I've recently joined a new campaign, with the following rules to keep in mind:
[spoiler]3.5, all books
Only base classes allowed are Barbarian, Bard, Favored Soul, Fighter, Monk, Paladin, Ranger, Rogue, and Sorcerer, others pending approval (ToB and C/D/W gone for sure)
Divine Metamagic is banned
Magic Items are hard to find after the beginning of the game
Sapphire Heirarch doesn't require the Law Domain
8th level start, 25 point buy, 27 kgp starting wealth (half 1 item, everything else under 25%)
No response on flaws from the DM, yet
[/spoiler]
The campaign is technically playing today, but since the DM nerfed my original idea (DMM favored soul / SE), he's given me time to remake my character and build. My character is an inquisitor type for the dominant human government of a homebrew world. I'm looking to build a character that uses questionable means to advance his goals, basically an ends justifies the means kind of character (think Radical Inquisitor from W40k).
The party, as it stands, is the following:
Barbarian (Very simple character build)
Rogue / Master Thrower (Behind on skills because of MT)
Sorcerer
All three have been told to bring their own healing.
Here's what I've come up with so far:
LN Azurin Incarnate 1 / Favored Soul 4 / Church Inquisitor 1 / Sapphire Heirarch 10 / XX 4 (CI?)
So starting with Incarnate 1 / Favored Soul 4 / Church Inquisitor 1 / Sapphire Heirarch 2
Abilities:
Str: 16 = 14 (base 6 pts) + 2 enhancement)
Dex: 8 = 8 (base 0 pts)
Con: 14 = 14 (base 6 pts)
Int: 10 = 10 (base 2 pts)
Wis: 10 = 9 (base 1 pts) + 1 (levels)
Cha: 17 = 16 (base 10 pts) + 1 (levels)
I'm not really happy with that spread, but I'm not sure I will be with such a low point buy. I need Int 10 for skill points for PrC's, everything else is mutable.
Feats:
1 - Incarnate 1: Heavy Armor, Shape Soulmeld (Shedu Mantle)
2 - Inc 1 / Favored Soul 1:
3 - Inc 1 / Favored Soul 2: Open (Needs to grant 1 essentia), Weapon Focus (Longsword)
4 - Inc 1 / Favored Soul 3:
5 - Inc 1 / Favored Soul 4:
6 - Inc 1 / FS 4 / Church Inquisitor 1: Open Least Chakra (Crown)
7 - Inc 1 / FS 4 / CI 1 / Sapphire Heirarch 1:
8 - Inc 1 / FS 4 / CI 1 / Sapphire Heirarch 2:
start play here
9 -
12 -
15 -
18 -
The other feats I'd like to squeeze in are Double Chakra (Crown), Bonus Essentia, Mindsight, Incarnum Spellshaping, Extend Spell, Midnight Metamagic. Possibly Necrocarnum Acolyte, is that worth the feat? The flavor fits, at least, but it seems to have a lot of overlap with abilities the incarnate will already have. Probably in that order. I've asked the DM if I can get the Incarnum domain, so I might get lucky there and need 1 less feat. That's still 5 feats for 4 open slots, and there's probably other things I'm missing. I've also got a hole at level 3, that needs to grant essentia atm, unless the dm will give me the Incarnum Domain. Power Attack would probably be really nice, too.
Spells:
I also have the Inquisition Domain, depending on how the DM rules it, I might get those spells for free. Does anyone know how this works, RAW?
1 - Divine Favor, Lesser Vigor, Shield of Faith, Sign, open, open
2 - Bull's Strength, Quick March, Veil of Shadow, Spell Immunity
3 - Axiomatic Storm (for flavor reasons, really), Channeled Divine Shield, Dispel Magic
My spell selection seems... weak. I feel like I should be able to do a lot more with these many open spell slots.
Meldshaping:
Soulmelds: 3 + 1
Essentia: 5 (3 base + 1 race + 1 feat)
Chakra Binds: 1
0 - Shedu Mantle (Bound to Crown, +1 mind-affecting / pt)
2 - Incarnate Avatar (Soul, +1 atk / pt)
2 - Incarnate Weapon (Arms, longsword, +1 atk, +1 dmg / pt)
1 - Vitality Belt (Waist, +4 con checks, + LVL hp / pt)
The vitality belt is just filler, really. Running this set up gives me 100' telepathy, +4 atk, +2 damage and +8 hp (I think). I don't really see anything else that impresses me. Any ideas here?
Items:
2650 - Full Plate +1
1170 - Heavy Steel Shield +1
1000 - Vest of Resistance +1
0750 - Healing Belt
1400 - Anklet of Translocation
6000 - Belt of Priestly Might (+2 str, +1 na)
This leaves me 14030, or 14000 after I buy the general stuff. I'm looking at +2 con items, savnok's tooth and ring of arming, but I'm open to other ideas too. Probably will include some masterwork tools and a fortifying roll, too.
Combat:
AC: 22 = 10 (base) 9 (armor) + 3 (shield) + 1 (Natural Armor) - 1 (Dex)
HP: 59.5 = 6 (Incarnate) + 4.5 x 5 (Favored Soul, Church Inquisitor) + 3.5 x 2 (Sapphire Heirarch) + 16 (Con) + 8 (Belt of Vitality)
Init: -1 = -1 (Dex)
Fort: +9 = 6 (base) +2 (Con) + 1 (resistance)
Refl: +4 = 4 (base) -1 (Dex) + 1 (resistance)
Will: +11 = 11 (base) -1 (Wis) + 1 (resistance)
Attack: +2 longsword, law-aligned
To Hit: +13 = +5 (BAB) + 1 (WF) + 3 (Str) + 2 (enhancement) + 2 (insight)
Damage: 1d8 + 5 = +3 (Str) + 2 (enhancement)
I'm happy with these overall, actually. Hit points, AC and attack seem solid. The two important saves seem strong, and reflex isn't really all that terrible. The damage is a little low though, and the initiative (or lack there-of) is worrisome. However, compared to my arcane gishes, it doesn't seem like most of my spells help this much. At least divine shield probably makes my hit points a non-issue.
So, to summarize, I'm basically looking for 14,000 gp worth of items, at least 1 soulmeld (more if mine are poor) and a couple of spells. Everything else seems to be okay.
Thanks for taking the time to read this.