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  1. #1
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    Default Radiant Warrior: Greater Two Handed Fighting Cleric 18 (Radiant Servant II)/Fighter 2

    Radiant Warrior: Greater Two Handed Fighting Cleric 18 (Radiant Servant II)/Fighter 2

    AKA The Radiant Warrior

    My goal was to build a battle cleric that would have healing with a decent amount of melee DPS when needed. I chose two handed fighting (Strength 15+), improved two handed fighting (requires Strength 17+, base attack bonus of +6) and greater two handed fighting (Base attack bonus of +11) feats as soon as they were available because they would be most useful earlier in the build.

    Class Leveling: Battle Cleric 18 (Radiant Servant II) / Fighter 2
    1) Fighter: For Toughness and Two Handed Fighting
    2-7) Cleric: Radiant Servant I
    8) Fighter: Improved Two Handed Fighting
    9-20) Cleric: Radiant Servant II

    This unfortunately delays getting blade barrier till level 13 but it makes level up easier due to more melee DPS ability.

    32-point starting abilities are:
    Strength: 15
    Dexterity: 8
    Constitution: 16
    Intellect: 10
    Wisdom: 16
    Charisma: 12

    All five level up bonuses went into +5 wisdom. If you want Improved Two Handed Fighting at level 8 you need to use a +2 to strength tome at level 7 or use two of your ability score level up bonuses (Level 4 & 8) to strength.

    Feats Selected:
    1) Toughness & Two Handed Fighting (Fighter Bonus)
    3) Extend Spell
    6) Empower Healing Spell
    8) Improved Two Handed Fighting (Fighter Bonus)
    9) Maximize Spell
    12) Quicken Spell
    15) Greater Two Handed Fighting
    18) Heighten Spell

    Enhancements:

    Level 1-7: Focused on getting pre-reqs for Radiant Servant I & Melee DPS bonuses
    Radiant Servant I
    Cleric Radiant Servant I
    Dwarven Axe Attack I
    Dwarven Axe Damage I
    Dwarven Axe Damage II
    Dwarven Constitution I
    Dwarven Faith I
    Racial Toughness I
    Cleric Heal I
    Cleric Heal II
    Cleric Life Magic I
    Cleric Life Magic II
    Cleric Energy of the Zealot I
    Cleric Wisdom I
    Fighter Toughness I
    Cleric Divine Vitality I
    Cleric Improved Turning I

    Level 8-14: Focused on getting pre-reqs for Radiant Servant II
    Radiant Servant II
    Cleric Radiant Servant II
    Dwarven Axe Attack II
    Dwarven Faith II
    Racial Toughness II
    Cleric Prayer of Life I
    Cleric Prayer of Incredible Life I
    Cleric Energy of the Zealot II
    Cleric Charisma I
    Cleric Charisma II
    Fighter Strength I
    Cleric Wisdom II

    Level 15-20:
    Dwarven Constitution II
    Cleric Life Magic III
    Cleric Life Magic IV
    Cleric Improved Spell Penetration I
    Cleric Energy of the Zealot III
    Cleric Energy of the Zealot IV
    Cleric Wisdom III

    Comments, suggestions, ideas? Did I miss something? Thanks!

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Lidhell 
    Level 20 Lawful Good Dwarf Male
    (2 Fighter \ 18 Cleric) 
    Hit Points: 336
    Spell Points: 1366 
    BAB: 15\15\20\25\25
    Fortitude: 19
    Reflex: 6
    Will: 19
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             15                 17                   18
    Dexterity             8                 10                   10
    Constitution         16                 18                   20
    Intelligence         10                 12                   12
    Wisdom               16                 23                   26
    Charisma             12                 14                   16
    
