Imagine you're a barbarian, and your Sprint Boost finds you in trouble while your cleric is on the far side of a lake. With a normal cleric, you're about to become a soulstone. With a Swimcleric, you are always safe.
Presenting the Warrior of the Waters, the Salvation of the Seas, the O-word of the Oceans, the Swimcleric. Presenting the Lifeguard.
** This is a joke build. I believe I heard someone, somewhere, mention the idea of a swimcleric. I can't find the original reference but randomly decided to go with it a week or so ago. It's entirely possible there was no original reference and I'm just imagining things. My general goal here was to take an idea that is completely absurd and try and make a functional build out of it. It's not supposed to be the best at anything (other than swimming), but it should be enough to function rather effectively from levels 1-20 (this is not meant for epics, though). I'm not sure if I'll get around to making this build, as I currently have way too many characters and too many divine casters, but I want to be ready in case I'm ever needed.
I have a few expectations of a Swimcleric that I needed to fit into an otherwise effective Cleric build.
The expectations of a Swimcleric:
1. The Swimcleric should have max ranks in swim. Anything less and he belongs at the shallow end of the pool.
1a. In conjunction with 1, the Swimcleric should have a level in a class with Swim as a class skill.
2. The Swimcleric should have the ability associated with Swim (Strength) as his primary stat.
3. The Swimcleric should always be prepared and able to cast both Water Breathing and Merfolk's Blessing as long as he has spell points.
3a. Scroll usage is insufficient for either of the two above spells, so the Swimcleric must also have a level in a class with Merfolk's Blessing as a spell--he already has Water Breathing.
3b. Merfolk's Blessing would be more powerful if cast by a level 20 arcane or ranger, but alas, such penalties are unavoidable for a Swimcleric. If he finds himself in a group with a high level character carrying these spells, he will be sure to benefit from their willingness to assist his swimming efforts.
4. The Swimcleric should be able to assist drowning individuals by providing over-time healing while underwater.
5. In terms of appearance, the Swimcleric should feature both a shaved head and a shaved face. Hair will only interfere with his swimming duties.
Given these expectations, the logical (if you permit me to use this word in this thread) choice for a build is an 18/1/1 Cleric/Fighter/Wizard Radiant Servant Battlecleric. Fighter provides Swim as a class skill as well as weapon proficiency and some synergy with the melee-focus of the build--and also nets the build an extra feat. Wizard provides Merfolk's Blessing as well as another extra feat (I considered Sorcerer here for the purpose of making up a little more lost SP and synergy with the Charisma focus of the build, but the extra feat was too good). The Battlecleric focus comes naturally from both the Fighter level and the high Strength necessary to boost Swim. And Radiant Servant is both of general use and functional in terms of support for drowning individuals.
In terms of abilities, this is a tough build. A Swimcleric first and foremost needs high Strength. After that, both Constitution (a dead Swimcleric just floats) and Charisma (more Radiant Servant, and more practically speaking, more Divine Might) are extremely important. Then there's Wisdom, which needs a boost for the purposes of actually being able to cast Cleric spells as well as for SP. Finally, an investment in Intelligence is necessary for the purpose of getting skill points--this build longs for skill points.
Honestly, I think the biggest problem with the build is that it'll have trouble getting into groups with the name and the class breakdown. My SP is a bit on the low side, but it's definitely manageable.
