So... I've been posting around the forums here and there always thinking about my True Reincarnation. It's the goal of my character as a weak 28 point build, and I've come up with some interesting ideas, and some terrible ideas.
This idea... is novelty. The ranger/cleric. The idea: Enough ranger to get greater two weapon fighting with tempest I and enough cleric to be able to raise dead, also acts as a buffer.
Code:
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page
Level 20 True Neutral Dwarf Male
(11 Ranger \ 9 Cleric)
Hit Points: 312
Spell Points: 674
BAB: 17\17\22\27\27
Fortitude: 17
Reflex: 12
Will: 12
Starting Ending Feat/Enhancement
Abilities Base Stats Base Stats Modified Stats
(34 Point) (Level 1) (Level 20) (Level 20)
Strength 18 22 22
Dexterity 11 13 14
Constitution 16 16 18
Intelligence 12 14 14
Wisdom 13 15 17
Charisma 6 6 6
Tomes Used
+2 Tome of Dexterity used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance 2 13 17
Bluff -2 -2 -2
Concentration 7 27 27
Diplomacy -2 -2 -2
Disable Device n/a n/a n/a
Haggle -2 -2 -2
Heal 1 9 9
Hide 2 5 5
Intimidate -2 -2 0
Jump 8 16 16
Listen 1 3 3
Move Silently 2 12 12
Open Lock n/a n/a n/a
Perform n/a n/a n/a
Repair 1 2 2
Search 1 2 4
Spot 5 23 23
Swim 4 6 6
Tumble 2 13 13
Use Magic Device 0 9 9
Level 1 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Undead
Feat: (Past Life) Past Life: Fighter
Feat: (Selected) Toughness
Level 2 (Ranger)
Level 3 (Cleric)
Feat: (Selected) Past Life: Student of the Sword
Level 4 (Cleric)
Level 5 (Cleric)
Level 6 (Cleric)
Feat: (Selected) Extend Spell
Level 7 (Cleric)
Level 8 (Cleric)
Level 9 (Cleric)
Feat: (Selected) Dodge
Level 10 (Cleric)
Level 11 (Cleric)
Level 12 (Ranger)
Feat: (Selected) Mobility
Level 13 (Ranger)
Level 14 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Aberration
Level 15 (Ranger)
Feat: (Selected) Spring Attack
Level 16 (Ranger)
Level 17 (Ranger)
Level 18 (Ranger)
Feat: (Selected) Empower Healing Spell
Level 19 (Ranger)
Feat: (Favored Enemy) Favored Enemy: Evil Outsider
Level 20 (Ranger)
Enhancement: Ranger Sprint Boost I
Enhancement: Ranger Sprint Boost II
Enhancement: Dwarven Axe Attack I
Enhancement: Dwarven Axe Attack II
Enhancement: Dwarven Axe Damage I
Enhancement: Dwarven Axe Damage II
Enhancement: Dwarven Constitution I
Enhancement: Dwarven Constitution II
Enhancement: Dwarven Faith I
Enhancement: Dwarven Faith II
Enhancement: Dwarven Spell Defense I
Enhancement: Dwarven Spell Defense II
Enhancement: Dwarven Spell Defense III
Enhancement: Dwarven Tactics I
Enhancement: Dwarven Tactics II
Enhancement: Cleric Improved Empower Healing I
Enhancement: Cleric Improved Empower Healing II
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Ranger Tempest I
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Ranger Devotion I
Enhancement: Ranger Devotion II
Enhancement: Ranger Devotion III
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Ranger Dexterity I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Divine Vitality II
Enhancement: Cleric Divine Vitality III
Enhancement: Cleric Wand and Scroll Mastery I
Enhancement: Cleric Wand and Scroll Mastery II
His spell list (had to enable ability point increase in order for it to list them all, strange bug but love the generator)
Code:
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page
Level 20 True Neutral Dwarf Male
(11 Ranger \ 9 Cleric)
Hit Points: 312
Spell Points: 674
BAB: 17\17\22\27\27
Fortitude: 17
Reflex: 12
Will: 12
Level 1 (Ranger)
Level 2 (Ranger)
Level 3 (Cleric)
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
