Summary

Attribute Base Race Final Mod
Strength 18 +2 27 +8
Dexterity 12 +0 12 +1
Constitution 14 +2 16 +3
Intelligence 14 +0 14 +2
Wisdom 8 -2 6 -2
Charisma 8 -2 6 -2
Hit Points:392
Base Hit Points: 362
Toughness: +30
Armor:11
Natural: 10
Base: 10
Armor: 0  
Shield: 0  
Deflection: 0  
Dodge: 0  
Dex: 1  
Spell Resistance:0

Attack Bonuses

Base Attack Bonus:27
Attack Bonus:
Melee: +12
Melee: +12
Strength: +8
Weapon Focus (Scythe): +1
Greater Weapon Focus (Scythe): +1
Epic Weapon Focus (scythe): +2
Melee Touch: +8
Strength: +8
Ranged: +1
Ranged: +1
Dexterity: +1
Ranged Touch: +1
Dexterity: +1
Main Hand: +39 / +34 / +29 / +24 / +19 / +14
Ranged: +28 / +23 / +18 / +13 / +8 / +3

Saving Throws

Fortitude:21
Reflex:10
Will:17
Spells:1
Spellcraft: +1

Casting DC

Fighter:10 + Spell Level
General: 10
Base: 10
Abjuration: 10  
Conjuration: 10  
Divination: 10  
Enchantment: 10  
Evocation: 10  
Illusion: 10  
Necromancy: 10  
Transmutation: 10  
Warlock:8 + Spell Level
General: 8
Base: 10
Charisma: -2
Abjuration: 8  
Conjuration: 8  
Divination: 8  
Enchantment: 8  
Evocation: 8  
Illusion: 8  
Necromancy: 8  
Transmutation: 8  

Spellcasting

Invoker Level:10
Invocation Grade: Lesser
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Pros

Cons

  • Melee:
  • Levels 1-20:
  • Offensively:
  • Good throughout the build, both against single tough opponents and multiple opponents with both attack numbers and damage. Significantly better than the Favored Soul, primarily due to 2 factors:
  • 1. The attributes for the build can focus totally on Strength without having to worry about Charisma or Wisdom for spell casting. This increases attack numbers and damage numbers significantly - particularly resulting in a MUCH stronger build initially.
  • 2. Half of the 20 levels are dedicated to high BAB classes. This significantly improves the BAB of the Damned Soul when compared to the Favored Soul.
  • ADDITIONALLY - Increasing Damage BEFORE LEVEL 20:
  • Further - at level 19 and with a 2-Handed weapon and Improved Power Attack ON the Damned Soul can add an additional +20 Damage at only a -6 attack penalty at will.
  • Defensively:
  • Full Plate Armored Character with excellent damage reduction. Significantly better than the Favored Soul by achieving an increasing level of damage reduction to 6/Cold Iron by 12th level. Tower Shield capable if needed.
  • At very early levels infrequent damage reduction can be achieved via the Earth Genasi's "Merge with Stone" racial stone skin spell. Note that because of the Earth Genasi's penalty to both Charisma and Wisdom, it is highly unlikely that this race would be chosen for a Favored Soul build . Because of this the "Merge with Stone" racial spell would not be available to the Favored Soul.
  • Levels 21-30:
  • At Epic levels the build shifts toward enhancing the character's melee ability, particularly with fairly specialized fighter moves like Knockdown and Disarm. Of course improving attack numbers is also of concern and all Epic levels are high BAB, with the build including specialized fighter weapon focuses.
  • Magic:
  • Levels 1-20:
  • This build's magical prowess is focused on improving the character's melee capability - both offensively and defensively. (See the Notes section on Invocations for more detail.)
  • This build is NOT intended to utilize Eldritch Blast. It CAN however use Eldritch Blast, particularly when facing melee damage-immune opponents. This damage can even be augmented with Hellfire Blast from level 10+.
  • Levels 21-30:
  • (not applicable.)
  • Melee:
  • This build is not as good as a build focused purely on melee, at least with respect to attack numbers. Damage however is nearly as good as an excellent high BAB build (..though perhaps not as early as more focused builds).
  • Damage reduction is not as high as a Favored Soul. 7 for the Damned Soul vs. 10 for the Favored Soul. (..however see the "Pro's" section on this topic.)
  • Specialized fighter maneuvers like Knockdown and Disarm are not available until epic levels.
  • Magic:
  • This build is not as good as a Favored Soul with respect to classical melee spell-buffs, nor does the build have the spell diversity that a Favored Soul is capable of.
  • Some of the spell casting is subject to spell failure. Note however that several that are can be cast infinitely - so these particular spells are not "lost" .
  • Saves:
  • Are only moderate at best, and are low for Reflex.
  • Traps are the "Achilles heel" for this build - with low Reflex saves and no Search capability. Fortunately traps are usually rare and are rarely critical to a character with hit-points as high as this one.
  • Dialogue Skills:
  • .. are also not well represented with this build. However they are not totally abandoned. I've also noted areas where the build can be altered to achieve a better representation of these skills if necessary.
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Outline

