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  1. #1
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    Default Clogue Version of the Walking Shrine

    I'd built out my walking shrine last week but kept trying to think of another way to make it useful to the group. It was good at healing but the enhancement demands kept it from dipping too deeply into either melee combat or offensive casting. I came up with a way that you could make it a little less powerful at healing but much more useful to the group - dip into rogue for the trapsmithing skills.

    You give up a cleric level early on and a second level in the early teens but you gain the ability to answer the call for a cleric OR a rogue when people are trying to fill in a group. Just did Waterworks on Hard last night as a level 2 cleric/level 1 rogue with a couple level 5's (fighter and barbarian) and a level 4 or 5 wizard. While it was far from perfect I'd chalk that up more to the fact I was a bit low level to be there than to the build. I was able to melee still (though that will go away soon of course), I kept us alive as long as the group didn't run away from each other, and our only real problems were when I died due to massive hits on a character a level too low to be there both in gear and in hp's. I've cheated a bit on my build - I took extra turning now which prevents me from following my build listed below. I'll rebuy my enhancements at level 6 to get back on track but will take advantage of Divine Healing's utility at low levels when I hit level 3 cleric/level 1 rogue and enjoy it for those two levels until I drop it to get back on the program. Because of that extra turning I have a total of 10 Divine Vitality...not nearly what you could get if you built just for that purpose but then this is a Clogue too. I can tell you that 10 versus your typical level 3 cleric that would probably have 3-4 made an enormous difference. The wizard could go all-out a bit more which lessened the heal load on me.

    Anyway, here's a level 16 build. I stopped at 16 because there are several ways you could go from here and they're pretty straight-forward to build. You could max out trapsmithing enhancements (not sure how high you need for end-game stuff so this might not be necessary). You could take the last two ranks of extra turning (though I question the value of those higher ranks given the cost). You could grab the improved turning feat and the turning bonus enhancements (and maybe Divine Light as well) if you'd rather get some undead-specific abilities. You could take Toughness feat at 18 and take some racial hp enhancements. You could even decide you wanted some more sp's and take Mental Toughness along with some SP enhancements. The key is that none of these really changes what the build does - you've got the Improved Empower Heal/Prayer of Life/Prayer of Incredible Life/Life Magic Lines maxed out at 16, you've got the top rank of Divine Vitality with 6 extra uses from feats (4) and enhancements (2). And you have a maxed or near maxed to level Disarm Trap/Open Lock/Search/UMD skill. You can heal though you're a touch behind due to level and smaller sp pool. You have a very good number of Divine Vitality III's to augment your casters. And you can handle the rogue duties for the group as well with the added bonus of being able to utilize the UMD skill at a very high level.

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Cloguen Dagger
    Level 16 Lawful Good Drow Male
    (2 Rogue \ 14 Cleric) 
    Hit Points: 160
    Spell Points: 703 
    BAB: 11\11\16\21
    Fortitude: 10
    Reflex: 9
    Will: 10
    
                      Starting          Feat/Enhancement
                     Base Stats          Modified Stats
    Abilities        (Level 1)             (Level 16)
    Strength              8                     9
    Dexterity            14                    15
    Constitution         12                    13
    Intelligence         18                    20
    Wisdom               12                    13
    Charisma             14                    18
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 16)
    Balance               6                     9
    Bluff                 2                     4
    Concentration         1                     1
    Diplomacy             6                     8
    Disable Device        8                    27
    Haggle                6                     8
    Heal                  1                     1
    Hide                  6                     6
    Intimidate            2                     4
    Jump                  3                     3
    Listen                5                     7
    Move Silently         2                     2
    Open Lock             6                    22
    Perform               n/a                   n/a
    Repair                4                     5
    Search                8                    27
    Spot                  5                     7
    Swim                 -1                    -1
    Tumble                6                     6
    Use Magic Device      6                    23
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Hide (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Nimble Fingers
    Feat: (Automatic) Attack
    Feat: (Automatic) Drow Spell Resistance
    Feat: (Automatic) Elven Keen Senses
    Feat: (Automatic) Enchantment Save Bonus
    Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Immunity to Sleep
    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) Spell Save Bonus
    Feat: (Automatic) Trapfinding
    Enhancement: Rogue Skill Boost I
    Enhancement: Elven Perception I
    Enhancement: Rogue Disable Device I
    Enhancement: Rogue Search I
    
    
    Level 2 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Turn Undead
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    
    
    Level 3 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Selected) Empower Healing Spell
    Feat: (Automatic) Defensive Fighting
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 4 (Cleric)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Prayer of Life I
    
    
    Level 5 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Extra Turning II
    
    
    Level 6 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Extra Turning
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Divine Vitality II
    
    
    Level 7 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Improved Empower Healing II
    
    
    Level 8 (Cleric)
    Ability Raise: CHA
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Wand and Scroll Mastery II
    
    
    Level 9 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Quicken Spell
    
    
    Level 10 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Divine Vitality III
    
    
    Level 11 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Improved Empower Healing III
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Life Magic IV
    
    
    Level 12 (Rogue)
    Ability Raise: CHA
    Skill: Balance (+3)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+7)
    Feat: (Selected) Extend Spell
    Feat: (Automatic) Evasion
    
    
    Level 13 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Cleric Prayer of Life III
    
    
    Level 14 (Cleric)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1.5)
    
    
    Level 15 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Prayer of Incredible Life III
    Enhancement: Cleric Wand and Scroll Mastery III
    Enhancement: Cleric Wand and Scroll Mastery IV
    
    
    Level 16 (Cleric)
    Ability Raise: CHA
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+1)

  2. #2
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    Default

    By the way...if you wanted to build this out with a bit more hp's you could toss your extra attribute points at level 8 and beyond into con instead of charisma. We're really going charisma by default since we don't have any DC spells that need wisdom it boils down to SP's/will save from wisdom points, extra skill points from int, extra hp's from con, or extra uses of Divine Vitality from charisma. I could see arguments for any of those to be honest.

