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  1. #21
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    Alright, so here are my thoughts on stat distribution and whatnot for the 15 Cleric/2 Rogue/3 Paladin:

    - Wisdom is required for the spellcasting of both Cleric and Pally. I know Paladins' mana pool is directly derived from this. I assume Cleric's is as well?

    - If the above is true, CHA isn't really NECESSARY with this build, aside from a handful of Paladin skills, including Smite Evil/Lay on Hands amounts, and Divine Grace's saving throw bonus. Neither Rogue nor Cleric will use it at all (aside from Cleric's Turn Undead, which I could care less about unless someone provides a compelling argument).

    - What would be the best weapon option? I assume I'll go high DEX and take Weapon Finesse.

    This leaves my important skills being DEX and WIS, followed by CHA and CON, followed by STR?

    I'd love some more criticism on the build. I would have loved to work in Rogue trap/lock skills, but I just don't think I have the stat points to contribute to INT, even with 32-point builds unlocked. (I do plan on raising STR slightly above 10, as I'd like to maintain somewhat decent melee damage.)

    I've never played a rogue, so I'd love some basics on how their melee works. Is their damage based on DEX at all, or should I allocate slightly more to STR?

  2. #22
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    Dont go below 12 Str even on a Finess build. 12 Con is pretty average for most builds.
    Proud member of Blood Cloak Clan

  3. #23
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    Yeah, I was planning on 12 Str; 10 just seems a little questionable. I wanna do SOME damage!

    Is it worth dropping the points for 18 Dex, or is 16 workable?

  4. #24
    Community Member Calebro's Avatar
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    Quote Originally Posted by FunkyGoose View Post
    If you really want something that hasnt been tried before, you could try something like a sorc/pally/monk type build

    ...So sayeth the Funk...
    I have a toon in the leveling process with my secondary account. 2pally/6monk/12sorc (currently 2/3/5) WF battle mage(ish) - 2hf q-staff specced self healer/buffer.
    GREAT fun to solo. Have to create my own LFM when I feel like grouping.
    Guildies are understanding, pugs aren't.

  5. #25
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    Quote Originally Posted by Calebro View Post
    I have a toon in the leveling process with my secondary account. 2pally/6monk/12sorc (currently 2/3/5) WF battle mage(ish) - 2hf q-staff specced self healer/buffer.
    GREAT fun to solo. Have to create my own LFM when I feel like grouping.
    Guildies are understanding, pugs aren't.
    I've had some pretty ridiculous builds and have never had too much trouble finding PUGs. I'm not overly worried about that aspect. I see where you're coming from, though!

  6. #26
    Community Member Calebro's Avatar
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    I also have a similar concept in mind for a 6monk/3rogue/11wiz
    Same basic concept, slightly lower saves, full trap skills and umd
    Not sure if I actually want to roll him though....

    *edit*
    Now that I've found it, that build is here.
    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Warforged Male
    (6 Monk \ 3 Rogue \ 11 Wizard) 
    Hit Points: 314
    Spell Points: 825 
    BAB: 11\11\16\21
    Fortitude: 14
    Reflex: 14
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             15                    22
    Dexterity            14                    16
    Constitution         16                    20
    Intelligence         14                    18
    Wisdom               12                    16
    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               6                     7
    Bluff                -2                    -1
    Concentration         5                    25
    Diplomacy            -2                    -1
    Disable Device        6                    27
    Haggle               -2                    -1
    Heal                  1                     3
    Hide                  5                     6
    Intimidate           -2                    -1
    Jump                  6                    10
    Listen                1                     3
    Move Silently         6                     7
    Open Lock             6                     7
    Perform              n/a                   n/a
    Repair                2                     4
    Search                6                    27
    Spot                  5                     7
    Swim                  2                     6
    Tumble                3                     4
    Use Magic Device      2                    22
    
