for original post- http://www.guildportal.com/Guild.asp...age=1#43092019

Hey guys you either know me from the times I killed you in PvP on Hemtomaa or on Boxeater. I was ebating rolling a new cleric to play when i thought if i ever leveled Hema i could true reincarnate and that might out weigh my newer build. Well it does, when looking this build over please take in mind that I will be pvping ALOT and when i do quest i have those silly things called scrolls and pots, oh also stupid people can go into my pocket if its easier. This build can be made better by just doing your raids every now and again and using the AH or farming a few quests. This build is meant to do many things..... Have a ton of HP, Be immune to pretty much all casters dmg unless a crit lighting on a 1, have great saves for hold and things, do massive damage to lay the floor with my rivals, be able to run from cassiees many shot and evade all evadable spells. Here are a few pros and cons to this build and please tell me if you see or think of any more

Pros
Immune to PWS
95% immune to fire and cold (45% fire absorbtion kama, 45% cold absorbtion kama, cold shield*50% absorbtion*, fire shield *50% absorbtion)
Over 630hp
Great Saves
Great damages and heals
Sprint Boosts
Easy to aquire gear to make build fairly maxed
Ummmm im a Dorf in a dress with blue and red flames wrapped around me who is immune to fire cold and evadable spells pretty much??? so looks are very nice

Cons
Str is low with out buffs and gear on
Tumble is just shy of backflips
SP is fairly low
Dorf(so now cassiee is going to use many shot of W/E)
Fat
Smalls like rotten eggs and flowers


Hematomaa
Level 20 Lawful Neutral Dwarf Male
(2 Monk \ 1 Ranger \ 17 Cleric)

Hit Points: 537 (+45shroud+30gfl+22minos)=634 with no con item
Spell Points: 1210 (magi+shroud item+wis bonus+the extra enhancements)=i dont know what the wis bonus or shroud item will give and with arch magi would be another 100 on top of all that
BAB: 14\14\19\24

Saves(Missing HoGF and other buffs)
Fortitude: 24(+6con item,5res,+4gh)=36
Reflex: 14(+6dex item,+5res,+4gh,+8shroud)=34
Will: 18(+6wis item,+5res,+4gh,+1water stance)=31
*+6 items raise the modifiers by 3*


Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
34 Point) (Level 1) (Level 20) (Level 20)
Strength 8 10 10
Dexterity 16 18 18 (18+6item=24 easy to get) (18+6item+1abbot+4tome+3shroud=30 maxed out)
Constitution 20 26 28 (28+6item+2rage=36 easy to get (28+6item+1abbot+4tome+3shroud+2rage=42 maxed out)
Intelligence 8 8 8
Wisdom 15 18 20 (20+6item+2water stance=28 easy to get) (20+1abbot+4tome+2water stance+3shroud+tier III enhancement+6item=34 maxed out)
Charisma 6 6 6

Tomes Usedused at 20 just becase they aren't needed till then and the str is so with 6str item and rage have 18 str for many shot w/e)
+2 Tome of Strength used at level 20
+2 Tome of Dexterity used at level 20
+2 Tome of Constitution used at level 20
+3 Tome of Wisdom used at level 20

Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skill
Skills. (Level 1) (Level 20) (Level 20)
Balance 7 12 16(+15item,+4gh)=35 comet falls will not trip you and when tripped you will get up right away can be higher with more items and buffs
Bluff -2 -2 -2
Concentration 5 9 10
Diplomacy -2 -2 -2
Disable Device n/a n/a n/a
Haggle. -2 -2 -2
Heal. 2 5 5
Hide 3 4 4
Intimidate. -2 -2 -2
Jump. 3 16 17(+30spell,+4gh)=51 this will make its so you have a jump that is maxed out and it matters when soloing or avoiding damage be it in out of of pvp
Listen. 2 5 5
Move Silently. 3 4 4
Open Lock n/a n/a n/a
Perform. n/a n/a n/a
Repair. -1 -1 -1
Search. -1 -1 1
Spot 2 5 5
Swim -1 0 0
Tumble 7 8 9(+10spell,+10tumbleweed,4gh)=33 tumbling helps alot when dodging rays that are coming at your face also if you were to put a few less points into jump then you could do back flips with right gear and buffs on!
Use Magic Device n/a n/a n/a

Level 1 (Monk)
Skill: Balance (+4)
Skill: Jump (+4)
Skill: Tumble (+4)
Feat: (Monk Bonus) Toughness
Feat: (Monk Bonus) Toughness

Level 2 (Cleric)
Skill: Balance (+0.5)


Level 3 (Cleric)
Skill: Balance (+0.5)
Feat: (Selected) Maximize Spell

Level 4 (Monk)
Skill: Jump (+3)
Feat: (Monk Bonus) Toughness
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Faith I
Enhancement: Way of the Patient Tortiose I
Enhancement: Disciple of Puddles
Enhancement: Racial Toughness I
Enhancement: Monk Jump I
Enhancement: Monk Tumble I
Enhancement: Cleric Smiting I
Enhancement: Cleric Life Magic I
Enhancement:Cleric Energy of the Zealot I
Enhancement: Cleric Wisdom I


Level 5 (Cleric)
Skill:Balance (+0.5)
Enhancement: Cleric Prayer of Smiting I
Enhancement: Cleric Prayer of Life I


Level 6 (Cleric)
Skill: Balance (+0.5)
Feat: ](Selected) Empower Spell

Enhancement: Racial Toughness II
Enhancement: Cleric Smiting II

Enhancement: Cleric Life Magic II

Enhancement: Dwarven Faith II


Level 7 (Cleric)
Skill: Balance (+0.5)

Enhancement: Cleric Prayer of Incredible Smiting I

Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Energy of the Zealot II


Level 8 (Cleric)
Ability Raise: CON
Skill: Balance (+0.5
Enhancement: Dwarven Constitution II


Level 9 (Cleric)
Skill: Balance (+0.5)
Feat: (Selected) Quicken Spell
Enhancement: Cleric Prayer of Smiting II
Enhancement: Cleric Prayer of Life II


Level 10 (Cleric)
Skill: Balance (+0.5)
Enhancement: ]Racial Toughness III


Level 11 (Cleric)
Skill: Jump (+0.5)
Enhancement: Cleric Prayer of Incredible Smiting II
Enhancement: Cleric Smiting III


Level 12 (Cleric)
Ability Raise: CON
Skill: Jump (+0.5)
Feat: (Selected) Toughness
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Life Magic III


Level 13 (Cleric)
Skill: Jump (+0.5)
Enhancement: Cleric Smiting IV


Level 14 (Cleric)
Skill: Jump (+0.5)
Enhancement: Cleric Prayer of Smiting III


Level 15 (Cleric)
Skill: Jump (+0.5)
Feat: (Selected) Toughness
Enhancement: Cleric Prayer of Incredible Smiting III


Level 16 (Cleric)
Ability Raise: CON
Skill: Jump (+0.5)
Enhancement: Cleric Prayer of Life III
Enhancement: Cleric Prayer of Incredible Life III


Level 17 (Cleric)
Skill: Jump (+0.5)
Enhancement: Cleric Life Magic IV


Level 18 (Cleric)
Skill: Jump (+0.5)
Feat: (Selected) Toughness
Enhancement: Racial Toughness IV


Level 19 (Cleric)
Enhancement: Cleric Energy of the Zealot III


Level 20 (Ranger)
Ability Raise: CON
Skill: Jump (+5) *should put in tumble*
Enhancement:Ranger Sprint Boost I
Enhancement: Cleric Wisdom II

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
PLEASE tell me what you think and what i could do to either improve this build.