    In addition, this character would actually be better as a human unless you went deep into the elven rogue abilities after level 16. That's assuming a 32-point build though where you could go 8str, 14dex, 14con, 16int (can afford to do this thanks to the extra human skill points), 12wis, 14cha. You get the same starting stats as the drow except int being lower (and since we're using that for skill points we lose nothing there with human) and con being 2 points higher. I simply didn't go the human route because I don't have 32-point builds unlocked yet. I'll post an update here though as human is pretty clearly superior with this build.

  3. #3
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    Default

    Here's the human version. I took the first two ranks of Human Improved Recovery at level 20 and went very deep into the HP lines (all 3 points of Racial Toughness and Human Adaptability: Constitution I) but those could be swapped for better trapsmithing, turning, extra turns, or more SP as mentioned in the OP. Swapping either of those abilities doesn't change the build much...just removes survivability for extra utility. Also, you could do much better dropping Quicken to free up a feat and maxing Concentration but it would come at a cost of UMD or Spot. If you know where everything is already you could drop Spot which would probably be ideal for a power-gamer that knows the dungeons inside and out but then again when new content comes out you'd be missing Spot quite a bit when you don't notice the new traps in the dungeons.

    The really nice point on this build for me is the Human Versatility line of abilities. Since one of our main thrusts is using skills that +2 up to +5 at the end to skills 5 times per rest is amazing. And if you don't need those uses for traps in certain situations then you've got them available for ac/atk/dmg in the early parts of the game when those might matter and to saves in the later game when they could really matter as well.

    This build could be done 28 point as well without breaking the concept. You would simply drop the Cha down to 10 and lose two uses of turn undead or drop the dex to 10 (since all the dex really does is give you 1 point of AC in full plate and a +2 bonus to open locks). At that point I'd probably lean toward drow but the Human Versatility line is very juicy for this build.

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Human Clogue 
    Level 20 Lawful Good Human Male
    (3 Rogue \ 17 Cleric) 
    Hit Points: 286
    Spell Points: 946 
    BAB: 14\14\19\24
    Fortitude: 14
    Reflex: 10
    Will: 12
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                     9
    Dexterity            14                    15
    Constitution         14                    16
    Intelligence         16                    18
    Wisdom               12                    13
    Charisma             14                    19
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               6                     6
    Bluff                 2                     4
    Concentration         4                     5
    Diplomacy             6                     8
    Disable Device        7                    30
    Haggle                6                     8
    Heal                  1                     1
    Hide                  2                     2
    Intimidate            2                     4
    Jump                  3                     3
    Listen                5                     5
    Move Silently         2                     2
    Open Lock             6                    28
    Perform               n/a                   n/a
    Repair                3                     4
    Search                7                    28
    Spot                  5                    24
    Swim                 -1                    -1
    Tumble                6                     6
    Use Magic Device      6                    16.5
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Diplomacy (+4)
    Skill: Disable Device (+4)
    Skill: Haggle (+4)
    Skill: Jump (+4)
    Skill: Listen (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+4)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Nimble Fingers
    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: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Turn Undead
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Extra Turning I
    
    
    Level 3 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Feat: (Selected) Extra Turning
    Feat: (Automatic) Defensive Fighting
    Enhancement: Racial Toughness I
    Enhancement: Cleric Wand and Scroll Mastery I
    
    
    Level 4 (Cleric)
    Ability Raise: INT
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Human Versatility II
    Enhancement: Cleric Prayer of Life I
    
    
    Level 5 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Extra Turning II
    
    
    Level 6 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Empower Healing Spell
    Enhancement: Cleric Improved Empower Healing I
    Enhancement: Racial Toughness II
    Enhancement: Cleric Divine Vitality II
    
    
    Level 7 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Cleric Improved Empower Healing II
    
    
    Level 8 (Cleric)
    Ability Raise: CHA
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Life Magic III
    
    
    Level 9 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Extend Spell
    
    
    Level 10 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Cleric Divine Vitality III
    
    
    Level 11 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Cleric Improved Empower Healing III
    Enhancement: Cleric Life Magic IV
    
    
    Level 12 (Rogue)
    Ability Raise: CHA
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+7)
    Skill: Use Magic Device (+3)
    Feat: (Selected) Quicken Spell
    Feat: (Automatic) Evasion
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    
    
    Level 13 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Cleric Prayer of Life III
    
    
    Level 14 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Cleric Wand and Scroll Mastery II
    Enhancement: Cleric Wand and Scroll Mastery III
    
    
    Level 15 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Feat: (Selected) Maximize Spell
    Enhancement: Cleric Prayer of Incredible Life III
    
    
    Level 16 (Cleric)
    Ability Raise: CHA
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Cleric Wand and Scroll Mastery IV
    
    
    Level 17 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Human Versatility III
    
    
    Level 18 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+0.5)
    Enhancement: Human Versatility IV
    
    
    Level 19 (Cleric)
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Enhancement: Human Adaptability Constitution I
    Enhancement: Racial Toughness III
    
    
    Level 20 (Rogue)
    Ability Raise: CHA
    Skill: Disable Device (+1)
    Skill: Open Lock (+1)
    Skill: Search (+1)
    Skill: Spot (+5)
    Skill: Use Magic Device (+5)
    Feat: (Automatic) Trap Sense
    Enhancement: Human Improved Recovery I
    Enhancement: Human Improved Recovery II
    Last edited by Darkrok; 09-23-2009 at 04:32 PM.

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