  Class Ability Feats Extra
1 Fighter (1)  
  • Power Attack
  • Fey Heritage
  • Darkvision
  • Earth Resistance
  • Merge with Stone
  • Weapon Proficiency (Simple)
  • Armor Proficiency (Light)
  • Armor Proficiency (Medium)
  • Armor Proficiency (Heavy)
  • Shield Proficiency
  • Weapon Proficiency (Martial)
  • Tower Shield Proficiency
2 Warlock (1)  
  • Eldritch Blast (1d6)
  • Eldritch Essence Invocations
  • Blast Shape Invocations
  • Armored Caster (Warlock)
3 Fighter (2)  
  • Cleave
  • Able Learner
 
4 Fighter (3) STR  
5 Warlock (2)  
  • Eldritch Lore
6 Warlock (3)  
  • Fey Skin
  • Eldritch Blast (2d6)
  • Damage Reduction 1/cold iron
7 Warlock (4)  
  • Deceive Item
8 Warlock (5) STR
  • Eldritch Blast (3d6)
9 Warlock (6)  
  • Fey Legacy
 
10 Hellfire Warlock (1)  
  • Invoking (Warlock)
  • Hellfire Blast
11 Hellfire Warlock (2)  
  • Resistance to Fire 10
  • Summon Baatezu
12 Hellfire Warlock (3) STR
  • Fey Presence
  • Hellfire Shield
13 Warlock (7)  
  • Eldritch Blast (4d6)
  • Damage Reduction 2/cold iron
14 Fighter (4)  
  • Great Cleave
 
15 Frenzied Berserker (1)  
  • Steadfast Determination
  • Frenzy 1
  • Toughness
16 Frenzied Berserker (2) STR
  • Supreme Cleave
17 Frenzied Berserker (3)  
  • Frenzy 2
18 Frenzied Berserker (4)  
  • Improved Power Attack
  • Deathless Frenzy
19 Frenzied Berserker (5)  
  • Frenzy 3
  • Enhanced Power Attack
20 Fighter (5) STR  
21 Fighter (6)  
  • Blind-Fight
  • Fey Power
 
22 Fighter (7)    
23 Fighter (8)  
  • Improved Critical (Scythe)
  • Knockdown
 
24 Fighter (9) STR  
25 Fighter (10)  
  • Disarm
  • Improved Disarm
 
26 Fighter (11)    
27 Fighter (12)  
  • Weapon Focus (Scythe)
  • Greater Weapon Focus (Scythe)
 
28 Fighter (13) STR  
29 Fighter (14)  
  • Improved Knockdown
  • Epic Weapon Focus (scythe)
 
30 Frenzied Berserker (6)  
  • Inspire Frenzy 1

Skill Points

Total:132
Fighter: +68
Warlock: +28
Frenzied Berserker: +24
Hellfire Warlock: +12
Spent: 132
Unspent: 0
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Skill Selection

