Advanced Builds:The Doom Machine by Aurelius Warforged Warlock 1/Fighter 2/Warlock 2-4/Dragonslayer 3/Doomlord 10/Occult Slayer 1
BAB 19, Saves 11/5/12+2 (+1 against spells and spell-like abilities). Warlock caster level 11. Average d10 hit die. Mithral Body.
[spoiler]
A lot of your feats are tied up here, and you get only 1 greater invocation, but there are hidden perks. If you have a use magic device score of 10 (which you should be able to get, you can automatically succeed in activating wands. Warforged don't need free hands to activate wands thanks to the Wand Sheath component (EbCS). Now get a Wand of Wraithstrike and and power attack away with your big sword. You also get 3 +20 damage smites per day. A Wand of Repair damage is also recommended. If you take the acid blast essence thing for your greater invocation, you don't need to worry about SR, and it fits the theme like a glove. You can replace the Occult Slayer level with something else if you like.
[/spoiler]
Warlock Avenger by TacticsPlannerI like the idea of a Human Psychic Warrior 1/Warlock 12/ Chameleon 2/Cyran Avenger 5 with the typical blasting feats using the Chameleon feat for item creation and adapting to the adventure using things like Extra Invocation and the myriad of feats too specific to take normally.
The 5d6 Avenging Strike to ranged attacks (yay for weapon-like spell-like abilities!) Cha Mod times/day is awesome. All you need to do is wait for someone in your party to get hp damaged to use it.
You could also swap out the Psychic Warrior level for Fighter (16 bab), Rogue, Changeling Rogue, Mindbender, or anything else your party needs to help this fit in.
The Eldritch TheUr-Lock by NatchFeralWarlock 9/Ur-Priest 2/Eldritch Disciple 9
Abilities:
Invocations as Warlock 18 (2 Dark Invocations)
Cleric Spells as Ur-Priest 10 (9th level cleric spells)
Rebuke Undead
BAB +13
Saves: +6/+6/+15
Variant: Warlock 8/Ur-Priest 2/Eldritch Disciple 8/Chameleon 2
Abilities:
Invocations as Warlock 16 (1 Dark Invocation)
Cleric Spells as Ur-Priest 10 (9th level cleric spells)
Rebuke Undead
BAB +14
[spoiler]
Mystic Wanderer (MoF) is a nice 2 level dip, as well. Cha as a sacred/profane bonus to AC, plus a familiar.
Tricks:
- Use Miracle to dupe Body Outside Body, Use Divine Metamagic Persistant Spell and a rod of Extend Spell to make it last 48 hours. Boosting caster level will get you 4-5 clones. All can use the Warlock Invocations. Multiple uses of Miracle can get you up to 30 clones. The Chameleon floating feat can allow the clones to customize themselves with Extra Invocation. Astral Projection can net lots of duplicate equipment for your clones to use.
-Make any magic item in the game aside from golems (Variant Build)
[/spoiler]
Tricklock by leif008I figured out one easy way for a Rogue/Warlock to meet the requirements for the Arcane Trickster Prc since it only requires the ability to cast 2 spells which can be met by spell-like abilities (pg 72 Carc). Mage hand is gained from the Spell hand feat, and the ability to cast Daylight gained from the Aasimar race which is a 3rd level arcane spell.
Aasimar +2 Cha, +2 Wis
[spoiler]
The build is a ranged Aasimar warlock using sneak attack. I've listed the build with the +1 ECL paid off. The way to ultimately munchkin out the character is to add the Dark Creature Template, so he gains +10 movement speed, 10 cold resistance, and the coveted Hide in Plain Sight ability. Surprise round Sneak Attack Eldritch Blast, next turn: Move + hide in plain sight, fire off a Sneak Attack Eldritch Blast, etc. If you wind up using the Dark Creature Template switch out Walk Unseen, Miasmic Cloud, Retributive Invisibility, and Nightmares Made Real for invocations that aren't redundant in purpose.
My group always plays with bonus feats gained every odd level but we don't play with flaws. So if you play with the standard feat progression remove some extra invocations.