    Level 1 (Rogue)
    Skill: Balance (+4)
    Skill: Concentration (+2)
    Skill: Disable Device (+4)
    Skill: Hide (+3)
    Skill: Jump (+4)
    Skill: Move Silently (+4)
    Skill: Open Lock (+4)
    Skill: Search (+4)
    Skill: Spot (+4)
    Skill: Tumble (+1)
    Skill: Use Magic Device (+4)
    Feat: (Selected) Two Handed Fighting
    Enhancement: Rogue Haste Boost I
    Enhancement: Rogue Skill Boost I
    
    
    Level 2 (Monk)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Monk Bonus) Toughness
    Enhancement: Disciple of Breezes
    Enhancement: Disciple of Candles
    Enhancement: Disciple of Puddles
    Enhancement: Warforged Healer's Friend I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Mental Toughness
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Great Weapon Aptitude I
    
    
    Level 4 (Monk)
    Ability Raise: STR
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Monk Bonus) Power Attack
    Enhancement: Racial Toughness I
    Enhancement: Wizard Force Manipulation I
    Enhancement: Monk Wisdom I
    
    
    Level 5 (Monk)
    Skill: Concentration (+2)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Monk Path) Philosophy - Path of Harmonious Balance
    Enhancement: Monk Improved Recovery I
    Enhancement: Fists of Light
    Enhancement: Warforged Power Attack I
    
    
    Level 6 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Stunning Blow
    Enhancement: Racial Toughness II
    Enhancement: Wizard Intelligence I
    
    
    Level 7 (Wizard)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Enhancement: Wizard Lineage of Force I
    Enhancement: Warforged Tactics I
    
    
    Level 8 (Wizard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Warforged Tactics II
    
    
    Level 9 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Empower Spell
    Feat: (Wizard Bonus) Maximize Spell
    Enhancement: Warforged Power Attack II
    Enhancement: Warforged Great Weapon Aptitude II
    
    
    Level 10 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Enhancement: Warforged Constitution II
    
    
    Level 11 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Enhancement: Wizard Elemental Manipulation II
    Enhancement: Wizard Force Manipulation II
    
    
    Level 12 (Wizard)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Improved Two Handed Fighting
    Enhancement: Wizard Lineage of Elements I
    Enhancement: Wizard Lineage of Elements II
    
    
    Level 13 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Enhancement: Racial Toughness III
    Enhancement: Wizard Lineage of Force II
    
    
    Level 14 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Warforged Power Attack III
    
    
    Level 15 (Wizard)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Feat: (Selected) Cleave
    Enhancement: Wizard Force Manipulation III
    
    
    Level 16 (Rogue)
    Ability Raise: STR
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+9)
    Enhancement: Wizard Lineage of Force III
    Enhancement: Warforged Great Weapon Aptitude III
    
    
    Level 17 (Rogue)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+7)
    Enhancement: Wizard Intelligence II
    
    
    Level 18 (Monk)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Selected) Improved Mental Toughness
    Enhancement: Racial Toughness IV
    
    
    Level 19 (Monk)
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 20 (Monk)
    Ability Raise: STR
    Skill: Concentration (+1)
    Skill: Disable Device (+1)
    Skill: Search (+1)
    Skill: Use Magic Device (+1)
    Feat: (Monk Bonus) Toughness
    Enhancement: Adept of Wind
    Enhancement: Monk Wisdom II
    Last edited by Calebro; 01-12-2010 at 07:10 PM.

  7. #27
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    Calebro,

    Not a bad build. Kind of an interesting idea. I personally wouldn't go primarily caster just because the BAB deficit would be too large for my tastes.

    Another question for the masses: Would it be worth swapping the Cleric 15 with FvS 15? Why or why not?

  8. #28
    Community Member Calebro's Avatar
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    It would be a fun build to solo, but it wouldn't work well in a group.
    The BAB would be countered with Divine Power clickies, just like my battle sorc does.