Heal:25 (23)
Wisdom: -2
Hide:16 (17)
Dexterity: +1
Intimidate:6 (4)
Charisma: -2
Lore:12 (16)
Intelligence: +2
Eldritch Lore: +2
Move Silently:16 (17)
Dexterity: +1
Spellcraft:6 (10)
Intelligence: +2
Eldritch Lore: +2
Spot:16 (14)
Wisdom: -2
Use Magic Device:33 (35)
Charisma: -2
Deceive Item: +4
  Heal Hide Intimidate Lore Move Silently Spellcraft Spot Use Magic Device
1     +4 (4) +4 (4)   +2 (2)    
2 +3 (3)   +1 (5) +1 (5)   +3 (5)    
3     +1 (6) +1 (6)        
4 +4 (7)     +1 (7)   +1 (6)    
5 +1 (8)     +1 (8) +2 (2)      
6 +1 (9)     +1 (9) +2 (4)      
7 +1 (10) +1 (1)   +1 (10) +1 (5)      
8   +4 (5)            
9   +1 (6)   +2 (12) +1 (6)      
10               +4 (4)
11   +1 (7)     +1 (7)     +2 (6)
12               +4 (10)
13   +1 (8)     +1 (8)     +2 (12)
14               +4 (16)
15   +1 (9)     +1 (9)     +2 (18)
16             +3 (3) +1 (19)
17   +1 (10)     +1 (10)   +1 (4) +1 (20)
18             +3 (7) +1 (21)
19   +1 (11)     +1 (11)   +1 (8) +1 (22)
20             +3 (11) +1 (23)
21   +1 (12)     +1 (12)   +1 (12) +1 (24)
22 +3 (13)             +1 (25)
23   +1 (13)     +1 (13)   +1 (13) +1 (26)
24 +3 (16)             +1 (27)
25   +1 (14)     +1 (14)   +1 (14) +1 (28)
26 +3 (19)             +1 (29)
27   +1 (15)     +1 (15)   +1 (15) +1 (30)
28 +3 (22)             +1 (31)
29   +1 (16)     +1 (16)   +1 (16) +1 (32)
30 +3 (25)             +1 (33)
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Notes

Build Purpose and Use:

This is primarily a "brute force" melee character. At level 12 you can "switch-on" Hellfire Shield for additional damage to attackers. The effect works well against single tough opponents. Toggle it OFF against multiple opponents. The Hellfire Blast portion can always be left on if desired just for the cool look (..though generally turn it off if you want to fire your Eldritch Blast).

The Hellfire summon is perhaps the best in-game and available as early as level 11. The 10 Fire resistance is also very useful.

At level 11 you gain Stealth WITH Full Plate ON via the Invocation "Walk Unseen" and while in Stealth mode. INCREDIBLY useful against spell-casters to get in that first attack. This is further enhanced at Epic levels via Knockdown and Disarm.

The Damned Soul also has several Invocations to enhance it's overall ability - including Haste.

Spell casting is further enhanced via a couple of "Fey" feats and the potential provided by Use Magic Device.



Warlock Invocations

(should be selected as follows):

Character level

2 : See the Unseen.
5 : Entropic Warding.
7 : Beguiling Influence.
9 : Brimstone Blast.
11: Walk Unseen.
12: Remove Brimstone Blast and replace with Flee the Scene.
13: Charm.


See the Unseen - is there to help "Spot" opponents. Additionally it provides the ability to "see through" Invisibility that would other wise require some other spell or a high skill level of Listen.

Entropic Warding - is there to lower the threat of missile attacks, both physical and magical. It also provides an augmentation to Hide and Move Silently skills. (..see Walk Unseen below.)