    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
    +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
    +3 Tome of Wisdom used at level 8
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               0.5               11                   15
    Bluff                 1                  3                    3
    Concentration         3                 28                   28
    Diplomacy             1                  3                    3
    Disable Device        n/a               n/a                   n/a
    Haggle                1                  3                    3
    Heal                  3                  8                   10
    Hide                 -1                  0                    0
    Intimidate            1                  3                    3
    Jump                  6                 14                   14
    Listen                3                  8                    8
    Move Silently        -1                  0                    0
    Open Lock            n/a                n/a                   n/a
    Perform               n/a               n/a                   n/a
    Repair                0                  1                    1
    Search                0                  1                    3
    Spot                  3                  8                    8
    Swim                  2                  4                    4
    Tumble               -0.5                0.5                  0.5
    Use Magic Device      n/a               n/a                   n/a
    
    Level 1 (Fighter)
    Skill: Balance (+1.5)
    Skill: Jump (+4)
    Skill: Tumble (+0.5)
    Feat: (Selected) Toughness
    Feat: (Fighter Bonus) Two Handed Fighting
    Feat: (Automatic) Attack
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Dwarven Stability
    Feat: (Automatic) Dwarven Stonecutting
    Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
    Feat: (Automatic) Giant Evasion
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Orc and Goblin Bonus
    Feat: (Automatic) Poison Save Bonus
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Feat: (Automatic) Sunder
    Feat: (Automatic) Tower Shield Proficiency
    Feat: (Automatic) Trip
    
    Level 2 (Cleric)
    Skill: Concentration (+2)
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Turn Undead
    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 3 (Cleric)
    Skill: Concentration (+2)
    Feat: (Selected) Extend Spell
    
    Level 4 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+2)
    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): Sonic Blast
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    
    Level 5 (Cleric)
    Skill: Concentration (+2)
    
    Level 6 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Healing Spell
    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 7 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Enhancement: Cleric Radiant Servant I
    Enhancement: Dwarven Axe Attack I
    Enhancement: Dwarven Axe Damage I
    Enhancement: Dwarven Axe Damage II
    Enhancement: Dwarven Constitution I
    Enhancement: Dwarven Faith I
    Enhancement: Racial Toughness I
    Enhancement: Cleric Heal I
    Enhancement: Cleric Heal II
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Wisdom I
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Improved Turning I
    
    Level 8 (Fighter)
    Skill: Jump (+3)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    
    Level 9 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+2)
    Feat: (Selected) Maximize Spell
    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)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    
    Level 11 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    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 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Selected) Quicken Spell
    
    Level 13 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Spell (6): Banishment
    Spell (6): Blade Barrier
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Inflict Moderate Wounds
    Spell (6): Mass Owl's Wisdom
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undead to Death
    Spell (6): Word of Recall
    
    Level 14 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Enhancement: Cleric Radiant Servant II
    Enhancement: Dwarven Axe Attack II
    Enhancement: Dwarven Faith II
    Enhancement: Racial Toughness II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Cleric Wisdom II
    
    Level 15 (Cleric)
    Skill: Balance (+1)
    Skill: Concentration (+1)
    Feat: (Selected) Greater Two Handed Fighting
    Spell (7): Destruction
    Spell (7): Greater Restoration
    Spell (7): Mass Cure Serious Wounds
    Spell (7): Mass Inflict Serious Wounds
    Spell (7): Mass Restoration
    Spell (7): Mass Spell Resistance
    Spell (7): Protection From Elements, Mass
    Spell (7): Resurrection
    Spell (7): Summon Monster VII
    Spell (7): Symbol of Stunning
    Spell (7): Symbol of Weakness
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    
    Level 17 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Spell (8): Death Pact
    Spell (8): Firestorm
    Spell (8): Mass Cure Critical Wounds
    Spell (8): Mass Death Ward
    Spell (8): Mass Inflict Critical Wounds
    Spell (8): Summon Monster VIII
    Spell (8): Symbol of Death
    
    Level 18 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Feat: (Selected) Heighten Spell
    
    Level 19 (Cleric)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Jump (+0.5)
    Spell (9): Energy Drain
    Spell (9): Implosion
    Spell (9): Mass Heal
    Spell (9): Summon Monster IX
    Spell (9): True Resurrection
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Jump (+1)
    Enhancement: Dwarven Constitution II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Improved Spell Penetration I
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Energy of the Zealot IV
    Enhancement: Cleric Wisdom III

  2. #2
    Community Member FlyingTurtle's Avatar
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    Why Fighter 1? I thought Cleric 1 would give you better bang for your skillpoints in terms of relevant class skills. Also, no Power Attack?

