Fleshweaver the Lord Heresiarch
“Anointer”
male halfling
pale master-18 rogue-1 monk-1
magister, kukris/unarmed
Biographies
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Current Life
"Your skin dances, stranger," Fleshweaver intones in a chilling voice.
You once thought you had never encountered such a wholly unsavory creature in your life. When attempting light conversation, you inadvertantly shuddered as cascades of maggots spilled from his mask.
The hollow, oracular manner with which he responded so infrequently to your questions made your stomach drop to your feet.
Over time, you have found Fleshweaver only suffers his preternatural maladies after healing others, something he does routinely. In times of peace and stillness, the few exposed portions of his skin appear hale. He stops reeking of rot and his breathing seems less labored.
Fleshweaver always tends to your wounds with clipped comments. "Twice a day, treat your armor chafe with this unguent," he will say in passing. In gratitude, you realize the storied man pursues a purpose quite unlike what you guessed.
Assessment
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High
Incorporeality (35%)
Dodge (?%)
Necromancy DC (??)
Trapsmithing
Single target and AoE spell DPS
Spell selection (level 9 arcane spells)
Self healing over time (Death Aura)
Undead immunities
Mitigation guards (Boon of Undeath, Demonic Shield, ...)
Offensive guards (Demonic curse, Roar, ...)
UMD
Moderate
Burst self healing (Negative Energy Burst)
Sneak attack dice (?d6)
HP, SP
Reflex save (??)
Low
Melee DPS
Lacks
Ability to be healed by positive energy (but that's it!)
Progression
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Lawful Neutral Human
Abilities
STR (base)
DEX (base14) (inh+?)
CON (base) (inh+?)
INT (base)
WIS (base)
CHA (base)
Note: base dex 17 required for Two Weapon Fighting, base dex 13 required for Precision
Feat Progression
1*) rogue1: two weapon fighting*
2) wizard1
3*) wizard2: quicken spell*
4) wizard3
5) wizard4
6*) wizard5: maximize spell*, spell focus necromancy (wizard bonus1)
7) wizard6
8) wizard7
9*) monk1: insightful reflexes*, precision (martial arts bonus1)
10) wizard8
11) wizard9:
12*) wizard10: gSpell Focus Necromancy* (does not appear on wizard bonus feat list), heighten spell (wizard bonus2)
13) wizard11
14) wizard12
15*) wizard13: iTwo weapon fighting* (Dex17, BAB>6 required)
16) wizard14
17) wizard15: empower spell (wizard bonus3)
18*) wizard16: improved critical slashing (requires BAB>8 = wizard>16)
19) wizard17
20) wizard18
21*) eSpell focus necromancy
24*) gTwo weapon fighting* (Dex17, BAB>11 required)
Enhancements, Spell Selection
Discussion
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I have never found pale masters quite as hearty as warforged arcanes (perhaps because I favor platinum heals of scrolls/wands/potions and burst heals over negative energy-based heals over time), but it’s common knowledge that they can be extremely durable with the correct gear and play style.
In addition to the lack of synergy between my play style and pale master self-sufficiency, I also don’t seem to have as much fun with their signature ability: instakill.
Quests seem to go faster when I’m nuking with AoEs on a sorcerer or evocation archmage, and Greygale’s instakill outstrips Fleshweaver’s against any mobs with minds, which are most mobs.
This is what drew me to a more gish-like caster melee; Fleshweaver retains most of the power of a pure pale master but leverages the great critical profile of kukris with the ninja's centered kukri fighting with greater two weapon fighting and excellent damage mitigation.
Splashing a monk level grants a feat, situational stances, unarmed fighting (which synergizes well with flanking attacks and undead forms), the ability to train key abilities such as Balance, Hide, and Move Silently at full class ranks, and access to tier1 ninja enhancements.
Rogue splash gives more initial skill points ([8xInt mod]x4), trapsmithing, UMD, and access to tier1 assassin enhancements.
I've also considered splashing artificer but only if I had the ability to assemble an epic Doublecross Bow for him, which seems doubtful (the bugged difficulty drop rate of the materials requires too much grind).
More tangibly, the monk levels allow Fleshweaver to melee reliably even on epic elite, which I can demonstrate a bit in his breakdown. The choice to take the monk after the seventh wizard level allows Fleshweaver to acquire level 4 spells (particularly Wall of Fire) promptly.
On summoning
I initially wanted to fit Augment Summoning but cannot fit it. Summoning is a joke in DDO, but that said, it's also very fun sometimes. I prefer pale master summoning over druid summoning for several reason.
The mechanics of pale master summons--ability to have two up at a time, either a skeleton summon and an epic lich/create undead, the ability to passively area heal over time them all, and the availability of two caster summons (lich, skeleton mage)--makes pale masters the ideal summoner in my opinion.