Beguiling Influence - is there to augment dialogue feats by a time where they could have significance. If you did not care about this aspect of game-play then consider Hideous Blow (though be warned that in practice it does not work well.)

Brimstone Blast - is chosen as quickly as possible and is ONLY chosen for the Hellfire Warlock prerequisite. Further, it is removed when it can be removed and replaced without compromising the Hellfire Warlock build portion.

Walk Unseen - is there for stealth maneuvers. It does have a spell failure component, BUT you can cast it as many times as you want. Further, unlike the spell Invisibility - you can perform other none-attacking actions without removing the Invisibility. This (along with Stealth via hiding) is THE method to generally avoid the disabling attacks from spell-casters - usually giving your character the first attack. It also provides 50% concealment from attackers.

Flee the Scene - Haste. More limited in duration but again, capable of being cast as often as you want. (..also subject to spell failure.)

Charm - useful in conjunction with Walk Unseen. It acts as both the spell Charm and Charm Monster - so provided that you can beat the opponent's save it allows you to charm. Of course if you can't beat the save then you can always try again, and again, and again, etc.. It's particularly useful as a first NON-attack against a lesser hench/summon. Note that it is also subject to spell failure. Most importantly note that it does NOT remove the effects of Walk Unseen - so you can cast this as often as you want and still remain Invisible.



Skills:

(are highly managed and selected at the appropriate time in the build process. Note that you can alter certain skills at certain times to achieve better dialogue skill ability if you find that important.)

Heal- is there sufficiently in skill level early-on to heal the character via healing kits and without exposing the character to attacks of opportunity. At Epic levels it's increased to keep pace with the higher hit-points the character will have. You can at epic levels trade some of the points expended here for points in a single epic dialogue skill (Intimidate or Bluff) if desired.

Hide - is there for placing the character in "Stealth" mode as an augmentation to the Invisibility that the Invocation "Walk Unseen" can provide. The Invocation "Entropic Warding" can also improve this skill. Note that under the latest patches from SOZ on, that Invisibility in an of itself is no longer sufficient in most cases to be undetectable - you ALSO need to enter Stealth mode for viability (with a decent Hide and Move Silently skill level). This could of course change with updated patches so be forewarned. IF you find that it isn't necessary any longer, then definitely consider spending the points on Intimidate or Bluff.

Intimidate - is there primarily for the Hellfire Warlock prerequisite. It is however ALSO there for Intimidate skill checks and can be further augmented with the Invocation "Beguiling Influence".

Lore - is there strictly for the Hellfire Warlock prerequisite.

Move Silently - is there for increasing the effectiveness of the Invocation "Walk Unseen". Between Hide and Move Silently, Move Silently is more important. The Invocation "Entropic Warding" can also improve this skill.

Spellcraft - is there strictly for the Hellfire Warlock prerequisite.

Spot - is there at higher levels where Feint-type opponents may become more common, and to augment the build's Invocation "See the Unseen" when attacking Stealthy or Concealed opponents. Practically speaking this skill can be largely "ignored" in favor of dialogue skills if desired, particularly for extending one dialogue skill (either Intimidate or Bluff) to epic levels for a particular module .

Use Magic Device - is there to augment the builds capacity for additional spell-casting and the ability to use magical items that this character might not otherwise be able to. It basically extends the builds versatility. Note that at level 10+ you can at any time use points allocated to this skill in favor of a dialogue skill like Intimidate, Bluff, or even Diplomacy. If you do this then remember that you need a NET Use Magic Device Number of somewhere in the low twenties to get most of the value from this skill - so be forewarned and plan accordingly.


Feats:

Much like the skills, the feats are all HIGHLY managed - chosen for particular reasons at particular times.

Power Attack/Cleave/Great Cleave: started early-on to achieve good support against multiple attackers. Also required for the Frenzied Berserker class.