[01] Rogue 1 [Craven] - Sneak Attack 1d6, Trapfinding
[02] Warlock 1 - Eldritch Blast 1d6, Least: Miasmic Cloud
[03] Warlock 2 [Precise Shot] - Detect Magic, Least: Dark One's Luck
[04] Rogue 2 - Evasion
[05] Warlock 3 [Practiced Spellcaster] - Eldritch Blast 2d6, DR 1/Cold Iron
[06] Rogue 3 - Sneak Attack 2d6, Trap Sense +1
[07] Arcane Trickster 1 [Spell Hand] - Ranged Legerdemain 1/day, Least: Eldritch Spear
[08] Arcane Trickster 2 - Sneak Attack 3d6, Eldritch Blast 3d6
[09] Arcane Trickster 3 [Maximize SLA] - Impromptu Sneak Attack 1/day, Lesser: Fell Flight
[10] Arcane Trickster 4 - Sneak Attack 4d6, Eldritch Blast 4d6
[11] Arcane Trickster 5 [Empower SLA] - Lesser: Walk Unseen, switch Miasmic Cloud to Baleful Utterance, Ranged Legerdemain 2/day
[12] Arcane Trickster 6 - Sneak Attack 5d6, Eldritch Blast 5d6
[13] Arcane Trickster 7 [Quicken SLA] - Impromptu Sneak Attack 2/day, Lesser: Eldritch Chain
[14] Arcane Trickster 8 - Sneak Attack 6d6, Eldritch Blast 6d6, Greater: Nightmares Made Real, Switch out Walk Unseen for Flee the Scene
[15] Arcane Trickster 9 [Extra Invocation: Least or Lesser] - Ranged Legerdemain 3/day
[16] Arcane Trickster 10 - Sneak Attack 7d6, Greater: Vitriolic Blast
[17] Warlock 4 [Extra Invocation: Least or Lesser] - Deceive Item, Eldritch Blast 7d6, Greater: Vitriolic Blast
[18] Rogue 4 - Uncanny Dodge
[19] Warlock 5 [Extra Invocation: Least or Lesser] - Greater: Eldritch Cone
[20] Warlock 6 - Dark: Retributive Invisibility
[/spoiler]
Oz the Singing Warlock by NatchFeral Okay, here is an Eldritch Theurge build, since I've had so much fun with the Eldritch Disciple...
Build
Bard 1 (Precocious Apprentice, Sanctum Spell)
Warlock 8
Eldritch Theurge 1
Sublime Chord 1
Eldritch Theurge 2-10
[spoiler]
Benefits:
9th level sublime chord spells
Invocations as Warlock 18
Able to cast all spells in light armor.
DR 4/cold iron
Fiendish Resiliance 2
Spellblast
Greatreach Blast
Variations:
Warlock levels 5-8 could be any prestige class that advances warlock casting, so Mindbender, Blood Magus, etc. could be added. Chameleon 2 would still allow for a single Dark Invocation. Binder 1 could substitute for a Warlock level, then Anima Mage at level 3, provided Improved Binding is taken as the level 3 feat. Use Anima Mage 6 to replace the remaining Warlock levels, advancing both Warlock Invocations and Binding. That gives access to 4th level vestiges.
Tricks:
Nothing special, aside from the easy entry into Sublime Chord. All of the other Warlock tricks still apply to this build, especially if Extra Spell can nab Body out of Body.
[/spoiler]
The No Save One Hit Wonder Warlock: by HoshiAdam Warlock3 /Wizard3 /Eldritch Theurge10 /Spellsword 4
13th level Warlock invocations
15th level Wizard spellcasting
Channel spell 3/day
[spoiler]
Invocations of note:
Hideous Blow
Greater Spellreach (from Eldritch Theurge)
Feats of note:
Practiced Spellcaster (Wizard)
Practiced Spellcaster (Warlock, to boost versus SR)
Anything to increase Evocation or Cold caster level by 1
Wild Talent
Psionic Weapon
Greater Psionic Weapon
Equipment of note:
Spellstoring weapon of some kind
Greater Chaucible of Fell Power - +2d6 Eldritch Blast
Cast a Scorching Ray into the weapon (12d6)
Channel a Polar Ray into the weapon (20d6 if there is a boost to cold or evocation)
In combat, cast a True Strike, then move to within 10' of an opponent. Next round, 5' step into them, and use a Hideous Blow shape /Greater Spellreach essence Eldritch Blast, doing:
8d6 Eldritch Blast
4d6 Psionic Weapon
12d6 Scorching Ray (stored)
20d6 Polar Ray (channeled)
20d6 Polar Ray (Greater Spellreach)
Weapon damage
Or, 64d6 + weapon damage. All but 12d6 is subject to SR, sadly. However, this is only a first swing at the idea. Other spells could work also.