    (not criticisms, these are honest questions about the rationale).

    EDIT: I see, no PA because it's WIS based. Basically a melee-capable rather than a melee-focused build. Ok.
    Last edited by FlyingTurtle; 08-06-2010 at 02:30 PM.

  3. #3
    Community Member biggin's Avatar
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    Solid looking build. Personally I would drop Heighten and go for Mental Toughness, but that's a playstyle choice. Looks like fun.
    There is no lag. Just because you had none before and can't play now doesn't mean the server move had anything to do with it.

  4. #4
    Community Member Renvar's Avatar
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    Clerics and fighters both get the same skill points at 1st level and both are terrible. No benefit there either way at all.

    The feat heighten is a waste. Losing two levels and starting with a weaker wisdom is going to give you a -3 to your DC's already. And there's no point in being a melee focused axe wielding cleric without IC: Slash. YOu are just going to get mediocrity with both. You have to accept that you will not be an offensive caster. Just healing and melee. You can cometfall and bb and searing light, but you don't need heighten or spell pen for those.

    On the enhancements:

    Only two racial toughnesses? HP are so critical with a meleeing build whose class has no toughness benefits.
    Drop the spell pen. As stated worthless.
    Asheras - Velania - Renvar - Ventarya - Officer of Lava Divers - Khyber

  5. #5
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    Quote Originally Posted by FlyingTurtle View Post
    Why Fighter 1? I thought Cleric 1 would give you better bang for your skillpoints in terms of relevant class skills. Also, no Power Attack?

    (not criticisms, these are honest questions about the rationale).

    EDIT: I see, no PA because it's WIS based. Basically a melee-capable rather than a melee-focused build. Ok.
    Starting with fighter or cleric I didn't really see much difference. I only planned on skilling up Concentration from cleric. Fighter only has Jump which really isn't much. I guess I could start with cleric first... Wasn't sure if Diplomacy would be useful in the end game or not... Should I invest points in Diplomacy?

    Clerics:
    Skill points at 1st level: (2 + Intelligence modifier) x4
    Concentration (Con)
    Diplomacy (Cha)
    Heal (Wis)

    Fighter:
    Skill points at 1st level: (2 + Intelligence modifier) x4
    Intimidate (Cha)
    Jump (Str)
    Repair (Int)
    Swim (Str)

    I didn't take Power Attack because my base attack bonus was lower due to being mostly a cleric, leveling bonuses went into wisdom and taking a -5 to hit penalty didn't sound as good as getting more procing glancing blows. Typically if I could expect tons of group buffs that would increase my hit, I would most likely be more focused towards healing the group than melee DPS.

  6. #6
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    Quote Originally Posted by DDOTalk71 View Post
    Clerics and fighters both get the same skill points at 1st level and both are terrible. No benefit there either way at all.

    The feat heighten is a waste. Losing two levels and starting with a weaker wisdom is going to give you a -3 to your DC's already. And there's no point in being a melee focused axe wielding cleric without IC: Slash. YOu are just going to get mediocrity with both. You have to accept that you will not be an offensive caster. Just healing and melee. You can cometfall and bb and searing light, but you don't need heighten or spell pen for those.

    On the enhancements:

    Only two racial toughnesses? HP are so critical with a meleeing build whose class has no toughness benefits.
    Drop the spell pen. As stated worthless.
    Excellent suggestions thanks!

  7. #7
    Build Constructionist unbongwah's Avatar
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    Rather than the THF feats, I would take PA and Imp Crit Slash. Both will get you a much bigger boost to single-target DPS; and you'd be able to take another metamagic.

    I'd be inclined to dump-stat CHA: you didn't take Divine Might I or FoP (which would help justify base CHA 14 after tome); and you don't seem to be focused on turning undead. You give up some TU charges, but is that really an issue?

    You should have enough skill pts for max Concentration and 11 ranks of UMD. I suspect you would get more out of UMD in the long run than a few pts of Balance & Jump.

