Gray_Bodhisattva
10-19-2009, 05:29 AM
Toying around with my build and I'd like some feedback on what could make a THF Cleric11/Fighter6/Paladin3 better in terms of feats,skills,saves,DPS, and survivability. Any and all help would be aprecciated even those taking out paladin, however Cleric9-11 must be involved thanks a bunch before hand!
Level 20 Lawful Good Human Male
(6 Fighter / 3 Paladin / 11 Cleric)
Hit Points: 350
Spell Points: 750
BAB: 17/17/22/2727
Fortitude: 21
Reflex: 13
Will: 17
Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 20) (Level 20)
Strength 14 23 26
Dexterity 13 16 16
Constitution 14 17 18
Intelligence 9 12 12
Wisdom 16 20 20
Charisma 8 12 12
Tomes Used
+4 Tome of Strength used at level 20
+3 Tome of Dexterity used at level 20
+3 Tome of Constitution used at level 20
+3 Tome of Intelligence used at level 20
+4 Tome of Wisdom used at level 20
+4 Tome of Charisma used at level 20
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 3 12 12
Bluff -1 1 2
Concentration 4 12 12
Diplomacy -1 1 1
Disable Device n/a n/a n/a
Haggle -1 1 1
Heal 3 5 5
Hide 1 3 3
Intimidate -1 1 1
Jump 2 14 14
Listen 3 5 5
Move Silently 1 3 3
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 1 1
Search -1 1 1
Spot 3 5 5
Swim 2 8 8
Tumble n/a 7 7
Use Magic Device n/a n/a n/a
Level 1 (Fighter)
Skill: Balance (+2)
Skill: Concentration (+2)
Feat: (Human Bonus) Dodge
Feat: (Fighter Bonus) Mobility
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sunder
Feat: (Automatic) Tower Shield Proficiency
Feat: (Automatic) Trip
Level 2 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Automatic) Magical Training
Feat: (Automatic) Turn Undeead
Spell (1): Bane
Spell (1): Bless
Spell (1): Cause Fear
Spell (1): Command
Spell (1): Cure Light Wounds
Spell (1): Divine Favor
Spell (1): Doom
Spell (1): Inflict Light Wounds
Spell (1): Nightshield
Spell (1): Nimbus of Light
Spell (1): Obscuring Mist
Spell (1): Protection From Evil
Spell (1): Remove Fear
Spell (1): Shield of Faith
Spell (1): Summon Monster I
Level 3 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Mental Toughness
Level 4 (Cleric)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (2): Aid
Spell (2): Bear's Endurance
Spell (2): Bull's Strength
Spell (2): Close Wounds
Spell (2): Cure Moderate Wounds
Spell (2): Deific Vengance
Spell (2): Eagle's Spendor
Spell (2): Find Traps
Spell (2): Hold Person
Spell (2): Inflict Moderate Wounds
Spell (2): Lesser Restoration
Spell (2): Owl's Wisdom
Spell (2): Remove Paralysis
Spell (2): Resist Energy
Spell (2): Seek Eternal Rest
Spell (2): Soundburst
Spell (2): Spawn Screen
Spell (2): Summon Monster II
Level 5 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Critical Accuracy I
Enhancement: Human Improved Recovery I
Enhancement: Cleric Smiting I
Enhancement: Cleric Life Magic I
Enhancement: Fighter Toughness I
Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Two Handed Fighting
Spell (3): Bestow Curse
Spell (3): Blindness
Spell (3): Contagion
Spell (3): Cure Serious Wounds
Spell (3): Dispel Magic
Spell (3): Glyph of Warding
Spell (3): Inflict Serious Wounds
Spell (3): Magic Circle Against Evil
Spell (3): Mass Aid
Spell (3): Prayer
Spell (3): Protection From Energy
Spell (3): Remove Blindness
Spell (3): Remove Curse
Spell (3): Remove Disease
Spell (3): Searing Light
Spell (3): Summon Monster III
Spell (3): Water Breathing
Level 7 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Racial Toughness I
Level 8 (Cleric)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Spell (4): Chaos Hammer
Spell (4): Cure Critical Wounds
Spell (4): Deathward
Spell (4): Dismissal
Spell (4): Divine Power
Spell (4): Freedom of Movement
Spell (4): Holy Smite
Spell (4): Inflict Critical Wounds
Spell (4): Mass Shield of Faith
Spell (4): Neutralize Poison
Spell (4): Order's Wrath
Spell (4): Poison
