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earlran
10-22-2011, 02:30 PM
Hey all, after playing my artificer this life, I decided to work up a variant of Valiance's solo cleric build. Except geared towards ranged combat through artificer. Lemme know what you think.


Character Plan by DDO Character Planner Version 03.11.02
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 20 Lawful Good Halfling Male
(2 Monk \ 17 Cleric \ 1 Artificer)
Hit Points: 307
Spell Points: 1234
BAB: 13\13\18\23
Fortitude: 17
Reflex: 14
Will: 25

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 6 8
Dexterity 16 20
Constitution 14 16
Intelligence 10 12
Wisdom 18 28
Charisma 14 16

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 5
Bluff 2 6
Concentration 5 27
Diplomacy 2 3
Disable Device 4 6
Haggle 2 3
Heal 4 11
Hide 3 9
Intimidate 2 3
Jump -2 1
Listen 4 11
Move Silently 3 7
Open Lock 4 6
Perform n/a n/a
Repair 0 2
Search 4 6
Spot 4 9
Swim -2 -1
Tumble n/a 5.5
Use Magic Device 6 25

Level 1 (Artificer)
Feat: (Past Life) Past Life: Artificer
Feat: (Past Life) Past Life: Wizard
Feat: (Past Life) Past Life: Wizard
Feat: (Selected) Point Blank Shot


Level 2 (Cleric)


Level 3 (Cleric)
Feat: (Selected) Empower Healing Spell


Level 4 (Cleric)


Level 5 (Cleric)


Level 6 (Cleric)
Feat: (Selected) Rapid Shot


Level 7 (Cleric)


Level 8 (Monk)
Feat: (Monk Bonus) Toughness


Level 9 (Monk)
Feat: (Selected) Precise Shot
Feat: (Monk Bonus) Toughness


Level 10 (Cleric)


Level 11 (Cleric)


Level 12 (Cleric)
Feat: (Selected) Maximize Spell


Level 13 (Cleric)


Level 14 (Cleric)


Level 15 (Cleric)
Feat: (Selected) Empower Spell


Level 16 (Cleric)


Level 17 (Cleric)


Level 18 (Cleric)
Feat: (Selected) Quicken Spell


Level 19 (Cleric)


Level 20 (Cleric)
Enhancement: Artificer Damage Boost I
Enhancement: Artificer Skill Boost I
Enhancement: Artificer Crossbow Damage I
Enhancement: Cleric Radiant Servant I
Enhancement: Cleric Radiant Servant II
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Halfling Dexterity I
Enhancement: Halfling Dexterity II
Enhancement: Halfling Cunning I
Enhancement: Halfling Cunning II
Enhancement: Halfling Cunning III
Enhancement: Halfling Cunning IV
Enhancement: Halfling Guile I
Enhancement: Halfling Guile II
Enhancement: Halfling Guile III
Enhancement: Cleric Improved Empower Healing I
Enhancement: Way of the Patient Tortoise I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Prayer of Smiting I
Enhancement: Cleric Prayer of Smiting II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Incredible Smiting I
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Smiting I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Wisdom III
Enhancement: Cleric Divine Might I
Enhancement: Cleric Divine Might II
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Improved Turning I
Enhancement: Cleric Wand and Scroll Mastery I




This is a 36 point build, although is doable with 32 point if you forgoe cha for Divine Might.

With the proper gear should be able to get almost every trap in the game, 70ish AC, etc. Very gear heavy build!

Lalangamena
10-22-2011, 05:12 PM
I am not a big authority to the game, but 6 in str is bad...

one enfeeble/drain and youre useless excuse for character waiting to die.

also cant lift anything, even with +6 str item you will barely hold two pieces of armor in your backpack ( halflings get lower weight measurements IIRC)

medium ingredients bag will be also too heavy ( if youre into crafting)

Simplesimon1979
10-22-2011, 05:24 PM
I know the two monk lvl give a lot.(evasion,ac, and feats). But, why one arti over one rogue if you want the trap skill

Stillwaters
10-22-2011, 05:56 PM
I know the two monk lvl give a lot.(evasion,ac, and feats). But, why one arti over one rogue if you want the trap skill

Free repeater feats and rap reload, and a pet to park at start of quest and stonerun/shrine you, open levers while you draw aggro etc.... PLUS THEY ARE REALLY CUTE WHEN LVL 1 (^^)

@ OP Seriously nice build, not liking the 10 INT, and your Bladebarrier/healscrolls wont be in realm of a true arty but seems pretty solid

You wont be winning any prizes with repeater dps tho - your fists would be better damage at cap, no runearm dps, and no +stat to damage makes the repeater fairly low dps (not to mention no OP fusillade)
But it beats the 1 rogue splash hands-down

MartinusWyllt
10-22-2011, 07:00 PM
...a pet to park at start of quest and stonerun/shrine you...

This reason won't work, a lvl 1 pet will die trying to get your stone in about anything past the harbor.

wax_on_wax_off
10-22-2011, 07:37 PM
Free repeater feats and rap reload, and a pet to park at start of quest and stonerun/shrine you, open levers while you draw aggro etc.... PLUS THEY ARE REALLY CUTE WHEN LVL 1 (^^)

@ OP Seriously nice build, not liking the 10 INT, and your Bladebarrier/healscrolls wont be in realm of a true arty but seems pretty solid

You wont be winning any prizes with repeater dps tho - your fists would be better damage at cap, no runearm dps, and no +stat to damage makes the repeater fairly low dps (not to mention no OP fusillade)
But it beats the 1 rogue splash hands-down

Not sure that the OP will be able to hit elite trap DCs consistently while leveling up without points invested though. Elite traps in level 4-6 quests can be really nasty before you have the gear available to get your score up. Will you have the score to do elite Shadow Knight for instance at level?

Race wise, I think human, half-elf or possibly drow might be a better choice. Half-elf can take rogue dilettante for +3d6 sneak, versatility: damage for +25% damage, versatility: saves/skills for +5 saves on tough traps or +5 skills on tough traps, rogue dexterity I and rogue trap sense II (+4 saves vs traps). Human gets similar things to half-elf but trades in dilettante feat for another bonus feat and 23 bonus skill points. I'd probably be happy with 16 wisdom and push up charisma and dexterity to get DMIV and Improved Precise Shot (maybe). Higher Intelligence would be good too (I'd even be happy with a 12 starting constitution for a few extra skill points.

Overall, I think you need the 2nd Artificer level to equip rune arms for this to be viable. I'd even forgo level 9 spells to go 2 artificer, 2 monk, 15 cleric (with 1 level left over: 3 monk gives light side buffs, 3 artificer gives level 2 infusions such as elemental weapons, 16 cleric gives another level 8 slot). You could even go 4 artificer, 1 monk or fighter and get another ranged combat feat (but miss evasion). Half-elf opens the possibility to go AA (but requires mental toughness and only for manyshot).

Without improved precise shot; I wouldn't bother.
Without rune-arms; I wouldn't bother.