    I posted a dwarf battle cleric yesterday along similar lines, although mine also goes for Intimidate.

  8. #8
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    Radiant Warrior: Greater Greater Two Handed Fighting Cleric 17 (Radiant Servant II) / Fighter 2 / Wizard 1

    First of all thank you very much for your comments, ideas and suggestions! They have been a great help in forging this class build. I replied this post to avoid creating new posts with only slight changes, i.e. the addition of one wizard level, etc.

    My goal was to build a battle cleric that would have solid healing with a proficient amount of melee DPS when needed. I chose Two Handed Fighting (Strength 15+), Improved Two Handed Fighting (requires Strength 17+, base attack bonus of +6), Improved Critical Slashing Weapons (base attack bonus +8) and Greater Two Handed Fighting (base attack bonus of +11) feats as soon as they were available.

    Class Leveling: Cleric 17 / Fighter 2 / Wizard 1
    1) Wizard
    2-3) Cleric
    4) Fighter
    5-8) Cleric
    9) Fighter
    10-20) Cleric

    Cleric Level 17 still gains two level 9 spells. This unfortunately delays getting blade barrier till level 14 but it makes level up easier due to more melee DPS ability and earlier feats. Having one level of Wizard allows me to take one additional spell feat and the use of additional wands, etc.

    32-point starting abilities are:
    Strength: 15
    Dexterity: 8
    Constitution: 16
    Intellect: 8
    Wisdom: 18
    Charisma: 8

    All five level up bonuses went into +5 wisdom. If you want Improved Two Handed Fighting at level 9 you need to use a +2 to strength tome at level 7 or use two of your ability score level up bonuses to strength.

    Feats Selected:
    1) Toughness & Extend Spell (Wizard Bonus)
    3) Empower Healing Spell
    4) Two Handed Fighting (Fighter Bonus)
    6) Maximize Spell
    9) Quicken Spell & Improved Two Handed Fighting (Fighter Bonus)
    12) Improved Critical: Slashing Weapons
    15) Greater Two Handed Fighting
    18) Heighten Spell

    Since most purely damage-causing spells (Cometfall, Blade Barrier, etc) ignore Spell Resistance, and the saving throw DC to resist is equal to 10 + the level of the spell + the modifier for Wisdom I decided to keep the Heighten Spell feat and to increase my starting wisdom to the max (18 Wisdom).

    As for spell resistance, since I'm only taking my cleric to level 17 and do not have any spare enhancement points or feats I'll have to avoid using those spells: (caster level + spell penetration bonuses). I plan on focusing on damage, healing and buff style spells.

    I plan on wielding a Great Axe when focused on melee DPS. I didn't choose the Power Attack feat because my base attack bonus was already low due to primarily leveling as a cleric with one level of wizard, plus in a group situation where I would get a ton of hit buffs I would primarily assume a healing role.

    I took Racial Toughness II primarily because I couldn't find any spare enhancement points in this build but I did get Fighter Toughness I, Dwarven Constitution II and 16 starting Constitution which helps somewhat in the health department.

    Enhancements Selected:

    Cleric Radiant Servant I
    Cleric Radiant Servant II
    Dwarven Axe Attack I
    Dwarven Axe Attack II
    Dwarven Axe Damage I
    Dwarven Axe Damage II
    Dwarven Constitution I
    Dwarven Constitution II
    Dwarven Faith I
    Dwarven Faith II
    Fighter Critical Accuracy I
    Racial Toughness I
    Racial Toughness II
    Cleric Heal I
    Cleric Heal II
    Cleric Prayer of Life I
    Cleric Prayer of Incredible Life I
    Cleric Life Magic I
    Cleric Life Magic II
    Cleric Life Magic III
    Cleric Life Magic IV
    Cleric Energy of the Zealot I
    Cleric Energy of the Zealot II
    Cleric Energy of the Zealot III
    Cleric Energy of the Zealot IV
    Cleric Charisma I
    Cleric Charisma II
    Fighter Strength I
    Cleric Wisdom I
    Cleric Wisdom II
    Cleric Wisdom III
    Fighter Toughness I
    Cleric Divine Vitality I
    Cleric Improved Turning I
    Cleric Wand and Scroll Mastery I

    Comments, suggestions, ideas? Did I miss something? Thanks!