[/spoiler]
Abjurant Champion build by PonTelonDunno if this has been pointed out yet, but for a level 15 game I'm going to run:
Battle Sorc 1/ Warlock 6/Abjurant Champion 5/ Dragonslayer 3
BAB: 13
Warlock: 14
Sorc: 1(CL=BAB)
[spoiler]
Basically the Sorc is there to qualify and provide Mage Armor/Shield to beef up AC. This is going melee focused taking the Lesser Invocation: Eldritch Glaive from Dragon Magic. Invocations I'm looking at are:
Eldritch Blast: 7d6
Invocations:
Least: 3
- Eldritch Glaive (DM)melee touch, can get full attack.
- See the Unseen(CA)
- Baleful Utterance(CA)
Lesser: 3
- Deteriorating Blast(level 4)(DM)- Fort or -5 DR 1 min
- Relentless Dispelling(4)(DM)- Dispell magic 2r
- Flee the Scene (CA)
*Fell Flight(CA)
Greater: 2
- Hellspawned Grace(CM)
- Wall of Perilous Flame(CA)
So I have:
13/8/3 Eldritch Glaive(7d6) without stats or anything else added in.
No idea what you should take for the last few levels..perhaps finishing out Dragonslayer for the BAB and +arcane (applied to warlock of course)
[/spoiler]
The Warlock Daggerspell Mage Build by Mommy was an OrcHuman Rogue 2/Fighter 1/Warlock 4/Daggerspell Mage 8/Nightsong Enforcer 4/Master Thrower 1
28 point buy: Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 8
+16 BAB, +5d6 Sneak
Saves of 6/16/11
[spoiler]
1: Rogue 1: Able Learner, TWF, +1d6 Sneak
2: Warlock 1: Eldritch Blast 1d6, Invocation: Sickening Blast
3: Fighter 1: Practiced Spellcaster, Point Blank Shot
4: Warlock 2: Dex 17: Invocation: See the Unseen
5: Warlock 3: Eldritch Blast 2d6
6: Warlock 4: WF: Dagger, Invocation: Beguiling Influence
7: Daggerspell Mage 1
8: Daggerspell Mage 2: Dex 18: Eldritch Blast 3d6
9: Daggerspell Mage 3: Precise Shot, +2d6 Sneak: Invocation: Eldritch Chain
10: Daggerspell Mage 4: Eldritch Blast 4d6
11: Daggerspell Mage 5: Invocation: Walk Unseen
12: Daggerspell Mage 6: Improved Initiative, +3d6 Sneak: Dex 19: Eldritch Blast 5d6
13: Daggerspell Mage 7: Invocation: Fell Flight
14: Daggerspell Mage 8: Invocation: Vitriolic Blast - Sickening Blast -> Entropic Warding: Eldritch Blast 6d6
15: Rogue 2: Extra Invocation: Lesser: Flee the Scene
16: Nightsong Enforcer 1: +4d6 Sneak: Dex 20
17: Master Thrower 1: Quick Draw, Trip Shot
18: Nightsong Enforcer 2: Extra Invocation: Lesser: Void Sense
19: Fighter 2: Improved Precise Shot
20: Rogue 3: +5d6 Sneak: Dex 21
Notes:
8 Charisma - except for the Sickening Blast, there's really nothing which relies on DC at all.
At 20th level, does a 6d6 Eldritch Blast - by being in a Sneak Attack situation, does 15d6+1(6d6+4d6 extra+5d6 Sneak+1) with the primary target. 10d6+1(3d6+2d6 extra+5d6 Sneak+1) damage to the secondary ones.