Druids naturally get a lot of perks to summoning, including unique spells (Pack Presence, Harrowing Pack, Pack Aptitude, and spontaneous summon spells), but a wolf companion and dryad (sometimes air or earth elemental for CC when applicable) still seem too weak for use in most cases. The wolf companion can be made rather survivable but, unlike, the artificer defender, I can’t slap a Docent of Defiance on it and expect it to really survive when mobbed. I also really enjoy the utility of being able to throw up either an archer, melee, or mage for a negligible hp and sp cost that I will torc or negative energy aura back. The blackbone summons are notable for their immunity to both cold and fire, where the slightly higher CR frostmarrow summons are often obliterated by enemy AoE fire damage.
Destinies
Magister has quite a few abilities that I really enjoy that are rather difficult to twist in, including Grand Summoner (which is unfortunately currently broken, as far I know), Nullmagic Strike (extremely undervalued ability that allows you to spam your necrotic SLAs to strip deathward and all sorts of nasty enemy buffs), and Necromancy Augmentation (Passive Bonus: Necromancy spells have [5/10/15]% chance to reduce target Fortitude saves by 10 for [10/20/30] seconds).
Alternative active destinies are Shadowdancer for yet more instakill abilities (Consume, which is again currently broken) and stealth, or Primal Avatar for more minion buffs and some interesting TWF options. Of course Draconic Incarnation is an extremely strong choice for any caster, but after twisting in Energy Burst, I’ve found that Fleshweaver’s play style is better complemented by Magister or the TWF destinies. Besides; Adamance, Merging, and even Greygale will almost always nuke better than Fleshweaver.
Tactics
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I would not discount the utility of being able to flank a mob, slam it with a few SLAs, hit it with improved paralyzing/deception/Clever Strike from eMidnight Greetings and shaken/shattermantle with a crafted kukri, and then Fingering it without heighten on epic elite. Assassin mentality can work wonders and I urge everyone to try it.
One could also wait for Demonic Curse/Roar guards to proc but that is dangerous on EE.
eMidnight Greetings' Clever Strike (int mod=enhancement modifier) and improved paralyzing/disintegration/improved deception make it quite a nice CC+mild DPS option on <orange names, helpless foes, and when one is low on SP.
Standard Equipment
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- Maximum SP configuration: ___
- Head:
Face of the Enemy {ML?? Red Skull Helm; com-Balance+13, Masterful Craftsmanship, gui-HP+20}
Face of the Ally {ML?? Gold Skull Helm; enh-Charisma+6, com-Charisma-Skills+3, Masterful Craftsmanship, gui-SP+80}
- Neck:
Torc of Prince Raiyum-de II {Greater Spell Penetration VI, Wizardry III, Transform Kinetic Energy}
- Trinket:
Planar Focus of Erudition {ins-Intelligence+3, Conflux of Erudition (set+weapon: Spell Penetration IX, Wizardry X: enh-SP+250, psi-Spell Power+15)}
Greater Cunning Trinket {Pirate Cleverness (unt-SP+50), Enchantment/Necromancy Focus+1, Efficient Metamagic - Maximize I}
- Cloak:
ePhiarlan Mirror Cloak {ML20 Cloak; enh-Hide/Move Silently+5, Spell Resistance+30, Greater Light Resistance, Spell Absorption (5 charges, Recharge/Day:1), Blurry, Colorless Slot:?}
Magewright's Cloak {ML18 Cloak; enh-Charisma+6, Stealth Strike (Spellcasting Threat-10%), com-Perform+10, enh-Perform+5, Nearly Finished: Magewright's Expertise (Spell Focus Mastery+1), Magewright's Wits (guard proc on physical hit: change to gain 10 seconds of alc-Spell Power+12)}
Drow Piwafwi {com-Hide/Move Silently+15, Invisibility Guard, Sneak Attack+5}
- Belt:
eLion-Headed Belt Buckle {ML20 Belt; Immunity to Fear, Roar (melee attackers suffer 2d8 sonic, ~20-30% chance Shaken guard), enh-Strength/Constitution+6, Colorless Slot:?, Yellow Slot:?}
- Ring1:
Sanura's Band {enh-Intelligence+6, exc-Intelligence+1, Pale Master (set+belt: equ-Nullification+60, +Pale MasterIII: equ-Nullification+90), Incredible Potential: ins-Constitution+2}
- Ring2:
- Gloves:
T3 Brawling Gloves {ML20 Gloves; enh-Strength+7, Spike Studded (1d4 pierce damage), Glass Jaw Strikes (trips+dazes enemies on vorpal, currently broken), Sneak Attack+4, Yellow Slot:?}
- Boots:
T3 Rock Boots {ML20 Boots; equ-Corrosion+90, Superior Acid Lore, Stone Prison Guard, Earthgrab Guard, Immunity to Slippery Surface, inh-Acid Resistance+10, Colorless Slot:?, Yellow Slot:?}
- Bracers:
eBracers of the Demon's Consort {ML20 Bracers; Demonic Curse (20% melee attackers suffer Bestow Curse Will DC15), Demonic Shield (~20% chance for 30 temporary HP), Demonic Drain (hidden effect: ~1% chance of wearer suffering negative level, blocked by undead shroud), com-Intimidate+15, Colorless Slot:?, Yellow Slot:?}
Bracers of the Glacier, War Wizard's Bracers,
- Body:
Robe of Shadow {ML24 Robe; equ-Nullification+114, Superior Void Lore, Superior False Life: enh-False LIfe, Major Necromancy Focus, Boon of Undeath, Nightshield 5/day}
- Eyes:
Supreme Tyrant Green Steel Goggles of Concordant Opposition {ML11 Goggles, (Cleansed) Taint of Shavarath; enh-Wisdom+6, Concordant Opposition (successful physical attack procs guard ~4% chance 30 temporary HP, ~4% chance ~20-30 SP), Elemental Energy (ele-HP+10/15/20=45), com-Diplomacy/Haggle+10, exc-Constitution Skills+1/2/3=5}
Magewright's Spectacles {ML18 Goggles; enh-Intelligence+6, Spell Penetration IX, com-Concentration+10, enh-Concentration+5, Nearly Finished: Magewright's Expertise (Spell Focus Mastery+1), Magewright's Wits (guard proc on physical hit: change to gain 10 seconds of alc-Spell Power+12)}
- Hand1:
eMidnight Greetings1 {ML20 Kukri; +10 (Intelligence>50), Clever Strike (enhancement bonus = Intelligence mod, min+6, max+10), Improved Deception, Finesse, enh-Assassination+2, Improved Paralyzing, Assassin's Training (rogue assassin gains kukri proficiency), Red Slot: 1d8 Acid}
Flaming ? Kukri of Debilitation {Kukri, Race Required Dwarf UMD??; Flaming Burst?, Debilitation (Weakening, Enfeebling, Tendon Slice+10%)}
Scepter of the Fleshweaver {+4, Implement+12, Greater Transmutation Focus, enh-Intelligence+5, Stone to Flesh 3/day; Fragmented}
- Hand2:
Madstone Skull {ML14 Orb; Orb+5, Nullification+72, Purple Slot, Yellow Slot}
Life Shield Celestial Buckler of Invulnerability
eMidnight Greetings2,
Trap Set
- Search:
Ring of Minute Seeing {com-Search+15}
Wolfinson's Monocular Enhancer {equ-Reconstruction+72, com-Search+10, enh-Search+5, Reconstruct (1/day)}
[B]Disable Device:[B]
Gloves of Forgotten Craft {ML24: com-Disable Device+20, enh-Dexterity+8, com-Attack+4, green slot, yellow slot}
Tinker's Goggles {ML18 Goggles; enh-Intelligence+6, Treason (?-Melee Threat-20%), com-Disable Device+10, enh-Disable+5, Nearly Finished: Tinker's Finesse (set+gloves: True Seeing, Sneak Attack+5)}
- Open Lock:
Ring of Lockpicking {com-Open Lock+15}
Tinker's Gloves {ML18 Gloves; enh-Dexterity+6, exc-Seeker+2, com-Open Lock+10, enh-Open Lock+5, Nearly Finished: Tinker's Finesse (set+goggles: True Seeing, Sneak Attack+5)}
Gear-Adjusted Breakdowns
Need
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Life-stealing kukri
Madstone Skull {ML25 orb; Orb+7, Nullification+120, purple slot, orange slot}
Twilight, Element of Magic {+7, Implement+21, Potency+80, Impulse+120, Major Evocation/Enchantment Focus, Arcane Augmention IX, Greater Arcane Lore; 1) add conflux, 2) +8, 3) +120 Magnetism, 4) red slot}
Antipode, Fist of the Horizon {+7, Antipodal, Doublestrike+6%, Reinforced Fists, Stunning+10; upgraded 1) Planar Conflux, 2) +8, 3) +0.5[W], 4) red slot}
Bracers of the Glacier {Spell Penetration VIII, Fire Shield Cold, Archmagi, Glacial Assault: (Two Set: Glaciation+72)/(Three Set: Glaciation+78)}
Wretched Twilight {ML13 Cloak; Ghostly, Nullification+72, Stealth Strike, Upgradeable: (Sneak Attack+5, Major Void Lore)}
Shroud of the Abbot {ML14 Robe; Armor+4, nat-Amor+4, Boon of Undeath, Major Void Lore, Major Lightning Lore, Upgradeable: (Greater Light Resistance, Lesser Arcane Augmentation IX)}
ML25 Nether Grasps {Arcane Casting Dexterity 10%, Open Lock+20, Diversion 20%, Seeker+10, Demonic Might}
Cloak of Curses {ML11 Cloak; Chaotic Curse (10% to cast Bestow or Remove Curse on wearer and melee attackers), Enchantment Focus, Yellow Slot: Blindness Immunity}
Links
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Andoris' Shadovar monk has some good info, but Fleshweaver was not inspired by this build nor does he resemble Andoris' original intentions with his build.
Fleshweaver always intended to use kukris, whereas Andoris picked up the idea at the suggestion of Voodoogrooves. The Shadovar monk is also deep monk/fighter splash with no trapsmithing, whereas Fleshweaver is more of a caster and less of a melee.