    Code:
    Character Plan by DDO Character Planner Version 3.5.1
    DDO Character Planner Home Page
    
    Lidhell 
    Level 20 Lawful Good Dwarf Male
    (2 Fighter \ 17 Cleric \ 1 Wizard) 
    Hit Points: 332
    Spell Points: 1344 
    BAB: 14\14\19\24
    Fortitude: 18
    Reflex: 5
    Will: 21
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (32 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             15                 17                   18
    Dexterity             8                 10                   10
    Constitution         16                 18                   20
    Intelligence          8                 10                   10
    Wisdom               18                 25                   28
    Charisma              8                 10                   12
    
    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
    +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            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance              -1                  0                    4
    Bluff                -1                  1                    1
    Concentration         6                 28                   28
    Diplomacy            -1                 10                   10
    Disable Device       n/a                n/a                   n/a
    Haggle               -1                  1                    1
    Heal                  4                  9                   11
    Hide                 -1                  0                    0
    Intimidate           -1                  1                    1
    Jump                  2                  7                    7
    Listen                4                  9                    9
    Move Silently        -1                  0                    0
    Open Lock            n/a                n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair               -1                  0                    0
    Search               -1                  0                    2
    Spot                  4                  9                    9
    Swim                  2                  4                    4
    Tumble               -0.5                0.5                  0.5
    Use Magic Device     n/a                n/a                   n/a
    
    Level 1 (Wizard)
    Skill: Concentration (+3)
    Skill: Tumble (+0.5)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Toughness
    Feat: (Automatic) Attack
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Dwarven Stability
    Feat: (Automatic) Dwarven Stonecutting
    Feat: (Automatic) Giant Evasion
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Orc and Goblin Bonus
    Feat: (Automatic) Poison Save Bonus
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Spell Save Bonus
    Spell (1): Jump
    Spell (1): Expeditious Retreat
    Spell (1): Merfolk's Blessing
    
    
    Level 2 (Cleric)
    Skill: Concentration (+1)
    Feat: (Automatic) Heavy Armor Proficiency
    Feat: (Automatic) Light Armor Proficiency
    Feat: (Automatic) Medium Armor Proficiency
    Feat: (Automatic) Shield Proficiency (General)
    Feat: (Automatic) Simple Weapon Proficiency
    Feat: (Automatic) Turn Undead
    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 3 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Empower Healing Spell
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    
    
    Level 4 (Fighter)
    Ability Raise: WIS
    Skill: Jump (+1)
    Feat: (Fighter Bonus) Two Handed Fighting
    Feat: (Automatic) Exotic Weapon Proficiency: Dwarven Waraxe
    Feat: (Automatic) Martial Weapon Proficiency (ALL)
    Feat: (Automatic) Tower Shield Proficiency
    
    
    Level 5 (Cleric)
    Skill: Concentration (+1)
    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): Sonic Blast
    Spell (2): Spawn Screen
    Spell (2): Summon Monster II
    
    
    Level 6 (Cleric)
    Skill: Concentration (+1)
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Cleric)
    Skill: Concentration (+1)
    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: WIS
    Skill: Concentration (+2)
    
    
    Level 9 (Fighter)
    Skill: Jump (+2)
    Feat: (Fighter Bonus) Improved Two Handed Fighting
    Feat: (Selected) Quicken Spell
    