In situations where there's 1 target, uses thrown daggers or a bow to generate lots of sneak attacks as a +16 BAB, 5d6 Sneak character with a very high dexterity.
it is possible to replace the 1 Fighter level and Master Thrower 1 with 2 levels of Rogue - the problem for me in doing that is significantly delaying Precise Shot.
Has 120 Skill Points as a base, 189 once you include human+14 Int. Enough to max out 8 skills.
[/spoiler]
Eldritch Disciple by NatchFeralBoED/Vow of Poverty will get you treat your Eldritch Blast as a +5/good-aligned weapon. I don't think that works well with the warlock, who relies on magic items for her abilities. I don't think Enlightened Soul is worth it, either.
Why not try:
CG Human
Cleric (trickery, travel) 4
Warlock 4
Eldritch Disciple 10
Mystic Wanderer 2
[spoiler]
Invocations as Warlock 14 (3 Least, 3 Lesser, 2 Greater)
Spells as Cleric 15 (8th level spells)
Cha as Sacred Bonus to AC
Familiar (improve this by taking Celestial Familiar (coure eladrin)) who can also UMD.
Access to Deceive Item
Better saves
Access to Open and Bound Chakras using cleric spells from Magic of Incarnum. No need to waste feats here.
BAB +14
SAVES +12/+8/+18
Your familiar has Magic Circle Against Evil to protect you.
Get a Starmantle Cloak, since you are a good guy, and a ring of Evasion. Ignore weapon damage.
Use the spell Stone Body (SpC) to ignore crits, sneak attacks, ability score damage, poison, drowning, etc.
Use Divine Power and Poly Any Obj to turn your familiar into a tough outsider.
[/spoiler]
Chargelock by cheezgrater (Melee Build)
Credit must be given to Tempest Stormwind and his UbERcharger for inspiring this build
Race: Human
Class Fighter 4 / Warlock 16 (You get one Dark Invocation, Baby!)
[spoiler]
BAB: +16 (4 Attacks! W00t!!)
Saves: +9 / +6 / +11
Skills: Max out JUMP!!
Feats:
Battle Jump
Battlecaster
Headlong Rush
Improved Bull Rush
Improved Critical (Scythe)
Leap Attack
Monkey Grip
Power Attack
Power Lunge
Run
Shock Trooper
Weapon: +5 Valorous Large Scythe
Equipment: Greater Chausuble, Manual of Gainful Exercise +5, Belt of Giant Strength +6
Assuming you started with an 18 strength, this gives you a total strength of 34 (+12).
Make an UbERleapingcharge of doom with Hideous Blow.
Damage:
4x (2d6 + 5 + (Str x 2) + (PowerAttack x 3) +Eldritch Blast + Chausuble)
Crit on 19-20
7x (2d6 + 5 + (Str x 2) + (PowerAttack x 3) +Eldritch Blast + Chausuble)
Now, using the 34 strength score, 9d6 eldritch blast for a lvl 16 warlock with a greater chausuble, and assuming a 10 point power attack (you can use heedless charge to put part of the penalty to AC instead of attack roll if you need to).
Average Damage =
390 Average Crit =
682.5 Note that this build can also wear (mitrhal)full-plate with no spell failure.
I also did not calculate any buffs or extra weapon enhancements, which could potentially massively boost damage from this.
As a level 16 warlock, he can take 10 on UMD checks, and he has 10 invocations including 1 dark invocation.
I suggest grabbing the Leaps and Bounds invocation since this build uses lots of Jump checks.
If you wanted to trade off the dark invocation for a couple more fighter levels, the extra feats would let you get Quicken Spell Like Ability (Flee the Scene). This would be a nasty combo even though damage was reduced. Charge w/massive damage, and then dimension-door out of the range in the same round).
If you pump up your Charisma as well as Strength, Repelling Blast could make this even nastier (Charge with damage, Reflex save or victim is blown backwards and knocked prone).
So when you start grabbing buffs, you could dish out some severe damage with a meleelock!