Level 4 (Cleric)
Ability Raise: STR
Level 5 (Cleric)
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
Level 6 (Cleric)
Level 7 (Cleric)
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
Level 8 (Cleric)
Ability Raise: STR
Level 9 (Cleric)
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): Panacea
Spell (4): Poison
Spell (4): Recitation
Spell (4): Restoration
Spell (4): Summon Monster IV
Spell (4): Symbol of Flame
Spell (4): Unholy Blight
Level 10 (Cleric)
Level 11 (Cleric)
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
Level 12 (Ranger)
Ability Raise: STR
Level 13 (Ranger)
Level 14 (Ranger)
Level 15 (Ranger)
Level 16 (Ranger)
Level 17 (Ranger)
Level 18 (Ranger)
Level 19 (Ranger)
Level 20 (Ranger)
Ability Raise: STR
And his ranger spell list (also didn't show, another strange bug. Guess this build is that strange?)
Guessing I'd take Ram's Might, Tumble and Jump for my first level spells. Bark's skin, Protection from Energy, and Snare for my second level spells. Wild Instincts as my third level spell
Code:
Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page
Level 1 (Ranger)
Level 2 (Ranger)
Level 3 (Ranger)
Level 4 (Ranger)
Spell (1): Camouflage
Spell (1): Jump
Spell (1): Longstrider
Spell (1): Merfolk's Blessing
Spell (1): Ram's Might
Spell (1): Resist Energy
Spell (1): Summon Nature's Ally I
Spell (1): Tumble
Level 5 (Ranger)
Level 6 (Ranger)
Level 7 (Ranger)
Level 8 (Ranger)
Spell (2): Barkskin
Spell (2): Bear's Endurance
Spell (2): Cat's Grace
Spell (2): Cure Light Wounds
Spell (2): Hold Animal
Spell (2): Mass Camouflage
Spell (2): Owl's Wisdom
Spell (2): Protection From Energy
Spell (2): Snare
Spell (2): Spike Growth
Spell (2): Summon Nature's Ally II
Level 9 (Ranger)
Level 10 (Ranger)
Level 11 (Ranger)
Spell (3): Cure Moderate Wounds
Spell (3): Neutralize Poison
Spell (3): Remove Disease
Spell (3): Summon Nature's Ally III
Spell (3): Wild Instincts
The first time I tried this build I completely left out the tempest... and I'm thinking I might have preferred it that way. It allows you to bottom out the dex and saves you 3 feats for more spell casting, or melee, or both.
With his skills I tried to get a good use magic device, but with such a low charisma it'd seem like allot of work to UMD very much. If I didn't do UMD it'd free up 18 skill points for a little more hide and more move silently, and that's what I'd probably do.
On his enhancements I took allot of divine vitality to hand more SP to the real cleric in the group. Didn't sacrifice much to hit at all in my opinion, and with divine power and TR fighter boost I'll have a 20+4 BAB I believe.
For the most part this character's job would be to simply buff, use divine power when needed, hit things hopefully with a debuffing weapon and/or trip, mass cure light wounds during battle (which makes me wish I could fit quicken in there), give divine vitality to the real spellcasters, raise the dead, cure status and save the real spellcasters SP.
Overall I have to say he'd be a friendly melee to have around. This build would be hard to pull off without 34 points imo, and hard to pull off without the tomes. In fact this build would be hard to pull off period. No offense to any paladins are bards out there, but in some ways I think this is what you'd like to be able to do.
Anyway, feel free to have a hard time on me about this one. I know an 11/9 split is strange. I can take it. Being constructive would be nice.
Questions:
Summon Monster and Summon Nature's Ally can work at the same time?