    
    Level 10 (Cleric)
    Skill: Concentration (+2)
    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 11 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 12 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Improved Critical: Slashing Weapons
    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 13 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 14 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (6): Banishment
    Spell (6): Blade Barrier
    Spell (6): Cometfall
    Spell (6): Create Undead
    Spell (6): Greater Dispel Magic
    Spell (6): Greater Glyph of Warding
    Spell (6): Harm
    Spell (6): Heal
    Spell (6): Heroes Feast
    Spell (6): Mass Bear's Endurance
    Spell (6): Mass Bull's Strength
    Spell (6): Mass Cure Moderate Wounds
    Spell (6): Mass Eagle's Spendor
    Spell (6): Mass Inflict Moderate Wounds
    Spell (6): Mass Owl's Wisdom
    Spell (6): Summon Monster VI
    Spell (6): Symbol of Fear
    Spell (6): Symbol of Persuasion
    Spell (6): Undead to Death
    Spell (6): Word of Recall
    
    
    Level 15 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Greater Two Handed Fighting
    
    
    Level 16 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Spell (7): Destruction
    Spell (7): Greater Restoration
    Spell (7): Mass Cure Serious Wounds
    Spell (7): Mass Inflict Serious Wounds
    Spell (7): Mass Restoration
    Spell (7): Mass Spell Resistance
    Spell (7): Protection From Elements, Mass
    Spell (7): Resurrection
    Spell (7): Summon Monster VII
    Spell (7): Symbol of Stunning
    Spell (7): Symbol of Weakness
    
    
    Level 17 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 18 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    Feat: (Selected) Heighten Spell
    Spell (8): Death Pact
    Spell (8): Firestorm
    Spell (8): Mass Cure Critical Wounds
    Spell (8): Mass Death Ward
    Spell (8): Mass Inflict Critical Wounds
    Spell (8): Summon Monster VIII
    Spell (8): Symbol of Death
    
    
    Level 19 (Cleric)
    Skill: Concentration (+1)
    Skill: Diplomacy (+1)
    
    
    Level 20 (Cleric)
    Ability Raise: WIS
    Skill: Concentration (+2)
    Spell (9): Energy Drain
    Spell (9): Implosion
    Spell (9): Mass Heal
    Spell (9): Summon Monster IX
    Spell (9): True Resurrection
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant 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: Fighter Critical Accuracy I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Cleric Heal I
    Enhancement: Cleric Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    Enhancement: Cleric Energy of the Zealot I
    Enhancement: Cleric Energy of the Zealot II
    Enhancement: Cleric Energy of the Zealot III
    Enhancement: Cleric Energy of the Zealot IV
    Enhancement: Cleric Charisma I
    Enhancement: Cleric Charisma II
    Enhancement: Fighter Strength I
    Enhancement: Cleric Wisdom I
    Enhancement: Cleric Wisdom II
    Enhancement: Cleric Wisdom III
    Enhancement: Fighter Toughness I
    Enhancement: Cleric Divine Vitality I
    Enhancement: Cleric Improved Turning I
    Enhancement: Cleric Wand and Scroll Mastery I
    Last edited by Delar303; 08-09-2010 at 02:19 PM.

  9. #9
    Community Member gott_ist_tot's Avatar
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    IMO power attack and IC:S are way better at improving DPS than THF feat line. Especially considering glancing blows not working when moving, and a healer, fighting or not, is constantly moving. And 3 feats go to waste.

    Blade barriers are very good even at half damage, so personally I'd go all out in strength.

    P.S. I'm referring to the first build. Splashing a level of wiz is something I can't seem to be able to wrap my head around.

  10. #10
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    I did something similar to this. I have a few build options I was considering on my battle cleric. I went up through the Radiant Servant line and was grinding away at a few quests for their static rewards and in the meantime was banking XP. I ran Delera's Tomb, and the first time I completed it, bang - Carnifex. After rolling through a lower level quest I could level up twice, and took 1 more Cleric and 1 Fighter level (Clr 8/Ftr 1).

    My base Str is 16 (14+1 human/1 Fighter str boost), with Bull's it's 20, and I usually used a longsword (Dol Dorn for RS). The Fighter level bumped up my BAB nicely, so I took Imp Slashing and PA. Holy ... solid human excrement (apparently if you put 'c' in front of the word 'rap', Turbine considers that naughty enough to censor *shrug*). I normally connected for 11-ish damage with maybe 20-ish crits running my sword n' board. Rolling around with Carnifex I was laying down 65-85 crits maybe every 4th or 5th hit even with my reduced hit bonus.