[/spoiler]
Warlock/Wizard/Cleric by LiamDeclan(End result is a cleric of 7/ Wizard of 11/ Warlock of 18)
[spoiler]
To get the most out of what you want you can try this little trick.
Take the Illumian race from Races of Destiny, choose the krau sigil as one of your racial abilities.
Start off with this Cleric 1/Wizard 1/Warlock 1
now for feats at first level take the Improved Power Sigil Krau feat (also in Races of Destiny) this feat allows you to choose any 2 spells and from that point on they are cast at 1 spell level higher than their actual level. You can change the spells selected at anytime you gain new spells. So when you gain that wizard level choose 1 of the arcane spells along with 1 of your divine spells. Now you can cast 2nd level arcane and divine spells.
Okay now we have 3 character levels and the ability to cast 2nd level arcane/divine spells getting you into Mystic Theurge.
Further your character progression by doing this:
Cleric 1/Wizard 1/Warlock 1/Mystic Theurge 2
Use the mystic to up your Cleric and Warlock levels.
Now you further the progression by going into Eldritch Theurge and Eldritch Disciple
Cleric 1/Wizard 1/Warlock 1/Mystic 2/Eldritch Theurge 10/Eldritch Disciple 5
So end result is a cleric of 7/ Wizard of 11/ Warlock of 18
You can do the same with Sorcerer and you would have a Sorcerer of 10 losing that 6th level spell that a Wizard would have had.
[/spoiler]
Vituoso by Vainglory Human Paragon 3/Warlock 7/Virtoso 10
[spoiler]
Gives 2 dark invocations, 8d6 blast, +2 Charisma and lots of bard song goodies. The bonus feat is a godsend as well.
The fey heritage feats from Complete Mage may not be a power gamers delight but they aren't awful if you get stuck playing a lot of low character level games they can be quite nice.
Fey Heritage, nothing special, prereq for others
Fey Legacy, 9th level, confusion, summon nature ally V, dimension door once a day. Full range dimension door, and you may not have flee the scene at this point. Summon Nature Ally V is useful at any level, and it's not like you can't find a use of confusion 1/day.
Fey Power, Plus on DC to warlock invocations, doesn't affect blast but still very nice.
Fey Presence, 6th, Charm Monster, Deep Slumber, Disguise self...An extra charm when it works, can always use charm monster on your friendly creature then run around casting the invocation on new mobs. Deep Slumber and Disguise have a lot of uses.
Fey Skin, basically 1/cold iron DR per feat here that explicitily stacks with the warlock ability. 4 of these feats by level 7 would give you 6/cold iron DR...not bad for the level.
[/spoiler]
The Hellfire Champion by Grave Warlock 6/Anarch 2 (variant Paladin)/Mindbender 1/Hellfire Warlock 3/Legacy Champion 8
Warlock lvl: 16
+7d6 Eldritch Damage
+18d6 Hellfire.
[spoiler]
As has been pointed out, using Shape Soulmeld (strongheart vest) negates the one downside to Hellfire use (aside from those that arise from rp -- pitch wielding mobs--ahem). Another 2 feats to pick up are Mindsight (gotta love Telepathy) and Mortalbane (this one actually fits flavor-wise). The inclusion of Anarch was mainly for Cha to saves (and as an upside, I think can be easily made to fit flavor-wise). Granted, this build hinges on allowing Legacy Champion to further progress Hellfire Warlock, which I think it would as it only increase class features and effective level (but not actual level so epic need not apply). Sure, the Legacy Champion is rather subpar, but in this instance, even with all its useless legacy abilities the fact that it provides a net damage increase of +18d6 untyped and furthers Warlock invocations and EB makes it worth it.
When I get some time, I'll post a full build, and also report on it's playability (new 12th campaign starting soon).
-Grave & Co.
Grave note: Anarch is from Dragon #310. It's full of variant paladin classes for every alignment type. My Dm generally allows them all as it does make sense that the other alignments would have some form of champion. If that doesn't fly, you could always drop the Mindbender level and use the Paladin of Freedom variant for Divine Grace. Course, this assumes you want to be good.
