Originally Posted by
huxt592
Hey! I'm looking for a Cleric Rogue Hybrid Build. I want an amazing healer than can also be used as a good trap monkey. 28pt Preferably and not a Drow. Evasion would be nice but not a necessity. Also can be able to offensive cast when not needed to heal. not looking for any melee whatsoever, dont expect to be soloing much either. 20 levels.
Thanks in advance!
Offensive casting would be tough due to DC's being lower from levels and limited feats (especially with the level 1 feat off-limits for casting purposes). To be the best healer you can be in this build requires a metric ton of achievements (4 total healing lines costing 34 of your 80 ap's) and a fair number of feats - empower healing and maximize are pretty important while healing and extend is kind of important when you realize that this character may be leaned on to buff due to smaller sp and lower cleric level - if you get two healers you can perform well saving the sp's for the main healer by buffing.
My build concept is the 'walking shrine'. I make sure that all of the healing feats and achievements mentioned above are maxed. Then my next priority is to get as many uses of Turn Undead as possible and max the Divine Vitality line to be able to hand out a ton of SP's to the group. A healing focused pure cleric already has some issues with nuking (DC's hard to optimize, achievements a bit tight, etc). Toss in 2-3 rogue levels and you're really shooting yourself in the foot. My thinking at that point was that you could build a cleric that had the top available healing and could sort of nuke (but would never be that good at it) or you could build a cleric that had the top available healing and nearly the top on providing SP to party members.
This build is pretty equipment and tome-friendly. You'll need a +1 int tome before level 4 for the skill points and a +1 tome for wisdom by level 20 (along with a +6 wis item) to cast your level 9 spells. I've been told that I could actually get away with 11 wis fairly easily so the 12 should give you a decent cushion. This build does everything you asked for except for the nuking. You can still nuke but anything with a DC is going to be highly resisted.
I've balanced the skills out to be mostly useful at most levels all along. They're not maxed in the end game and rather are balanced based on the score + mod to be about even all the way through. There just aren't enough SP's to max everything with a 28-point build and only a +1 int tome. Use a +3 int tome or a 32-point build (dropping cha down two points to add two points to int) or some combination of those two things (ie +2 int tome with 32-point build and an extra point going to charisma to start with 16) and you can nearly max everything at the end.
Possible Modifications:
1) You could swap the Cha and Wis scores (including the bonus points a 8,12,16,20) if you wanted more SP, DC, and will saves. You lose some uses of Divine Vitality and your fairly important bonus to UMD. A starting wis/cha of 16/10 is possible in the 28-point build so you wouldn't be hopeless on the wisdom side of things with your
2) You could drop Improved Mental Toughness to slide Force of Personality in at level 15 or 16 for a +3 to will saves.
3) You could drop Improved Mental Toughness to slide in Skill Focus: UMD. Only really recommended on the 32-point build (especially with a +2 or greater int tome) where you'll be maxing your UMD skill at 23 points, getting 23 points from skills, 5 points from base charisma (requires a +1 tome not listed in current build), 3 points from +6 charisma item for a total of 31. If you can't get to the point you want to get this would be an option but again, this is more of a power-gamer end-game option.
4) You could drop a lot of the survivability achievements I took toward the end (6 AP in Human: Improved Recovery I & II and 8 AP in Racial Toughness I-III and Human Adaptability Constitution) and put those 14 AP's toward rogue skill improvements - maxing out the Disable Device Line and filling out the first two areas for open lock, search, and spot for example.
5) You could dump up to 10 AP's from the survivability areas to get 110 more SP's - an increase of just under 10% of your unbuffed naked amount.
There's definitely some wiggle-room at the tail end and a bit of flavor on which rogue skills to place your focus. You could even drop spot altogether and have plenty of points with which to max your other rogue skills if you feel like you know where everything is well enough to do without it. As I mentioned, this is a good to great healer (only limitation is a lower SP pool than a pure cleric), it's highly survivable, and the Human Versatility line gives you some great boosts to your rogue skills while giving you extra options when those skills aren't needed.