    It could just have been a function of a good weapon, lucky rolls, and the relatively low level, but this build took off like a supersonic jet. Now the next thing to consider... whether to stay on Cleric, or splash another Fighter level later.

  11. #11
    Community Member aldror's Avatar
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    Battle cleric? Isn't that an oxymoron?
    ...and then the smoke cleared....

    Grun WF Barbarian
    Vindictica Human Fury Shot
    Windfire Shadar Kai Rogue
    Acidius Human Cleric
    Divania Sun Elf Wizzy
    Soulblood Half Orc Fighter

  12. #12
    Community Member Rusty_Can's Avatar
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    Quote Originally Posted by DDOTalk71 View Post
    The feat heighten is a waste.
    It's not.

    Quote Originally Posted by DDOTalk71 View Post
    Losing two levels and starting with a weaker wisdom is going to give you a -3 to your DC's already.
    No. 2 fighter levels will affect Spell Penetration, not DC. He is just losing 1 DC, having 16 starting WIS instead of 18, and that's fine.

    Quote Originally Posted by DDOTalk71 View Post
    And there's no point in being a melee focused axe wielding cleric without IC: Slash.
    Many builds skip IC, especially if they plan to craft MinII weapons; IC feat is definitely nice to have, but he can live without. Instead, I'd take Power Attack.

    Quote Originally Posted by DDOTalk71 View Post
    You have to accept that you will not be an offensive caster.
    Nah. Imo, 16 starting wisdom + all lvl-up points in WIS + Heighten feat make offensive casting perfectly viable.

    Quote Originally Posted by aldror View Post
    Battle cleric? Isn't that an oxymoron?
    No: it's actually a pleonasm.
    Last edited by Rusty_Can; 08-19-2010 at 06:30 AM.
    On Thelanis: Hallelujah (EK wraith) - Jerryrigged Juggernaut (Fiend Warlock) - Sepulchral (Druid) - Chopchopchop (Monk) - Alleyshadow (retired gimped monkcher). Formerly on Keeper : Misericordia (Thug) - Mumbo Jumbo (Battle Caster) - Infernal Can (WF Kinda Cleric) - Halleluyah (Melee Spellsinger).

  13. #13
    Community Member flynnjsw's Avatar
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    Quote Originally Posted by aldror View Post
    Battle cleric? Isn't that an oxymoron?
    Providing that's not a joke; you don't know much about clerics do you? You can even look at modern day combat medics/Corpsman in the same way.

  14. #14
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by DDOTalk71 View Post
    The feat heighten is a waste. Losing two levels and starting with a weaker wisdom is going to give you a -3 to your DC's already. And there's no point in being a melee focused axe wielding cleric without IC: Slash. YOu are just going to get mediocrity with both. You have to accept that you will not be an offensive caster. Just healing and melee. You can cometfall and bb and searing light, but you don't need heighten or spell pen for those.
    You don't know much about Clerics, do you? There's so much wrong there I don't know where to start.

  15. #15
    Community Member AylinIsAwesome's Avatar
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    Quote Originally Posted by DDOTalk71 View Post
    The feat heighten is a waste. Losing two levels and starting with a weaker wisdom is going to give you a -3 to your DC's already. And there's no point in being a melee focused axe wielding cleric without IC: Slash. YOu are just going to get mediocrity with both. You have to accept that you will not be an offensive caster. Just healing and melee. You can cometfall and bb and searing light, but you don't need heighten or spell pen for those.
    Quote Originally Posted by AylinIsAwesome View Post
    You don't know much about Clerics, do you? There's so much wrong there I don't know where to start.
    You can neg rep me all you want to, but the fact still remains that having less than 20 Cleric levels doesn't negatively impact your spell DCs, Heighten is still important for WIS-based Clerics, and Improved Critical: Slash can be made up for with a Mineral 2 weapon. Oh yeah, and with 16 starting WIS and all levels into it, you can still be an offensive caster.

    Please, try again.
    Last edited by AylinIsAwesome; 08-18-2010 at 03:28 PM.

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