All "Fey" feats are chosen for optimal inclusion for fairly early damage reduction beyond the limited racial spell. They also provide some spell casting and increasing the DC checks against saves for those spells.

Able Learner - is there to achieve maximum efficiency with limited skill points throughout the build.

Steadfast Determination is chosen at a latter time when additional Will saves could be necessary. Note however that the early "front loaded" Warlock classes also adds to Will saves so that they are not substantially sacrificed.

Improved Power Attack is chosen just before you get the Empowered Power Attack of the Frenzied Berserker.

Blind Fight (along with the skill Spot) is chosen to augment the Invocation "See the Unseen" - particularly in providing that second re-roll against concealed opponents.

Fey Power tops-off your final point of damage reduction and improves you DC checks on those spells that are effectively offensive.

The other feats at Epic levels are primarily intended to either:

1. Improve Attack numbers (and critical percentiles), and

2. Provide additional fighter-type attacks against particularly difficult opponents - ESPECIALLY WHILE IN STEALTH MODE via "Walk Unseen".




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Comments

+0Rating: By savaze on 29th March 2010(post hidden)

I love warlock warriors... Wouldn't this build benefit more from going 'lock 8 frenzerker 5?  My reasoning is that you lose inspire frenzy but gain fiendish resilience.

+ Vote from me!

Last edited on 29th March 2010
+0Rating: By ScottG on 14th June 2010(post hidden)

I thank you!

Basically the "fast healing" of +1 isn't to great.  (..at higher Warlock levels it gets better, but that's not what we have here.)

You also loose:

6 hit points

-1 to Fortitude (..that also effects Will because of Steadfast Determination.)

You also gain:

+1 to Will (which is redundant because of Steadfast Determination.)

+0Rating: By ScottG on 14th June 2009(post hidden)

This comment has been deleted by it's author.

+0Rating: By Thorsson on 14th June 2009(post hidden)

I think that this is built for the Campaigns, but it pretty much totally ignores Social Skills, despite the claim (6 points in Intimidate, I mean...), which is a serious impairment on enjoyment of those.

I don't understand why, as there's plenty of Skill Points, but they seem to be used at random. What use is 16 in Hide/MS for example?

This will also get AoOs if it ever tries to use Invocations while in Combat.

+0Rating: By ScottG on 14th June 2009(post hidden)

Not strictly just for the campaigns.

But yes, I'd agree that Social skills are low, but NOT totally ignored.  The build does not factor additional modifiers that can enhance these skills.  It really depends on the module though.  At epic levels or in a mult-party "mix" under SOZ formulations then obviously some modification will be needed if it's critical to the module.  SPOT in particular would be the skill I'd "gimp", but Heal is also "up for grabs" beyond 10 and UMD can also take a beating.

The addition of the Hide/Move Silently is explained.  It's there to make the character *effective* while Invisisble.

Invocations are NOT intended to be "cast" while actually in combat.  Potentially at the *start* of combat, yes.

Look to the Invocations.  Few aren't effectivly "always-on".  Haste is the major one, but you can quite possibly kill everything within 30 seconds in most circumstances and in most modules.  OR you might have a "lull" in waves with time to recast it without getting hammered, etc..  At worst you loose haste beyond that 30 seconds which isn't a big deal.

Invisiblity is again there for a first strike, (or if Knocking Down an opponent and waiting for the cool-off).  I could also "see" it being used (in "combat") against multiple casters not standing near each other - of course then your best bet is to move around a corner if possible (..considering that most casters have True Sight or Blindsight.)  Of course in this situation you aren't worried about Attacks of Opportunity (..rather instead getting slamed by a spell or three.)

Last edited on 14th June 2009
+0Rating: By Thorsson on 14th June 2009(post hidden)

Move Silently is explained. Hide isn't. Walk Unseen negates the need for Hide. My own experience is that generally you don't even need MS against the AI when you're invisible. Possibly a bug to compensate for the bug that Invisible doesn't seem to work against other players.