Spell (4): \cf2 Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight
Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Feat: (Selected) Spring Attack
Level 10 (Cleric)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Spell (5): Break Enchantment
Spell (5): Flame Strike
Spell (5): Greater Command
Spell (5): Mass Cure Light Wounds
Spell (5): Mass Inflict Light Wounds
Spell (5): Protection From Elements
Spell (5): Raise Dead
Spell (5): Slay Living
Spell (5): Spell Resistance
Spell (5): Stalwart Pact
Spell (5): Summon Monster V
Spell (5): Symbol of Pain
Spell (5): True Seeing
Level 11 (Paladin)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Feat: (Automatic) Aura of Good
Feat: (Automatic) Smite Evil
Level 12 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Feat: (Selected) Improved Two Handed Fighting
Feat: (Automatic) Divine Grace
Feat: (Automatic) Lay on Hands
Level 13 (Paladin)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Feat: (Automatic) Aura of Courage
Feat: (Automatic) Divine Health
Feat: (Automatic) Fear Immunity
Level 14 (Cleric)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Level 15 (Cleric)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Feat: (Selected) Greater Two Handed Fighting
Spell (6): Banishment
Spell (6): Blade Barrier
Spell (6): Cometfall
Spell (6): Create Undead
Spell (6): Greater Dispel Magic
Spell (6): Greater Glyph of Warding
Spell (6): Harm
Spell (6): Heal
Spell (6): Heroes Feast
Spell (6): Mass Bear's Endurance
Spell (6): Mass Bull's Strength
Spell (6): Mass Cure Moderate Wounds
Spell (6): Mass Eagle's Spendor
Spell (6): Mass Inflict Moderate Wounds
Spell (6): Mass Owl's Wisdom
Spell (6): Summon Monster VI
Spell (6): Symbol of Fear
Spell (6): Symbol of Persuasion
Spell (6): Undead to Death
Spell (6): Word of Recall
Level 16 (Fighter)
Ability Raise: STR
Skill: Jump (+2)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Level 17 (Fighter)
Skill: Tumble (+1)
Level 18 (Fighter)
Skill: Tumble (+1)
Feat: (Selected) Lightning Reflexes
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Level 19 (Fighter)
Skill: Tumble (+1)
Level 20 (Fighter)
Ability Raise: STR
Skill: Tumble (+1)
Enhancement: Fighter Attack Boost II
Enhancement: Kensei Greatsword Mastery I
Enhancement: Fighter Armored Agility I
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Mobility I Enhancement: Fighter Kensei I
Enhancement: Human Adaptability Constitution I
Enhancement: Human Greater Adaptability Strength I
Enhancement: Human Improved Recovery II
Enhancement: Human Improved Recovery III
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Smiting II
Enhancement: Cleric Smiting III
Enhancement: Cleric Smiting IV
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Improved Spell Penetration I
Enhancement: Cleric Improved Spell Penetration II
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Fighter Toughness II
Enhancement: Cleric Divine Light I
Enhancement: Cleric Divine Light II
Also it would be nice to get some equipment advice, I'm planning on adamantine/mithral Full Plates/Breastplates and greatsword/falchion combos, no sword and board or TWF. once again any and all help would be appreciated especially from lovable vets :P Maybe changing the levels that I take cleric/fighter/paladin changes that would make level progression easier would be awesome. Also I know that I put all the enhancements in at once, any sifting them into good leveling order would be nice. And human is not changible. I'm a F2Per also. Once again any and all help is appreciated, thanks!
EDIT: if someone knows a good way to incorporate mobile spellcasting it would be nice if you think its a good thing to have. Really and advice, thoughts, or feasible changes would be a great help, especially endgame advice. I may decide to PvP eventually as well with this build.