As for Legacy Champion, if you don't want to eat the usually high penalties associated with your legacy item, you can always just ignore it and not unlock squat.
[/spoiler]
Paragnostic Eldritch Disciple by carnivoreGray Elf ....Chaotic Good
Patron: Ehlonna
Warlock 2/ Cloistered Cleric(spontaneous Domain caster variant: Healing) 3/ Eldritch Disciple 10/ Paragnostic Apostle 4/ Contemplative 1[spoiler]
Domains: Healing.....cast any Healing Domain spell Spontaneously
Celerity ..... gives
Time Stop, Greater Blink, Haste Animal ...... gives
Shapechange Knowledge .. lots of info gathering power
Spell Casting: Caster level 17th(20th with Practiced Caster)
9th level Divine Spells
Turn Undead: Base Turn Undead(without items):
as 17th lvl Cleric +2(paragnostic apostle:See thru the Veil)=
19th lvl Cleric12th lvl Warlock:Invocations:
Least: Eldritch Spear.........250' range EB
Beguiling Influence....+6 Bluff, Diplomacy, Intimidate
All Seeing Eyes.........+6 Search, Spot, and Continuous Comprehend Languages
Lesser: Eldritch Chain.........3 targets
Voracious Dispelling..Dispel Magic and Damage target
Fell Flight................24 hour Flight
Greater: Chilling Tentacles.......Evards Tentacles with Cold damage
what makes this fun and Powerful......the Class Ability:
Gift of the Divine.....he must use a Turn Undead Attempt to power it......but if he picks Healing Blast...he can Heal with his EB....and can do it at great Range with Eldritch Spear, or heal multiple targets with Eldritch Chain
also he can Buff himself with buffs that make the most of the important Attributes(Wis(spells,save,skills(Spot,L isten)& Cha(Turning,Diplomacy,Bluff))
he has continuous at will abilities that do not expend any spells....but he can also use DMM(Persistant) for more fun(Shapechange,Improved Blink)
Also his
Bardic Knowledge from Cloistered Cleric and Paragnostic Apostle Stack:
+7 to knowledge checks....... helps with Knowledge Devotion to gain bonuses for combat
1 Warlock 1: extend spell
2 Warlock 2
3 Cloisterd Cleric 1: Persistant Spell
4 Cloisterd Cleric 2:
5 Cloisterd Cleric 3:
6 Eldritch Disciple 1: Divine Metamagic Persistant
7 Eldritch Disciple 2:
8 Eldritch Disciple 3:
9 Eldritch Disciple 4: Knowledge Devotion......gain Insight bonuses to Hit and Damage
10 Eldritch Disciple 5:
11 Eldritch Disciple 6:
12 Eldritch Disciple 7:Summon Elemental(reserve).....unlimited supply of cannon fodder
13 Eldritch Disciple 8:
14 Eldritch Disciple 9:
15 Eldritch Disciple10: Practiced Caster(Cleric)
16 Contemplative 1
17 Paragnostic Apostle 1
18 Paragnostic Apostle 2..Dimensional Reach(reserve).... unlimited Retrieve
19 Paragnostic Apostle 3
20 Paragnostic Apostle 4
Paragnostic Apostle abilities apply to Warlock abilities also:
Knowledge is Power: Manifest Ethos(Good)
Knowledge is Power: Accurate Retort
Knowledge is Power: Penetrating Insight
Knowledge is Power:See through the Veil
[/spoiler]
Warlock/Wizard gestalt build by fil kearney: warlock6/wizard1/warlock+2/wizard+1/warlock+2/wizard+1/warlock+2/wizard+1/warlock+4/
/artificer5/trapsmith1/swiftblade10/abchamp4
[spoiler]
I only play gestalt, so I always think gestalt.
BAB 18
16th level warlock dark invocation and 7d6 blasts
14th level wizard casting (because I spaced out the wizard levels just right amidst the switblade)
pure artificer cheeze with warlock UMD kicker for anything you want to build
full swiftblade build with 7th level wizard spells for 2 round timestop
I couldn't quite get abchamp 5 for the bab= 19th level casting.