  9. #29
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    I ended up splurging for Favored Soul, so here's something really quick I threw together:

    Code:
    Character Plan by DDO Character Planner Version 3.14
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Human Male
    (3 Paladin \ 2 Rogue \ 15 Favored Soul) 
    Hit Points: 224
    Spell Points: 1203 
    BAB: 15\15\20\25\25
    Fortitude: 16
    Reflex: 21
    Will: 15
    
                      Starting          
    Abilities        Base Stats         
    (32 Point)       (Level 1)          
    Strength             12             
    Dexterity            18             
    Constitution         12             
    Intelligence          8             
    Wisdom               10             
    Charisma             14             
    
    Tomes Used
    +1 Tome of Strength used at level 3
    
    Level 1 (Rogue)
    Feat: (Selected) Toughness
    Feat: (Human Bonus) Two Weapon Fighting
    
    
    Level 2 (Paladin)
    
    
    Level 3 (Paladin)
    Feat: (Selected) Weapon Finesse
    
    
    Level 4 (Paladin)
    
    
    Level 5 (Favored Soul)
    Feat: (Diety) Favored by the Sovereign Host
    
    
    Level 6 (Favored Soul)
    Feat: (Selected) Power Attack
    
    
    Level 7 (Favored Soul)
    
    
    Level 8 (Favored Soul)
    
    
    Level 9 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Fire
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Rogue)
    
    
    Level 11 (Favored Soul)
    
    
    Level 12 (Favored Soul)
    Feat: (Selected) Force of Personality
    
    
    Level 13 (Favored Soul)
    
    
    Level 14 (Favored Soul)
    
    
    Level 15 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Cold
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Favored Soul)
    
    
    Level 17 (Favored Soul)
    
    
    Level 18 (Favored Soul)
    Feat: (Selected) Extend Spell
    
    
    Level 19 (Favored Soul)
    
    
    Level 20 (Favored Soul)
    Feat: (Favored Soul Bonus) Energy Resistance: Electricity
    Thoughts on the starting stats and feats?

    I just cranked it together really quickly without much emphasis on the progression of feats. If there's a better order in which to take them, by all means, share your thoughts.

    I'd really like to capitalize on Paladin's and FvS's great Saves, so any additional feats or alterations to the stats to make them happen would be appreciated. (Keep in mind this export above does not include any Enhancements or items.)

    It might be more logical to drop Force of Personality for a Metamagic feat that emphasizes on better healing or buffs, also.
    Last edited by giveuptg; 01-13-2010 at 03:00 AM.

  10. #30
    Community Member Runaway's Avatar
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    Level 15 cleric gets level 8 spells, a level 15 fvs doesn't. With FvS I'd consider going FvS16/paladin2/rogue2.


    With fvs15/paladin3/rogue2 other people will consider you to be a Favored Soul with a splash of something else. You need to ask yourself what your splash allows you to do better than what a pure can do. And if the end equation is worth it to you.

    In your case the rogue would allow you to max umd and/or maybe disable some traps. Divine grace will give you superb saves and evasion will allow you to take the full benefit of it. But divine grace could also be considered as overkill. I also don't think Force of Personality stacks with Divine Grace.

    Being only a lvl15 fvs means you can only cast level 7 spells. Lower DC, lower spell penetration, lower spellpoints, less level 6 and 7 spells choices. And you miss out on the absolutely superb level 20 fvs feat and other level15+ goodies.

    A level 15 FvS is a worse healer and offensive caster than a 20 FvS (obviously ). I don't think you gain extra killing power by splashing, I'd actually say that you lost some? Are umd and +saves and some minor extras enough justifucation for losing that? I don't think so myself.


    Now to go on to your build:
    With 10 wisdom and only level 15 FvS you will have very bad offensive casting abilities. This could be justified by making a strong melee'er who relies on his Divine self for buffs+heals.
    However, with 12 starting strength and without some FvS enhancements I think you actually lose out on offence compared to a pure FvS.
    With 18 starting dexterity, but without a monk splash (and higher starting wisdom), you won't be able to get "enough" AC against many mobs. 14 dexterity as a human or 16 as elf/halfling would probably be more cost effective. (and then not going finesse based)
    A starting charisma of 14 looks like too much to me. You need 17 to cast level 7 spells. Even when counting some negative levels, you can way overshoot that with 14 starting charisma.

