InEffect: Tank+Pet for petey488
Race: Aasimar(Lawbringer)
Alignment: LG
Deity: Erastil
Domains*: Community, Animal
*In this order, It’ll be important some day.
Pet: Leopard
Stats:
Str: 17 > 22
Dex: 12
Con: 14
Int: 10
Wis: 18
Cha: 8
Final Build: Monk(Traditional) 1/Cleric(Ecclesitheurge) 16/Alchemist(Vivisectionist) 3
Main skills: Mobility 3, Persuasion Max, Perception Max
Suggested secondary skills: Whatever. Religion is thematic, I guess.
Detailed leveling breakdown:
Lvl 1: Monk - Crane Style // Dodge
Lvl 2: Alchemist
Lvl 3: Cleric - Accomplished Sneak Attacker
Lvl 4: Cleric
Lvl 5: Cleric - Weapon Focus: Quarterstaff
Lvl 6: Cleric
Lvl 7: Cleric - Boon Companion
Lvl 8: Cleric
Lvl 9: Cleric - Outflank
Lvl 10: Cleric
Lvl 11: Cleric - Wings
Lvl 12: Cleric
Lvl 13: Cleric - Dazzling Display
Lvl 14: Cleric
Lvl 15: Cleric - Shatter Defenses
Lvl 16: Cleric
Lvl 17: Cleric - Crane Wing*
Lvl 18: Alchemist - Feral Mutagen
Lvl 19: Alchemist - Crane Riposte*
Lvl 20: Cleric
*They work with 2h as of now. If you don’t want to abuse the game take Persuasive and intimidating prowess here.
Important Cleric Spells:
Lvl 1: Divine Favor, Remove Fear, Unbreakable heart
Lvl 2: Restoration(Lesser), Find Traps, Protection from Alignment(Communal)
Lvl 3: Animate Dead, Resist Energy(Communal), Delay Poison(Communal)
Lvl 4: Divine Power, Freedom Of Movement, Death Ward, Restoration
Lvl 5: Geniekind, Breath of Life, Break Enchantment
Lvl 6: Eaglesoul, Blade Barrier
Lvl 7: Restoration(Greater), Resurrection, Bestow Grace of the Champion, Summon Monster VII
Lvl 8: Frightful Aspect, Legendary Proportions, Mind Blank, Angelic Aspect(Greater)
Alchemist spells: Shield, True Strike.
Gear: Quarterstaff(preferably, Ruin), LG monk robes, Armor Bracers, +Stat Belt, +Stat hat, Opportunist’s boots.
Luxuries: Bokken elixir, Ring Of circumstances, Absolver Cloak, Dreamer ring, Gyronna amulet
Not where I though I’ll land for sure. Oh well.
About Spells. Try to keep equal number of 1m/lvl spells. Same with 1r/lvl. The latter should be a lot more plentiful. Generally 1 copy of 1m/r spells is enough. I usually run at least 2-3 copies of 1r spells.
Technically has Alchemist for self-casted shields. 1m is not terribly long, though but extend rod will help. Once you get jubilost you can just use his shield through infusion. Once you get alchemist 3 it won’t be so painful as 6m(with extend rod) is not so bad.
First decent staff is sold by an old witch in the swamp. It’ll serve you well until you roll something better from masters. Ruin is your wet dream, but it’s high-tier craft, so you might not be so lucky. And you need your master level high.
Does get to 70AC buffed, so I guess tanking part is covered. Also doesn’t hit like a wet noodle. When buffing cast Frightful aspect first and then Legendary or your size bonus will be scuffed.
Turns on fighting defensively from level 1 and rolls that way all game.
Kept the pet competitive till the last hours. And the pet start to fall off by then anyways. Leopard is taken because the size is not too annoying to play with and the pet is ok-ish.
Mutagen is 10m for most of the game, but if you think of it so are your buffs. There is just no other class that’d give us tempo 2d6 damage, and a 4str+2AC buff on demand.
Flurry solves the lost attack issue admirably.
Has shatter and is ok-ish at dazzle, but as all frontliners does prefer that someone else would dazzle most of the time.
Skipped level 9 Cleric spells in exchange for finer things in life. Tempo AC and damage was more important, I believe. Sure, it's not as noticeable late-game, but there is a matter of getting there first.
Works better as a level 20 so either small party or exploiting persuasion for solo exp is advised. Still, gets everything he really needs by 17, so that's good.
Thank you for this! I never expected Ecclesitheurge to be the answer but it definitely looks like it works!