This build is from
Sigtrent's build request thread
Build Name: Sacred Axe
Author: Sigfried Trent
Requester: KelWayne
Last Updated: 06/21/10
Key Words [Battle Cleric, Dwarf, TWF, Healing, Monk]
Objectives
This was a secondary request, as it stemmed from another build. The original was a TWF human "ahmish" battle cleric that used hammers. The requester then wanted a dwarven version using axes. For the re-vamp I started with the dwarven build and decided to focus it a bit more on the "battle" part of battle cleric. I wanted the cleric side to be a fairly strong healer, sufficient buffer and not much more. On the combat side I wanted as much damage and durability as I could muster.
Design
I started with a fairly basic battle cleric, one level of fighter and a lot of cleric. I really wanted to get up to the key cleric spells (blade barrier and heal) ASAP and to support my casting along the way while slowly building up the melee profile. In the old days DPS characters couldn't specialize like they can today so a build like this was pretty solid DPS. These days its third rank DPS, which is still enough to solo pretty well and to contribute well so long as you have good gear. If you factor in the maximized blade barriers the overall damage output of the character is a fair bit better and their healing isn't shabby by any stretch. Mana is a limitation though so if you are playing main healer you will want to leave buffs to others as much as is possible.
Once I hit mass critical and maxed out blade barrier damage there didn't seem a strong argument for getting 9th level spells. Also, a couple key combat feats were missing, Toughness and Power Attack. Monk seemed a nice way to pick those up and round out the build in a few other ways that enhanced survivability and utility.
Code:
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page
Level 20 Lawful Good Dwarf Male
(2 Fighter \ 3 Monk \ 15 Cleric)
Hit Points: 351
Spell Points: 961
BAB: 15\15\20\25\25
Fortitude: 20
Reflex: 11
Will: 16
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 24
Dexterity 15 17
Constitution 16 20
Intelligence 8 10
Wisdom 15 18
Charisma 6 8
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 2 13
Bluff -2 -1
Concentration 7 29
Diplomacy -2 -1
Disable Device n/a n/a
Haggle -2 -1
Heal 2 4
Hide 2 3
Intimidate -2 -1
Jump 3 16.5
Listen 2 4
Move Silently 2 3
Open Lock n/a n/a
Perform n/a n/a
Repair -1 0
Search -1 2
Spot 2 4
Swim 3 7
Tumble n/a n/a
Use Magic Device n/a n/a
Level 1 (Cleric)
Skill: Concentration (+4)
Feat: (Selected) Empower Healing Spell
Enhancement: Dwarven Faith I
Enhancement: Dwarven Spell Defense I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Level 2 (Fighter)
Skill: Jump (+1)
Feat: (Fighter Bonus) Two Weapon Fighting
Enhancement: Fighter Haste Boost I
Enhancement: Dwarven Axe Damage I
Enhancement: Fighter Critical Accuracy I
Level 3 (Cleric)
Skill: Concentration (+1)
Feat: (Selected) Oversized Two Weapon Fighting
Enhancement: Fighter Strategy (Trip) I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wand and Scroll Mastery I
Level 4 (Cleric)
Ability Raise: STR
Skill: Concentration (+1)
Enhancement: Dwarven Constitution I
Enhancement: Cleric Prayer of Life I
Level 5 (Cleric)
Skill: Concentration (+1)
Enhancement: Dwarven Axe Attack I
Enhancement: Cleric Life Magic II
Level 6 (Cleric)
Skill: Concentration (+1)
Feat: (Selected) Extend Spell
Enhancement: Follower of the Sovereign Host
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Energy of the Zealot II
Level 7 (Cleric)
Skill: Concentration (+1)
Enhancement: Unyielding Sovereignty
Level 8 (Cleric)
Ability Raise: STR
Skill: Concentration (+2)
Enhancement: Cleric Life Magic III
Level 9 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Improved Two Weapon Fighting
Enhancement: Dwarven Axe Damage II
Level 10 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Dwarven Axe Attack II
Level 11 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Life Magic IV
Level 12 (Cleric)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Maximize Spell
Enhancement: Dwarven Constitution II
Level 13 (Fighter)
Skill: Jump (+2)
Feat: (Fighter Bonus) Improved Critical: Slashing Weapons
Enhancement: Dwarven Tactics I
Enhancement: Fighter Strength I
Level 14 (Cleric)
Skill: Concentration (+2)
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Energy of the Zealot III
Level 15 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Greater Two Weapon Fighting
Enhancement: Cleric Prayer of Life III
Level 16 (Cleric)
Ability Raise: STR
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Prayer of Incredible Life III
Level 17 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Dwarven Faith II
Enhancement: Cleric Wand and Scroll Mastery II
Level 18 (Monk)
Skill: Concentration (+1)
Skill: Jump (+3)
Feat: (Selected) Quicken Spell
Feat: (Monk Bonus) Toughness
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Fighter Toughness I
Level 19 (Monk)
Skill: Balance (+3)
Skill: Concentration (+1)
Feat: (Monk Bonus) Power Attack
Enhancement: Way of the Patient Tortiose I
Enhancement: Racial Toughness III
Level 20 (Monk)
Ability Raise: STR
Skill: Balance (+3)
Skill: Concentration (+1)
Feat: (Monk Path) Path of Harmonious Balance: Fists of Light
Enhancement: Dwarven Spell Defense II
Enhancement: Monk Improved Recovery I
Play
This should feel like a strong melee build up until mid levels where the combat builds really come into their own and leave you behind. On the other hand it should be a pretty capable healer, just enough for most self sufficient groups while still adding significantly to the parties total DPS. The character should solo very well through out its career and be a good bit of fun to play. At high level it will not be a powerhouse as its DPS never reaches the level raid groups seek out, and its mana pool limits its use as a raid healer. While not a star you should still always be useful as a fall back or secondary in either roll.
Variations
The monk levels are rather optional. You could easily drop a feat or two and continue in cleric. Also if you wanted to get evasion or toughness earlier you could move the monk levels up front in the build, but that would greatly delay your functionality as a cleric to most groups.