    You are also missing some vital feats for your Favored Soul part (quickened for instance or a metamagic to improve your heals) and you take extend at a very late level, while it has the biggest impact at lower casting levels.

    Favored Souls of drow, elf or warforged races get some bonuses to their racial weapons (attack and damage). Humans only get to pick Sovereign Host, which only boosts the underperforming (non-finessable) longswords.

  11. #31
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    Hey Runaway,

    Thanks a bunch for all the input. Here's some of my thoughts on what you responded to:

    1.) I didn't realize Clerics got level 8 spells at 15 and FvS don't. That makes a huge difference for me. I think that alone is worth keeping the Cleric side instead of Favored Soul.

    2.) I'm really interested in the 3 Paladin for the additional immunities. I'd prefer not to drop it to 2 Paladin.

    3.) I'm not concerned about offensive spells. I intend on being pretty much entirely melee as far as damage-dealing goes. Maybe a Flamestrike or Blade Barrier or 2 if the situations really calls for it, but that's more of a supplementary damage thing for my party's sake.

    4.) I'm trying to give CHA as much help as possible for Paladin saves, Smite Evil bonus, and Lay on Hands bonus. However, if I stay Cleric instead of FvS, I'll likely need a few more points of Wisdom for more mana.

    So here are my new, updated questions/thoughts:

    - I really feel that Weapon Finesse is going to be necessary and unavoidable. I think with 16 or 18 Dex and 12 Str (and a tome at level 3 for STR + Power Attack), that's going to be the best setup for maintaining a good Attack Bonus and still do some damage. Is this incorrect?

    - Assuming I stay with the Cleric setup for level 8 spells at 15, what might be the best Wisdom/Charisma setup? You're saying to drop CHA to 12 or so, so boost Wisdom to 12 or so as well?

    - Just to clarify, the only thing preventing any class from casting spellls when they gain spellcasting ability is amount of mana, correct? Like, when Paladin hit level 4, it doesn't REALLY matter what their Wisdom is, just as long as they have enough mana to cast the spell in question, correct?

  12. #32
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    It looks like even with only 10 Wisdom, a 15clr/3pal/2rog will have over 750 mana at level 20, even without any enhancements or items.

    I personally think this might be the way to go in order to keep the CHA mod as high as possible for the save bonus and Smite Evil/LoH mods.

  13. #33
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    After reading the in-game descriptions for Smite Evil and Lay on Hands, it appears the amount actually dished out by both is mostly dependent upon your PALADIN level, not just your Charisma... So this effectively makes both of them more or less useless.

    This means my Charisma definitely isn't as important as I thought it was.

  14. #34
    Community Member Runaway's Avatar
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    @3 Lower chance to land spells also means having a harder time landing crowd control spells. Good CC is more sp efficient than keeping everyone healed through the damage. If you have a lower chance to land spells than a pure caster, it is also helpful if you compensate for it by having better survivability or more damage. I can't find that back in your build.

    @4 As a buffing/healing cleric (weak CC and weak damage spells), your main goal for wisdom skill should be to get enough to cast spells. To be able to cast a spell as a caster you need your casting ability to be (10 + spell level). Abilities can debuffed. A cleric needs atleast 19 wisdom to cast level 9 spells, a FvS atleast 19 wisdom for level 9 spells. Offensive casting rolls for both clerics and favored souls are based on wisdom.
    If you look up cleric enhancements, you'll find that charisma brings more advantages than just Turn Undead to clerics.


    Why do you feel weapon finesse is important? 18 strength gives the same attack as a 18 finessed dexterity. 18 strength also gives +4 base damage. 2 weapon fighting isn't the end all be all of DDO. 2 handed fighting is nothing to sniff at if you want to deal damage.
    If you still want 2 weapon fighting, then you can also get the required 17 dexterity by starting with 16 dexterity (that would save 6 build points) and using the ability point at level 4 on dexterity. You can also start as a halfling/elf and get the required 17 dexterity by spending only 8 skillpoints.