Level 20 Lawful Good Human Male
(6 Fighter / 3 Paladin / 11 Cleric)
Hit Points: 350
Spell Points: 750
BAB: 17/17/22/2727
Fortitude: 21
Reflex: 13
Will: 17
Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 20) (Level 20)
Strength 14 23 26
Dexterity 13 16 16
Constitution 14 17 18
Intelligence 9 12 12
Wisdom 16 20 20
Charisma 8 12 12
Tomes Used
+4 Tome of Strength used at level 20
+3 Tome of Dexterity used at level 20
+3 Tome of Constitution used at level 20
+3 Tome of Intelligence used at level 20
+4 Tome of Wisdom used at level 20
+4 Tome of Charisma used at level 20
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 3 12 12
Bluff -1 1 2
Concentration 4 12 12
Diplomacy -1 1 1
Disable Device n/a n/a n/a
Haggle -1 1 1
Heal 3 5 5
Hide 1 3 3
Intimidate -1 1 1
Jump 2 14 14
Listen 3 5 5
Move Silently 1 3 3
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair -1 1 1
Search -1 1 1
Spot 3 5 5
Swim 2 8 8
Tumble n/a 7 7
Use Magic Device n/a n/a n/a
Level 1 (Fighter)
Skill: Balance (+2)
Skill: Concentration (+2)
Feat: (Human Bonus) Dodge
Feat: (Fighter Bonus) Mobility
Feat: (Selected) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Defensive Fighting
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sunder
Feat: (Automatic) Tower Shield Proficiency
Feat: (Automatic) Trip
Level 2 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Automatic) Magical Training
Feat: (Automatic) Turn Undeead
Spell (1): Bane
Spell (1): Bless
Spell (1): Cause Fear
Spell (1): Command
Spell (1): Cure Light Wounds
Spell (1): Divine Favor
Spell (1): Doom
Spell (1): Inflict Light Wounds
Spell (1): Nightshield
Spell (1): Nimbus of Light
Spell (1): Obscuring Mist
Spell (1): Protection From Evil
Spell (1): Remove Fear
Spell (1): Shield of Faith
Spell (1): Summon Monster I
Level 3 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Mental Toughness
Level 4 (Cleric)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Concentration (+1)
Spell (2): Aid
Spell (2): Bear's Endurance
Spell (2): Bull's Strength
Spell (2): Close Wounds
Spell (2): Cure Moderate Wounds
Spell (2): Deific Vengance
Spell (2): Eagle's Spendor
Spell (2): Find Traps
Spell (2): Hold Person
Spell (2): Inflict Moderate Wounds
Spell (2): Lesser Restoration
Spell (2): Owl's Wisdom
Spell (2): Remove Paralysis
Spell (2): Resist Energy
Spell (2): Seek Eternal Rest
Spell (2): Soundburst
Spell (2): Spawn Screen
Spell (2): Summon Monster II
Level 5 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Fighter Attack Boost I
Enhancement: Fighter Critical Accuracy I
Enhancement: Human Improved Recovery I
Enhancement: Cleric Smiting I
Enhancement: Cleric Life Magic I
Enhancement: Fighter Toughness I
Level 6 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Feat: (Selected) Two Handed Fighting
Spell (3): Bestow Curse
Spell (3): Blindness
Spell (3): Contagion
Spell (3): Cure Serious Wounds
Spell (3): Dispel Magic
Spell (3): Glyph of Warding
Spell (3): Inflict Serious Wounds
Spell (3): Magic Circle Against Evil
Spell (3): Mass Aid
Spell (3): Prayer
Spell (3): Protection From Energy
Spell (3): Remove Blindness
Spell (3): Remove Curse
Spell (3): Remove Disease
Spell (3): Searing Light
Spell (3): Summon Monster III
Spell (3): Water Breathing
Level 7 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Enhancement: Racial Toughness I
Level 8 (Cleric)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Spell (4): Chaos Hammer
Spell (4): Cure Critical Wounds
Spell (4): Deathward
Spell (4): Dismissal
Spell (4): Divine Power
Spell (4): Freedom of Movement
Spell (4): Holy Smite
Spell (4): Inflict Critical Wounds
Spell (4): Mass Shield of Faith
Spell (4): Neutralize Poison
Spell (4): Order's Wrath
Spell (4): Poison
Spell (4): \cf2 Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight
Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Feat: (Selected) Spring Attack