BTW, given the ultra low DC I can't see the point of Invocations like Charm.

+0Rating: By ScottG on 14th June 2009(post hidden)

You are right - I'll update the reason for Hide in a bit.  Note that you may not *like* the reason.  (..it's been updated and I also put suggestions where dialogue skills can be enhanced.)

Charm is there to throw the group you are about to attack "off-balance".

Typical scenario:

Several low level "hench"-types and a single Boss-type (magic or melee).  Charm a hench with low will save while Invisible.  The others including the boss will attack that charmed henchman.  THEN you attack the boss.  Basically it gives you several attacks against the Boss without reprisal from all the other hench-types and even delays the Boss from attacking you initially.  In practice it can give a significant competitive advantage.  It also is never depleted (casting-wise). 

Hench-types have high fortitude and low saves + if it doesn't work the first time then you can always try it agian, and again, and again, etc..

Finally at much higher levels the spell level is increased via Fey Power.

Last edited on 14th June 2009
+0Rating: By Thorsson on 14th June 2009(post hidden)
Um, you do realise that Invoking Charm will negate your Invisibility, don't you? If you have the latest patch the AI should target you, rather than the 'charmed' lowlife. And TBH the lowlife is gonna have to be damn low for your Charm to work - the DC is rock bottom. I have played low Cha Warlocks, so I'm not just theorising.
+0Rating: By ScottG on 14th June 2009(post hidden)

No I didn't realize that it had changed with the latest patch.. damit. (LOL.)

I'll go test it now.

EDIT: Nope - still works like a "charm".. (oh, that hurt..)

Btw, I've also tested low Cha Warlocks, and yes - most "hench"-types have "damn low" will saves.  But again, you can cast it and cast it until it does work, and again it does not "out" your Invisibilty.  It *does* out your Stealth Mode, but you aren't moving around so it isn't critical - you also *mantain* 50 percent concealment while in Invisibility mode so if opponents do spot/listen/sniff for you then they are still far less likely to hit you.  Magical targeting is also useless without the proper counter spell or use of an area effect spell.

Last edited on 14th June 2009
+0Rating: By GT74 on 14th June 2009(post hidden)

Erm, i'm going to take issue with what you say in the introduction.  You know that Favored Souls have a spell called Divine Power (among others) and 99.9% of Favored Souls have epic divine might - which combine to make Favored Souls pretty damn good in a melee situation - without having to gimp their AB with power attack penalties?

Anyway, my own Double-Damned Soul With Cheese (who is an EDM Favored Soul-Hellfire Warlock-Blackguard) objects to being classified as a poor cousin.

http://nwn.bioware.com/guilds_registry/viewtopic.html?forum=26365&topic=309302&gid=14504

+0Rating: By ScottG on 14th June 2009(post hidden)

Well good lord man, proove what you take exception to! (grins.)

Divine Power is excellent, however it *is* a buff and there are plenty of people who don't want that hassel.  Moreover it is susceptable to being dispelled, disrupted, or simply running-out (both in duration an number of castings).  It also is not available until you can cast 4th level spells.  Of course Divine Power isn't the only attack modifier spell in the arsenal of the Favored Soul! (..it's just by far the best.)

Then there is *Epic* Divine Might - Strength 21+ and Charisma 21+.  This is *strictly* for the "Power gamer" set.  There isn't a single race that has bonuses in *both* attributes.  What this means is that unless you go the RDD route you are either "constipating" some aspect of your attributes (and likely at least one major attributes at that), OR you aren't getting this until very close to level 30.  (I"m guessing this is the gewy "cheese" part of your build.)

As for the -6 attack penalty, sure it can hurt, but not for most modules.  In a level 30 Power Gamerer's world -yes I'll agree that it's a "gimp" even with a full HIGH BAB 30.