    Wisdom for a cleric depends on what you want it to do. It is the skill that also determines your offensive casting abilities, that's why most (including I) would advice you to max it. If you don't want to cast offensively, you could start with less, but without completely neglecting it either. Clerics get significantly less spellpoints than favored souls, 750 spellpoints will slip through your hands like water.


    All in all, I don't think that you're ready for a multiclass like this yet. I would first get experience on a pure character first (or a pure character with a careful 1 or 2 level splash).

    Hug your multiclassing dreams for a bit, keep on reading the forums and compendium (http://compendium.ddo.com/wiki/Category:Classes). And keep on making up new and better multiclass builds. Eventually you'll have made one that looks so good that you get the irresistable urge of playing it. Only just not yet

  15. #35
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    Runaway, many thanks for all the tips. Always appreciated.

    I didn't really intend on any offensive spells OR CC, though I suppose CC might be something worth looking at, or possibly balancing offensive spells with melee ability.

    My reasoning for wanting Weapon Finesse primarily revolves around wanting to use Rogue skills for Hide and Move Silently, as well as maintaining great Reflex saves and a somewhat passable AC.

    I feel like if I were to ditch any possibility of a workable AC, it'd be more logical to go Favored Soul for the Resistance bonus feats.

    I do, of course, agree that a Strength-based character makes more sense as far as being melee-centric goes. Two-handed fighting might be even more logical if I ditch Dex altogether.

    If I were to pump Strength and Wisdom, I could maintain passable melee skills and passable casting abilities.

    So let me ask this, especially towards you, Runaway: What would you do as far as starting stats go?

    (Also, I can't find anything on the wiki that says Clerics use CHA for anything other than Turn Undead.)

  16. #36
    Community Member Runaway's Avatar
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    Quote Originally Posted by giveuptg View Post
    (Also, I can't find anything on the wiki that says Clerics use CHA for anything other than Turn Undead.)
    More charisma gives more uses of Turn Undead. Turn Undead uses can be used for Divine actions that you get through training enhancements. Divine Might, a self +damage action from the enhancements, requires certain amounts of base charisma to be learned. Divine Light is a aeo damage effect with a charisma based check. The other Divine actions don't require a base charisma, but also only work on others.

    The Divine Might of level 15 (+6 damage for 1 minute for 1 use of Turn Undead) requires a base of 16 charisma. It's something to consider when you're making a cleric that is meant to melee and buff+heal.

    The compendium will have all this information!


    I'll look at what I can think up for numbers for cleric15/paladin3/rogue2 tomorrow. I'm still not fond of that combination though

  17. #37
    Community Member Runaway's Avatar
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    I'm going to be lazy and refer to something else: http://forums.ddo.com/showthread.php?t=223253
    The melee focused cleric sounds most like what you try to do.

    A level 18+ cleric with a splash of up to 2 levels would still do better than your 15 cleric levels.

  18. #38
    Community Member hermespan's Avatar
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    Quote Originally Posted by Therigar View Post
    Replace FvS with Cleric and Monk with Rogue.

    Cleric will get you slightly more in spell selection but with fewer spell points*. Rogue gets you the same evasion that comes with Monk. You lose out on the Monk boost to AC. But, you are not restricted to no armor and no shield as you would be with Monk so can wear light armor (Mithral Breastplate) and still be fairly well off AC wise.

    *You might have nearly as many SP with a cleric depending on actual stat scores.

    Here is a rough shot at a 32 point human Cleric/Paladin/Rogue. Note that there are no real rogue skills. I did not finish bumping skills or rounding out enhancements.

