Build - Companion - Harrimi

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Harrim - Necrolord

End Game: Cleric 20


Off Tank / Damage Caster Build

Build Notes: Harrim comes with a 16 Constitution and the Heavy Armor Proficiency
feat, telling you the lie that he was meant to be a tank. But his Dexterity is too
low to get the Crane feats, his alignment is wrong to backdoor them as a Monk; his
Intelligence is too low for Combat Expertise, and his Charisma is too low for
Dazzling / Cornugon feats.
Still, his stats don't preclude him so heavily that he can't make a respectable
offtank, particularly good for grabbing up enemies that get into your backlines.
There are plenty of Dexterity 4+ belts to meet the Max Dex Bonus for Fullplate, and
with a few feats, he can get his AC reasonably high. Enough that even if he can't
reliable mitigate an enemy's first attack per round, subsequent ones will have a
good chance of missing. Also, Act 2 is a great time for him to shine, since he gets
a +4 Racial Dodge bonus against all the Trolls in that chapter.
Now, the best part of this build isn't his reasonable tanking, it's his inflated
Wisdom, access to some great Necromancy spells and his ability to go full Cleric.
Status Necromancy spells like Bestow Curse, Blindness, Plaguestorm, etc. can turn
difficult fights with ease. And virtually every level up after a certain point
unlocks new instant kill spells and extremely high damaging spells like Boneshaker,
Boneshatter, Banshee Blast, Destruction, Horrid Wilting, and so on.

Starting Stats
Cleric-1
14 Strength
08 Dexterity
16 Constitution
10 Intelligence
18 Wisdom
10 Charisma
Skills: Lore (Religion) 1, Perception 1
Feats: Heavy Armor Proficiency

Leveling Stats
Level 2 - Cleric 2
Skills: Mobility +2
Notes: There's just no good reason not to take 3 ranks of Mobility for the Fighting
Defensively synergy.

Level 3 - Cleric 3
Skills: Mobility +1, Lore (Religion) +1
Feats: Armor Focus (Heavy)

Level 4 - Cleric 4
Attribute: Wisdom +1
Skills: Perception +2

Level 5 - Cleric 5
Skills: Lore (Religion) +1, Perception +1
Feats: Tower Shield Proficiency
Notes: Although there are some good Heavy Shields in the game, the simple fact is
that a Heavy Shield will have to be a +4 to be stronger than a +1 Tower Shield, and
you'll find the latter far easier and for longer than the former.

Level 6 - Cleric 6
Skills: Lore (Religion) +1, Perception +1

Level 7 - Cleric 7
Skills: Lore (Religion) +1, Perception +1
Feats: Shield Focus
Notes: If you DO find a Heavy Shield stronger than any of your Tower Shields, note
that Shield Focus works on all Shields, so you can freely swap them out.

Level 8 - Cleric 8
Attribute: Wisdom +1
Skills: Lore (Religion) +1, Perception +1

Level 9 - Cleric 9
Skills: Lore (Religion) +1, Perception +1
Feats: Spell Focus (Necromancy)

Level 10 - Cleric 10
Skills: Lore (Religion) +1, Perception +1

Level 11 - Cleric 11
Skills: Lore (Religion) +1, Perception +1
Feats: Greater Spell Focus (Necromancy)

Level 12 - Cleric 12
Attribute: Wisdom +1
Skills: Lore (Religion) +1, Perception +1

Level 13 - Cleric 13
Skills: Lore (Religion) +1, Perception +1
Feats: Spell Specialization (Boneshatter)

Level 14 - Cleric 14
Skills: Lore (Religion) +1, Perception +1

Level 15 - Cleric 15
Skills: Lore (Religion) +1, Perception +1
Feats: Toughness, Spell Specialization (Destruction)
Notes: Boneshatter caps at CL 15, so there's no point in keeping it at this level
for Spell Specialization. That said, Destruction does a flat 10xlevel damage with
no cap, whereas most of the spells at this level are 1d6xlevel like Horrid Wilting,
so you'll get far more mileage out of riding Destruction out through the rest of
his levels.

Level 16 - Cleric 16
Attribute: Wisdom +1
Skills: Lore (Religion) +1, Perception +1

Level 17 - Cleric 17
Skills: Lore (Religion) +1, Perception +1
Feats: Steel Soul

Level 18 - Cleric 18
Skills: Lore (Religion) +1, Perception +1

Level 19 - Cleric 19
Skills: Lore (Religion) +1, Perception +1
Feats: Combat Casting

Level 20 - Cleric 20
Attribute: Strength +1
Skills: Lore (Religion) +1, Perception +1
Notes: As always, if all Attributes are even-numbered, the only one that really
benefits from an uptick to odd numbers is Strength for the bump in carry weight.

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