When looking at the build throughout the build - I'll stand by my statements:  The Damned Soul is a better melee'er.  (..and this includes things like the "Cleaves" and fast access to constant damage reduction.)

Then (at Epic levels), there are the weapon focuses, the substantially better Strength attribute, and the particular finesse feats of Knockdown and Disarm (both "Improved") that work incredibly well with this particular build.

Btw, wasn't able to access the "Double Damned Soul with Cheese".  "Sounds" good though - particularly for the saves.

+0Rating: By GT74 on 14th June 2009(post hidden)

Divine Power is excellent, however it *is* a buff and there are plenty of people who don't want that hassel.  Moreover it is susceptable to being dispelled, disrupted, or simply running-out (both in duration an number of castings).

That some people don't want to do it isn't an argument against it not being true.  It can be dispelled and all but... a favored soul running out of spells... can that happen?

Then there is *Epic* Divine Might - Strength 21+ and Charisma 21+.  This is *strictly* for the "Power gamer" set.  There isn't a single race that has bonuses in *both* attributes.  What this means is that unless you go the RDD route you are either "constipating" some aspect of your attributes (and likely at least one major attributes at that), OR you aren't getting this until very close to level 30.  (I"m guessing this is the gewy "cheese" part of your build.)

EDM is for power gamers but Frezerker isn't?  EDM is not hard to get, especially since a favored soul is raising STR and CHA anyway... it's a gimmee.  You'd be crazy not to get it. 

Btw, wasn't able to access the "Double Damned Soul with Cheese".  "Sounds" good though - particularly for the saves.

You have to be logged into the bioware boards in order to visit that guild where it's posted.  Anyway, it's a FS18/BG3/W6/HW3 ... with a mundane weapon it self-buffs to +56/51/46/41/36/31/56 and can get up to 1d8+49 per hit with that mundane weapon.  The nice thing is that it can use Death Ward to prevent its constitution dropping from the hellfire usage.

I've got another EDM Favored Soul posted on these boards that can get up to 1d8+89 against certain opponents: http://nwn2db.com/build.php?id=133&version=1

+0Rating: By ScottG on 14th June 2009(post hidden)

I've never argued that a Favored Soul couldn't be "buffed" into an excellent melee'er.  (..in fact look to the "Cons" section, there is a specific statement there recognizing this exception.)  Rather the statments I've made directly concern the overall melee ability in any circumstance and at any time  - "favor" this build (..as a practical actual game-playing build).

One of the most critical things about buffs is the fact that you need the time to put the buffs in place.  At Epic levels this may not be much of a factor because of persistent spell and several moderate duration spells vs. caster level (..assuming you don't get hit with a Disspell/MD/Breach).  Below Epic levels however it becomes an increasing concern - where other party members may have finished the battle before you are even ready to begin it.

Basically: if it doesn't work in actual practice then it's theoretical ability isn't worth squat.

Also,

NO, a Frenzied Berserker is NOT a power gamer's wet dream, and you yourself have mentioned perhaps the #1 reason why it isn't:

1. -6 to attack.  Additionallly:

2.  Requires 2-handed weapon (as a 2-handed weapon), a.k.a NO SHIELD.

3.  Requires multiple feats to achieve the class prerequiste and one additional feat to maximize it (Improved Power Attack).

3.  Requires a class expenditure.

4.  Requires at least 5 class levels to achieve that maximised expenditiure.

6.  Is NOT an Epic-Only perk with one feat.

7.  etc..

 

Finally,

Note that I also view the use of Deathward as a means of circumventing the Con. damage from Hellfire Shield to be pure cheese as well.  On the other hand the Frenzy Berserker also has this ability via it's Deathless Frenzy feature, but to obtain that also has it's own negative attributes (several in fact including health damage and very limited duration) - far more "balanced" IMO and therefore not cheesy.

 

(also, thanks for the info on the builds!)

Last edited on 15th July 2009


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