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Cleric Multiclass
    Level 20 Lawful Good Human Male
    (3 Paladin \ 2 Rogue \ 15 Cleric) 
    Hit Points: 274
    Spell Points: 1153 
    BAB: 15\15\20\25
    Fortitude: 20
    Reflex: 20
    Will: 24
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             10                    12
    Dexterity            16                    20
    Constitution         12                    14
    Intelligence          8                    10
    Wisdom               16                    27
    Charisma             14                    18
    
    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               3                     5
    Bluff                 6                     8
    Concentration         1                    12
    Diplomacy             2                     4
    Disable Device       n/a                    n/a
    Haggle                2                     4
    Heal                  3                     8
    Hide                  7                    10
    Intimidate            2                     4
    Jump                  4                     7
    Listen                3                     8
    Move Silently         7                    10
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  7                    13
    Swim                  4                     5
    Tumble                7                     9
    Use Magic Device      6                    18
    
    Level 1 (Rogue)
    Feat: (Human Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Hide I
    Enhancement: Rogue Move Silently I
    Enhancement: Rogue Spot I
    
    
    Level 2 (Paladin)
    Enhancement: Follower of the Sovereign Host
    Enhancement: Paladin Toughness I
    
    
    Level 3 (Paladin)
    Feat: (Selected) Weapon Finesse
    
    
    Level 4 (Paladin)
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Racial Toughness I
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 7 (Cleric)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Wisdom I
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Rogue)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Cleric)
    Enhancement: Human Greater Adaptability Dexterity I
    Enhancement: Racial Toughness II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Rogue Dexterity I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Energy of the Zealot IV
    He'll also have a serious synergy with UMD from rogue.

  19. #39
    Community Member hermespan's Avatar
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    Oct 2009
    Posts
    680

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    Quote Originally Posted by Therigar View Post
    Replace FvS with Cleric and Monk with Rogue.

    Cleric will get you slightly more in spell selection but with fewer spell points*. Rogue gets you the same evasion that comes with Monk. You lose out on the Monk boost to AC. But, you are not restricted to no armor and no shield as you would be with Monk so can wear light armor (Mithral Breastplate) and still be fairly well off AC wise.

    *You might have nearly as many SP with a cleric depending on actual stat scores.

    Here is a rough shot at a 32 point human Cleric/Paladin/Rogue. Note that there are no real rogue skills. I did not finish bumping skills or rounding out enhancements.

    Code:
    Character Plan by DDO Character Planner Version 3.10
    DDO Character Planner Home Page
    
    Cleric Multiclass
    Level 20 Lawful Good Human Male
    (3 Paladin \ 2 Rogue \ 15 Cleric) 
    Hit Points: 274
    Spell Points: 1153 
    BAB: 15\15\20\25
    Fortitude: 20
    Reflex: 20
    Will: 24
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             10                    12
    Dexterity            16                    20
    Constitution         12                    14
    Intelligence          8                    10
    Wisdom               16                    27
    Charisma             14                    18
    
    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               3                     5
    Bluff                 6                     8
    Concentration         1                    12
    Diplomacy             2                     4
    Disable Device       n/a                    n/a
    Haggle                2                     4
    Heal                  3                     8
    Hide                  7                    10
    Intimidate            2                     4
    Jump                  4                     7
    Listen                3                     8
    Move Silently         7                    10
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                     0
    Search               -1                     0
    Spot                  7                    13
    Swim                  4                     5
    Tumble                7                     9
    Use Magic Device      6                    18
    
    Level 1 (Rogue)
    Feat: (Human Bonus) Toughness
    Feat: (Selected) Two Weapon Fighting
    Enhancement: Rogue Sneak Attack Training I
    Enhancement: Rogue Hide I
    Enhancement: Rogue Move Silently I
    Enhancement: Rogue Spot I
    
    
    Level 2 (Paladin)
    Enhancement: Follower of the Sovereign Host
    Enhancement: Paladin Toughness I
    
    
    Level 3 (Paladin)
    Feat: (Selected) Weapon Finesse
    
    
    Level 4 (Paladin)
    Enhancement: Human Versatility I
    Enhancement: Human Versatility II
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Racial Toughness I
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Spell
    