Level 10 (Cleric)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Spell (5): Break Enchantment
Spell (5): Flame Strike
Spell (5): Greater Command
Spell (5): Mass Cure Light Wounds
Spell (5): Mass Inflict Light Wounds
Spell (5): Protection From Elements
Spell (5): Raise Dead
Spell (5): Slay Living
Spell (5): Spell Resistance
Spell (5): Stalwart Pact
Spell (5): Summon Monster V
Spell (5): Symbol of Pain
Spell (5): True Seeing
Level 11 (Paladin)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Feat: (Automatic) Aura of Good
Feat: (Automatic) Smite Evil
Level 12 (Paladin)
Ability Raise: STR
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Feat: (Selected) Improved Two Handed Fighting
Feat: (Automatic) Divine Grace
Feat: (Automatic) Lay on Hands
Level 13 (Paladin)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Feat: (Automatic) Aura of Courage
Feat: (Automatic) Divine Health
Feat: (Automatic) Fear Immunity
Level 14 (Cleric)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Level 15 (Cleric)
Skill: Balance (+0.5)
Skill: Jump (+0.5)
Feat: (Selected) Greater Two Handed Fighting
Spell (6): Banishment
Spell (6): Blade Barrier
Spell (6): Cometfall
Spell (6): Create Undead
Spell (6): Greater Dispel Magic
Spell (6): Greater Glyph of Warding
Spell (6): Harm
Spell (6): Heal
Spell (6): Heroes Feast
Spell (6): Mass Bear's Endurance
Spell (6): Mass Bull's Strength
Spell (6): Mass Cure Moderate Wounds
Spell (6): Mass Eagle's Spendor
Spell (6): Mass Inflict Moderate Wounds
Spell (6): Mass Owl's Wisdom
Spell (6): Summon Monster VI
Spell (6): Symbol of Fear
Spell (6): Symbol of Persuasion
Spell (6): Undead to Death
Spell (6): Word of Recall
Level 16 (Fighter)
Ability Raise: STR
Skill: Jump (+2)
Feat: (Fighter Bonus) Weapon Focus: Slashing Weapons
Level 17 (Fighter)
Skill: Tumble (+1)
Level 18 (Fighter)
Skill: Tumble (+1)
Feat: (Selected) Lightning Reflexes
Feat: (Fighter Bonus) Weapon Specialization: Slashing Weapons
Level 19 (Fighter)
Skill: Tumble (+1)
Level 20 (Fighter)
Ability Raise: STR
Skill: Tumble (+1)
Enhancement: Fighter Attack Boost II
Enhancement: Kensei Greatsword Mastery I
Enhancement: Fighter Armored Agility I
Enhancement: Fighter Critical Accuracy II
Enhancement: Fighter Mobility I Enhancement: Fighter Kensei I
Enhancement: Human Adaptability Constitution I
Enhancement: Human Greater Adaptability Strength I
Enhancement: Human Improved Recovery II
Enhancement: Human Improved Recovery III
Enhancement: Paladin Bulwark of Good I
Enhancement: Paladin Resistance of Good I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Smiting II
Enhancement: Cleric Smiting III
Enhancement: Cleric Smiting IV
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Improved Spell Penetration I
Enhancement: Cleric Improved Spell Penetration II
Enhancement: Fighter Strength I
Enhancement: Fighter Strength II
Enhancement: Fighter Toughness II
Enhancement: Cleric Divine Light I
Enhancement: Cleric Divine Light II
Also it would be nice to get some equipment advice, I'm planning on adamantine/mithral Full Plates/Breastplates and greatsword/falchion combos, no sword and board or TWF. once again any and all help would be appreciated especially from lovable vets :P Maybe changing the levels that I take cleric/fighter/paladin changes that would make level progression easier would be awesome. Also I know that I put all the enhancements in at once, any sifting them into good leveling order would be nice. And human is not changible. I'm a F2Per also. Once again any and all help is appreciated, thanks!
EDIT: if someone knows a good way to incorporate mobile spellcasting it would be nice if you think its a good thing to have. Really and advice, thoughts, or feasible changes would be a great help, especially endgame advice. I may decide to PvP eventually as well with this build.