I allow two PrC's at a time in my gestalt game, but I wanted to keep this one "street legal" for the kids at home.
considering the extra actions fromt he swkiftblade, I'd probably go ranged blaster/buffer/controller.... but I suppose hideous blow twice a round with the haste buffs would make a fantastic skirmisher as wll. fell flight and flyby attack-- blast and fly by hideous blow,or vice versa. Lotta options here.
[/spoiler]
Super Holy Warrior by CarnivoreIllumian(CG)
sigils:
Krau(+1/ sigil to Caster lvl)
Naen(+1/ sigil to Int skills and Int checks)
Thinblade note: works equally well with any race with Any, Cleric, or Warlock for favored class (human, half-elf, Primordial half giant, etc.)
Patron:Lirr(CD) Chaos, Good, Knowledge, Magic, Travel
Domains: Knowledge,Travel Sun
Warlock 1/ Cleric 4/ Eldritch Disciple 8/ Knight of the Raven 7 (Ravenloft)
[spoiler]
BAB +16
17th lvl Cleric(20th lvl Divine Caster... without items)
9th lvl Spells
17th lvl Cleric Turning9th lvl Warlock powers( 3 least, 2 lesser, 5d6 EB)
least:
Eldritch Glaive .........
5d6 Melee touch attacks Beguiling Influence....+6 Bluff, Diplomacy, Intimidate
All Seeing Eyes.........+6 Search, Spot, and Continuous Comprehend Languages
Lesser:
Flee the Scene ........ Dimension Door and Invisible
Fell Flight................ 24 hour Flight
Eldritch Disciple: Gift of the Divine: Healing Blast...heal @ range with EB
Gift of the Divine: Protective Aura .. Magic Circle
Gift of the Divine: Wild Frenzy .... +2 Attack and Damage with Weapons or EB
Feats:....could be any
Enhanced Power Sigil........ need for skill and CL boost
Combat Reflexes
Summon Elemental(reserve) ...... want this one
Knowledge Devotion(domain) ..... want this one
Practiced Caster(cleric) ............ Need this one
Touch of Healing(reserve)
Robilars Gambit
or could do
DMM(Persistant) ... like this:
Enhanced Power Sigil
Extend Spell
Persistant Spell
Divine Metamagic(Persistant)
Summon Elemental(reserve)
Knowledge Devotion(domain)
Practiced Caster(Cleric)
other
Patrons that can work with this:
Syret(CG)(Illumian) Chaos,Sun,Travel (Mace)
Haku(CG)(Sandstorm)Air,Chaos,Good,Protection,Travel(Scimitat)
Zoser(CN)(Sandstorm)Air,Chaos,Destruction,Sand,Summer (Spiked Chain)
Bast(CG)(Egyptian)Chaos,Destruction,Protection,Strength,War(Spiked Gauntlet)
Nephthys(CG)(Egyptian)Chaos,Good,Protect ion,Repose(Mace)
Nanna-Sin(CG)(Babylonian)Chaos,Luck,Good(Battl e Axe)
Utu(CG)Babylonian)Chaos,Fire,Good,Sun(Sc imitar)
Lirr(CG)(Complete Divine Core)Chaos,Good,Knowledge,Magic,Travel(R apier)
Tritherion(CG)(Complete Divine-Core)Chaos,Good,Liberation,Summoner(Spea r)
Kord(CG)(Core)Chaos,Good,Luck,Strength(G reat Sword)
what makes this great:
1)
BAB+16.... 4 itterative attacks without Divine Power, and all are Melee Touch Attacks with Eldritch Glaive(5d6 damage each)
2)
17th lvl Cleric(in all respects), 9th lvl Spells....
20th lvl Caster level without anything else yet 3)
9th lvl Warlock abilities
4)
Retributive Attacker = lots of Attacks.... if you even swing at him he gets to immediately hit back, and gets a boost from Knowledge checks to Attack and Damage... with a good roll and Wild Frenzy .... additional +7 Attack and Damage with Touch Attacks
5)
Great Endurance .... all day power from Warlock and Reserve Feats
6)
handles anything thrown at it[/spoiler]
Hellbred Eldritch Disciple by ksbsnowowl