    
    Level 7 (Cleric)
    Enhancement: Human Adaptability Wisdom I
    Enhancement: Cleric Wisdom I
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Rogue)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Extend Spell
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Cleric)
    Enhancement: Human Greater Adaptability Dexterity I
    Enhancement: Racial Toughness II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Rogue Dexterity I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Energy of the Zealot IV
    He'll also have a serious synergy with UMD from rogue (which is another reason to choose rogue over monk for a FvS multiclass)

  20. #40
    Community Member Artis_Resistance's Avatar
    Join Date
    Jul 2009
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    Default

    Been messing around with this idea for a couple days. 15Cleric/3Pal/2Rogue. Focuses on melee, buffs, and healing.

    Code:
    Character Plan by DDO Character Planner Version 3.18
    DDO Character Planner Home Page
    
    Level 20 Lawful Good Elf Male
    (3 Paladin \ 2 Rogue \ 15 Cleric) 
    Hit Points: 234
    Spell Points: 979 
    BAB: 15\15\20\25\25
    Fortitude: 17
    Reflex: 17
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    18
    Dexterity            16                    16
    Constitution         10                    10
    Intelligence          8                     8
    Wisdom               14                    18
    Charisma             14                    16
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                    10
    Bluff                 2                     3
    Concentration         2                    22
    Diplomacy             2                     3
    Disable Device       n/a                   n/a
    Haggle                2                     9
    Heal                  2                     4
    Hide                  3                     3
    Intimidate            2                     3
    Jump                  2                     6
    Listen                2                     6
    Move Silently         3                     3
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair               -1                    -1
    Search               -1                     1
    Spot                  2                     6
    Swim                  2                     4
    Tumble                n/a                   n/a
    Use Magic Device      n/a                   n/a
    
    Level 1 (Cleric)
    Feat: (Selected) Extend Spell
    Enhancement: Aerenal Elf Melee Damage I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Energy of the Zealot I
    
    
    Level 2 (Paladin)
    Enhancement: Follower of the Sovereign Host
    Enhancement: Paladin Focus of Good I
    Enhancement: Cleric Divine Vitality I
    
    
    Level 3 (Paladin)
    Feat: (Selected) Two Weapon Fighting
    
    
    Level 4 (Cleric)
    Enhancement: Aerenal Elf Melee Attack I
    Enhancement: Cleric Wisdom I
    
    
    Level 5 (Cleric)
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Divine Healing I
    
    
    Level 6 (Paladin)
    Feat: (Selected) Toughness
    Enhancement: Paladin Bulwark of Good I
    Enhancement: Paladin Resistance of Good I
    Enhancement: Paladin Extra Lay on Hands I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Paladin Toughness I
    
    
    Level 7 (Rogue)
    Enhancement: Rogue Haste Boost I
    Enhancement: Aerenal Elf Melee Damage II
    
    
    Level 8 (Cleric)
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Charisma I
    
    
    Level 9 (Cleric)
    Feat: (Selected) Oversized Two Weapon Fighting
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Divine Vitality II
    
    
    Level 10 (Rogue)
    Enhancement: Aerenal Elf Melee Attack II
    
    
    Level 11 (Cleric)
    Enhancement: Unyielding Sovereignty
    
    
    Level 12 (Cleric)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Life Magic III
    
    
    Level 13 (Cleric)
    Enhancement: Cleric Divine Healing II
    
    
    Level 14 (Cleric)
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Wisdom II
    
    
    Level 15 (Cleric)
    Feat: (Selected) Weapon Focus: Slashing Weapons
    Enhancement: Cleric Charisma II
    
    
    Level 16 (Cleric)
    Enhancement: Cleric Divine Healing III
    
    
    Level 17 (Cleric)
    Enhancement: Cleric Divine Vitality III
    
    
    Level 18 (Cleric)
    Feat: (Selected) Heighten Spell
    Enhancement: Cleric Wisdom III
    
    
    Level 19 (Cleric)
    Enhancement: Cleric Energy of the Zealot III
    
    
    Level 20 (Cleric)
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Improved Spell Penetration I

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