental Resistance at FS 5, 10, and 15. One of your Key buffs is Stone Body, which provides you with Electric Immunity. Therefore you DO NOT want to pick Electric as one of your Energy Resistances. I would recommend picking Sonic and Acid Resistance, as gear giving these Resistances is comparatively rare.
[edit] Original: Skills:
- This only has 3 skill points per level. Because you have so many Favored Soul levels, and so few skill points, you can safely alternate between Favored Soul and another class to max out Favored Soul Class skills.
- The must-have skills are Concentration and Spellcraft. The Good Variant can max out 1 more favored Soul Class Skill of his choice. (Diplomacy for Modules and Campaigns, Lore or Heal for PWs)
- If you are using the evil variant, you must invest 10 points in Hide cross-class to unlock Blackguard. This means you can only max out 2 class skills.
- One way round this problem is to lower Str or Cha by 1, and transfer the 2 points to Int. This nets you 1 more skill point per level. Then use the spare feat to buy Great Int or Cha so that it finishes on an even level. You can then spend 10 points on hide. The rest of the 23 spare Skill points might then be used to raise something else. E.g. 20 to Tumble cross-class to get +1 dodge.
- Alternatively, you can assign your Spare Feat to Able Learner, and spend your points in 5 hide / 10 tumble / 16 UMD or Spot.
- You could even do both (buy able learner and lower Str/Cha to raise Int), if you feel you need all 3 class skills, AND to to get another 5 hide / 10 tumble / 16 UMD. but Str/Cha will finish on an odd level.
[edit] Original: Character Progression
| Class Level | Class | Feat | Free Feat | Attributes |
| 1 | Favored_soul 1 | Luck of Heroes, Power Attack | Weapon Proficiency: Deity's Favored Weapon | |
| 2 | Favored Soul 2 | |||
| 3 | Cleric 1 | Divine Might | Turn Undead, Bonus Domain Feats (Evasion and Blindfight) | |
| 4 | Favored Soul 3 | Weapon Focus: Deity's Favored Weapon | +1 Str | |
| 5 | Favored Soul 4 | |||
| 6 | Favored Soul 5 | Cleave | 1st Energy Resistance | |
| 7 | Favored Soul 6 | |||
| 8 | Favored Soul 7 | +1 Str | ||
| 9 | Favored Soul 8 | Practiced Spellcaster : Favored Soul | ||
| 10 | Blackguard 1 or Paladin 1 | Good: Smite Evil x1 | ||
| 11 | Favored Soul 9 | |||
| 12 | Blackguard 2 or Paladin 2 | Extend Spell | Good: Divine Grace, Lay on Hands, Evil: Smite good x1, dark blessing, bull's strength x1 | +1 Str |
| 13 | Favored Soul 10 | 2nd Energy Resistance | ||
| 14 | Favored Soul 11 | |||
| 15 | Blackguard 3 or Cleric 2 | Divine Shield | Evil: Aura of despair, turn undead, create undead x1 | |
| 16 | Favored Soul 12 | Weapon Specialization: Deity's Favored Weapon | +1 Str | |
| 17 | Favored Soul 13 | |||
| 18 | Favored Soul 14 | Persistent Spell | ||
| 19 | Favored Soul 15 | 3rd Energy Resistance | ||
| 20 | Favored Soul 16 | +1 Str | ||
| 21 | Favored Soul 17 | Great Strength | ||
| 22 | Favored Soul 18 | |||
| 23 | Favored Soul 19 | Great Charisma | ||
| 24 | Favored Soul 20 | 10/alchemical silver or 10/cold iron Damage Reduction | +1 Cha | |
| 25 | Favored Soul 21 | Great Charisma | ||
| 26 | Favored Soul 22 | |||
| 27 | Favored Soul 23 | Great Charisma, Great Charisma | ||
| 28 | Favored Soul 24 | +1 Cha | ||
| 29 | Favored Soul 25 | Epic Divine Might | ||
| 30 | Favored Soul 26 | Feat of Your Choice |
Levelling Notes
- You have a lot of flexibility in terms of Levelling. All you really need to ensure is that you take all your basic divine feats (divine might and shield) on feat levels, and before level 18.
