I was wondering if this build could be viable or is my progression to random?
Code:
Character Plan by DDO Character Planner Version 3.8.0
DDO Character Planner Home Page
kilarney 2
Level 20 Lawful Good Elf Male
(1 Fighter \ 6 Ranger \ 13 Cleric)
Hit Points: 274
Spell Points: 1062
BAB: 16\16\21\26\26
Fortitude: 17
Reflex: 10
Will: 16
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(28 Point) (Level 1) (Level 20) (Level 20)
Strength 14 14 14
Dexterity 10 10 13
Constitution 14 14 14
Intelligence 10 10 10
Wisdom 16 21 22
Charisma 8 8 8
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 1 2 2
Bluff -1 -1 -1
Concentration 4 24 24
Diplomacy -1 -1 -1
Disable Device n/a n/a n/a
Haggle -1 -1 -1
Heal 3 6 6
Hide 0 1 1
Intimidate -1 -1 -1
Jump 4 19 19
Listen 3 6 8
Move Silently 0 2 2
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 0 0 0
Search 0 0 2
Spot 3 25 27
Swim 2 2 2
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a
Level 1 (Fighter)
Skill: Balance (+1)
Skill: Concentration (+2)
Skill: Jump (+2)
Feat: (Fighter Bonus) Point Blank Shot
Feat: (Selected) Toughness
Enhancement: Elven Ranged Damage I
Enhancement: Fighter Toughness I
Level 2 (Ranger)
Skill: Concentration (+3)
Skill: Jump (+3)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Enhancement: Fighter Haste Boost I
Enhancement: Ranger Skill Boost I
Level 3 (Ranger)
Skill: Concentration (+1)
Skill: Jump (+1)
Skill: Spot (+4)
Feat: (Selected) Weapon Focus: Ranged Weapons
Enhancement: Elven Dexterity I
Enhancement: Racial Toughness I
Enhancement: Ranger Dexterity I
Level 4 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Spot (+0.5)
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
Enhancement: Elven Ranged Attack I
Enhancement: Follower of the Silver Flame
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Level 5 (Cleric)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wand and Scroll Mastery I
Level 6 (Ranger)
Skill: Concentration (+1)
Skill: Jump (+2)
Skill: Spot (+3)
Feat: (Selected) Empower Healing Spell
Enhancement: Cleric Improved Empower Healing I
Enhancement: Racial Toughness II
Level 7 (Ranger)
Skill: Concentration (+1)
Skill: Jump (+2)
Skill: Move Silently (+1)
Skill: Spot (+2)
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Resist Energy
Spell (1): Summon Nature's Ally I
Spell (1): Tumble
Enhancement: Elven Ranged Damage II
Level 8 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Jump (+0.5)
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): Seek Eternal Rest
Spell (2): Soundburst
Spell (2): Spawn Screen
Spell (2): Summon Monster II
Enhancement: Elven Dexterity II
Level 9 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Zen Archery
Enhancement: Ranger Skill Boost II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Life Magic II
Level 10 (Cleric)
Skill: Concentration (+1)
Skill: Spot (+0.5)
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
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Divine Healing I
Enhancement: Cleric Extra Turning I
Level 11 (Ranger)
Skill: Concentration (+1)
Skill: Jump (+2)
Skill: Spot (+3)
Feat: (Favored Enemy) Favored Enemy: Construct
Enhancement: Elven Ranged Attack II
Level 12 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Spot (+0.5)
Feat: (Selected) Improved Critical: Ranged Weapons
Enhancement: Silver Flame Exorcism
Level 13 (Ranger)
Skill: Concentration (+1)
Skill: Jump (+3)
Skill: Spot (+2)
Enhancement: Cleric Extra Turning II
Level 14 (Cleric)
Skill: Concentration (+1)
Skill: Spot (+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): Panacea
Spell (4): Poison
Spell (4): Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Life Magic III
Level 15 (Cleric)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Feat: (Selected) Mental Toughness
Enhancement: Elven Arcane Archer: Imbue Force Arrows
Enhancement: Elven Arcane Archer I
Level 16 (Cleric)
Ability Raise: WIS
Skill: Spot (+1)
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
Enhancement: Elven Arcane Archer: Imbue Acid Arrows
Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
Enhancement: Elven Arcane Archer: Conjure +2 Arrows
Enhancement: Elven Arcane Archer: Conjure +3 Arrows
Level 17 (Cleric)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
Enhancement: Elven Arcane Archer: Conjure +4 Arrows
Enhancement: Cleric Divine Healing II
Level 18 (Cleric)
Skill: Concentration (+1)
Skill: Spot (+0.5)
Feat: (Selected) Extra Turning
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
Enhancement: Cleric Divine Healing III
Level 19 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Elven Arcane Archer: Imbue Terror Arrows
Enhancement: Cleric Wand and Scroll Mastery II
Level 20 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Jump (+0.5)
Spell (7): Destruction
Spell (7): Greater Restoration
Spell (7): Mass Cure Serious Wounds
Spell (7): Mass Inflict Serious Wounds
Spell (7): Mass Protection From Elements
Spell (7): Mass Restoration
Spell (7): Mass Spell Resistance
Spell (7): Resurrection
Spell (7): Summon Monster VII
Spell (7): Symbol of Stunning
Spell (7): Symbol of Weakness
Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
Enhancement: Elven Arcane Archer: Conjure +5 Arrows
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Divine Cleansing I