Code:
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Cloguen Shrinemobile
Level 20 Lawful Good Human Male
(3 Rogue \ 17 Cleric)
Hit Points: 286
Spell Points: 1156
BAB: 14\14\19\24
Fortitude: 14
Reflex: 12
Will: 12
Starting Ending Feat/Enhancement
Base Stats Base Stats Modified Stats
Abilities (Level 1) (Level 20) (Level 20)
Strength 8 8 8
Dexterity 8 8 8
Constitution 14 15 16
Intelligence 16 18 18
Wisdom 12 13 13
Charisma 15 18 18
Tomes Used
+1 Tome of Intelligence used at level 3
+1 Tome of Wisdom used at level 20
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 3 3 3
Bluff 6 8 8
Concentration 4 25 25
Diplomacy 6 8 8
Disable Device 7 27 28
Haggle 6 8 8
Heal 1 1 1
Hide -1 -1 -1
Intimidate 2 4 4
Jump 3 3 3
Listen 1 1 1
Move Silently -1 -1 -1
Open Lock 3 22 23
Perform n/a n/a n/a
Repair 3 4 4
Search 7 18 19
Spot 5 19.5 19.5
Swim -1 -1 -1
Tumble 3 3 3
Use Magic Device 6 20 20
Level 1 (Rogue)
Skill: Balance (+4)
Skill: Bluff (+4)
Skill: Concentration (+2)
Skill: Diplomacy (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Insightful Reflexes
Feat: (Human Bonus) Toughness
Feat: (Automatic) Attack
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency
Feat: (Automatic) Sneak
Feat: (Automatic) Sneak Attack
Feat: (Automatic) Trapfinding
Enhancement: Human Versatility I
Enhancement: Rogue Disable Device I
Enhancement: Rogue Open Lock I
Enhancement: Rogue Search I
Level 2 (Cleric)
Skill: Concentration (+3)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Turn Undead
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: Cleric Life Magic I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Extra Turning I
Level 3 (Cleric)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1.5)
Feat: (Selected) Empower Healing Spell
Feat: (Automatic) Defensive Fighting
Enhancement: Cleric Improved Empower Healing I
Level 4 (Cleric)
Ability Raise: INT
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+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
Enhancement: Human Versatility II
Enhancement: Cleric Prayer of Life I
Level 5 (Cleric)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+1)
Enhancement: Cleric Life Magic II
Enhancement: Cleric Extra Turning II
Level 6 (Cleric)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+1)
Feat: (Selected) Extra Turning
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 Prayer of Incredible Life I
Enhancement: Cleric Divine Vitality II
Level 7 (Cleric)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Enhancement: Human Versatility III
Enhancement: Cleric Improved Empower Healing II
Level 8 (Cleric)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+1)
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): 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 9 (Cleric)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+1)
Feat: (Selected) Extend Spell
Level 10 (Cleric)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
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: Cleric Divine Vitality III
Level 11 (Cleric)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+1)
Enhancement: Cleric Improved Empower Healing III
Enhancement: Cleric Life Magic IV
Level 12 (Rogue)
Ability Raise: CHA
Skill: Disable Device (+1)
Skill: Open Lock (+3)
Skill: Search (+3)
Skill: Spot (+3)
Skill: Use Magic Device (+3)
Feat: (Selected) Maximize Spell
Feat: (Automatic) Evasion
Enhancement: Human Versatility IV
Level 13 (Cleric)
Skill: Concentration (+2)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Spot (+0.5)
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 Prayer of Life III
Level 14 (Cleric)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+0.5)
Skill: Spot (+0.5)
Enhancement: Cleric Prayer of Incredible Life II
Level 15 (Cleric)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+0.5)
Skill: Spot (+0.5)
Feat: (Selected) Mental Toughness
Spell (7): Destruction
Spell (7): Greater Restoration
Spell (7): Mass Cure Serious Wounds
Spell (7): Mass Inflict Serious Wounds
Spell (7): Mass Restoration
Spell (7): Mass Spell Resistance
Spell (7): Protection From Elements, Mass
Spell (7): Resurrection
Spell (7): Summon Monster VII
Spell (7): Symbol of Stunning
Spell (7): Symbol of Weakness
Enhancement: Cleric Prayer of Incredible Life III
Enhancement: Cleric Wand and Scroll Mastery I
Enhancement: Cleric Wand and Scroll Mastery II
Level 16 (Cleric)
Ability Raise: CHA
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+0.5)
Skill: Spot (+1)
Enhancement: Cleric Wand and Scroll Mastery III
Level 17 (Cleric)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+0.5)
Skill: Search (+1)
Skill: Spot (+0.5)
Spell (8): Death Pact
Spell (8): Firestorm
Spell (8): Mass Cure Critical Wounds
Spell (8): Mass Death Ward
Spell (8): Mass Inflict Critical Wounds
Spell (8): Summon Monster VIII
Spell (8): Symbol of Death
Enhancement: Racial Toughness I
Enhancement: Cleric Wand and Scroll Mastery IV
Level 18 (Cleric)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Open Lock (+1)
Skill: Search (+0.5)
Skill: Spot (+0.5)
Feat: (Selected) Improved Mental Toughness
Enhancement: Human Improved Recovery I
Enhancement: Racial Toughness II
Level 19 (Cleric)
Skill: Concentration (+1)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Spot (+1)
Spell (9): Energy Drain
Spell (9): Implosion
Spell (9): Mass Heal
Spell (9): Summon Monster IX
Spell (9): True Resurrection
Enhancement: Human Adaptability Constitution I
Enhancement: Racial Toughness III
Level 20 (Rogue)
Ability Raise: CHA
Skill: Disable Device (+1)
Skill: Open Lock (+3)
Skill: Use Magic Device (+9)
Feat: (Automatic) Trap Sense
Enhancement: Human Improved Recovery II