For your consideration:
Code:Character Plan by DDO Character Planner Version 3.8.0 DDO Character Planner Home Page Swimclerik the Swimming Cleric Level 20 True Neutral Human Male (1 Fighter \ 18 Cleric \ 1 Wizard) Hit Points: 300 Spell Points: 1238 BAB: 14\14\19\24 Fortitude: 16 Reflex: 6 Will: 17 Starting Feat/Enhancement Abilities Base Stats Modified Stats (32 Point) (Level 1) (Level 20) Strength 16 22 Dexterity 8 10 Constitution 14 17 Intelligence 12 14 Wisdom 14 18 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 1 7 Bluff 2 4 Concentration 2 26 Diplomacy 2 4 Disable Device n/a n/a Haggle 2 4 Heal 2 6 Hide -1 0 Intimidate 2 4 Jump 5 8 Listen 2 4 Move Silently -1 0 Open Lock n/a n/a Perform n/a n/a Repair 1 2 Search 1 2 Spot 2 4 Swim 7 30 Tumble 0 1 Use Magic Device 4 15 Level 1 (Fighter) Feat: (Fighter Bonus) Power Attack Feat: (Human Bonus) Toughness Feat: (Selected) Two Handed Fighting Level 2 (Cleric) Level 3 (Wizard) Feat: (Wizard Bonus) Empower Healing Spell Feat: (Selected) Extend Spell Level 4 (Cleric) Ability Raise: STR Level 5 (Cleric) Level 6 (Cleric) Feat: (Selected) Quicken Spell Level 7 (Cleric) Level 8 (Cleric) Ability Raise: STR Level 9 (Cleric) Feat: (Selected) Improved Two Handed Fighting Level 10 (Cleric) Level 11 (Cleric) Level 12 (Cleric) Ability Raise: CHA Feat: (Selected) Improved Critical: Slashing Weapons Level 13 (Cleric) Level 14 (Cleric) Level 15 (Cleric) Feat: (Selected) Maximize Spell Level 16 (Cleric) Ability Raise: CHA Level 17 (Cleric) Level 18 (Cleric) Feat: (Selected) Greater Two Handed Fighting Level 19 (Cleric) Level 20 (Cleric) Ability Raise: STR Enhancement: Fighter Haste Boost I Enhancement: Cleric Radiant Servant I Enhancement: Cleric Radiant Servant II Enhancement: Unyielding Sovereignty Enhancement: Follower of the Sovereign Host Enhancement: Human Adaptability Strength I Enhancement: Human Greater Adaptability Constitution I Enhancement: Human Improved Recovery I Enhancement: Human Versatility I Enhancement: Human Versatility II Enhancement: Human Versatility III Enhancement: Human Versatility IV Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Racial Toughness III Enhancement: Improved Heal I Enhancement: Improved Heal II Enhancement: Improved Swim I 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 Wisdom I Enhancement: Cleric Wisdom II Enhancement: Fighter Toughness I Enhancement: Cleric Divine Might I Enhancement: Cleric Divine Might II Enhancement: Cleric Divine Might III Enhancement: Cleric Extra Turning I Enhancement: Cleric Improved Turning I Enhancement: Cleric Wand and Scroll Mastery I Enhancement: Cleric Wand and Scroll Mastery II Enhancement: Cleric Wand and Scroll Mastery III Enhancement: Cleric Wand and Scroll Mastery IV
Swim:
23 Ranks
11 Strength (16 base + 3 levels + 1 enhancement + 2 tome + 6 item + 3 exceptional + 1 guild ship buff)
1 Enhancement
15 Item (maybe only +13 here)
10 Merfolk's Blessing
4 Greater Heroism
2 Good Luck
6 Greensteel with Strength Skills (Triple Water, of course)
5 Human Versatility
1 Rage
----
78 Swim (I truly hope Swim isn't capped like Jump)
HP:
20 Heroic Durability
158 levels
140 CON 7 mod (14 base + 1 enhancement + 2 tome + 6 item + 1 guild ship buff)
22 Toughness feat
40 Enhancements
30 Greater False Life
20 Toughness item
10 Draconic Vitality
45 Green Steel
----
485 HP
Add a Rage pot to get to 505.
SP:
80 Magical Training
930 Level 18 Cleric
50 Level 1 Wizard
189 WIS 7 mod (14 base + 2 enhancements + 2 tome + 6 item)
20 INT 1 mod
50 Enhancements
200 Archmagi
150 Green Steel (not likely that I'll ever make this)
----
1519-1669 SP
In terms of feats, the primary flaw is that the Lifeguard lacks Skill Focus: Swim and Athletic, which combined would provide a much-needed +5 to my Swim score (as well as a +2 to Balance, which is also useful). The best means for adding these two feats would be to drop the THF line, but I'm not sure that I'd be willing to do that. If I did drop the THF line, I could get those two as well as one other feat--Empower or Mental Toughness (I know, it's not all that great of a feat) are possibilities. If I did decide that I should get Mental Toughness, then I'd probably be better off going with Sorcerer anyway since I think the difference might be more than 105 Spell Points.
My vision for the future of Stormreach: a tasty ham in every treasure chest and a Swimcleric in every party.
** Yes, when people zerg out of range of the person keeping them walking, it's their fault. This is clearly not a healbot build. **