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  1. #21
    Hero Arlathen's Avatar
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    Ok, my build in brief:

    Stats:
    Str: 38 = 16 Base +5 Levels +3 Tome +1 Racial Enh. +6 Item +3 Exc. +2 Rage Pot +2 Guild
    Dex: 24 = 15 Base +5 Item +2 Tome +2 Guild
    Con: 30 = 14 Base +3 Tome +1 Racial Enh. +6 Item +2 Exc. +2 Rage Pot +2 Guild
    Int: 10 = 8 Base +2 Tome
    Wis: 28 = 14 Base +2 Tome +2 Class Enh. +6 Item +2 Exc. +2 Guild
    Cha: 24 = 10 Base +3 Tome +2 Class Enh. +6 Item +1 Exc. +2 Guild

    Levels & Feats:
    1: Monk
    2 - 13: Cleric (Radiant Servant 2)
    14: Monk
    15: Fighter
    16-20: Cleric

    Feat Order:
    1: Two Weapon Fighting
    1: Toughness (Monk Bonus)
    1: Rogue Dilletante (Half-Elf)
    3: Exotic: Khopesh
    6: Empower Heal Metamagic
    9: Improved Two Weapon Fighting
    12: Extend
    14: Power Attack (Monk Bonus)
    15: Quicken
    15: Greater Two Weapon Fighting (Fighter Bonus)
    18: Improved Critical: Slash

    Assumes a +2 Supreme tome used at level 7.

    Note 1: When you get a +3 Charisma tome, you can swap Rogue Dilletante to Paladin Dilletante through feat swap.

    Note 2: When you have built your Mineral 2 khopeshes, swap Improved Critical: Slash for Maximise to improve Blade Barrier Damage. Not that you really need Blade Barriers, but there fun. You don't need Maximise for Healing / Raid Healing.

    AC:
    Around 55 with appropiate Buffs and Gear. I dont bother tho, standing in your own Aura all the time with Quickened Heal is pretty much all you need.

    Hit Points:
    136 - Cleric 17
    016 - Monk 2
    010 - Fighter 1
    200 - Constitution
    020 - Heroic durability
    022 - Toughness
    030 - Racial Toughness 3
    010 - Fighter Toughness 1
    020 - Toughness Item
    045 - Shroud HP Item
    030 - Greater False life
    010 - Dracon Vitality
    = 549HP

    Spell Points:
    920 - Cleric 17
    234 - Wisdom 30
    110 - Energy of the Zealot IV
    150 - Wizardry VI
    050 - Elemental Spell Power
    100 - Greater Elemental Spell Power
    = 1564SP, +50SP with an Archmagi item in hand for buffing.

    Saves:
    10/05/10 Cleric 17
    03/03/03 Monk 2
    02/00/00 Fighter 1
    09/00/00 Constitution 28
    00/07/00 Dexterity 24
    00/00/09 Wisdom 30
    05/05/05 Charisma 20 (Paladin Dilletante)
    05/05/05 Resists +5 Item
    01/01/01 Jewellry Alchmical Ritual
    02/02/02 Good Luck Item / Recitation
    00/02/02 Exceptional: ToD Occult Slayer Set Bonus
    =
    37/30/37 Standing

    With Greater Heroism, this pushes your Reflex into the magic mid 30s ground where Evasion will work for you reliably.

    Enhancements:
    Human Adaptability 2
    Cleric Wisdom 2
    Cleric Charisma 2
    Cleric Radiant Servant 2
    Cleric Life Magic 4
    Cleric Prayer of Life 3
    Cleric Prayer of Incredible Life 3
    Cleric Energy of the Zealot 4
    Cleric Improved Turning 1
    Cleric Improved Heal Skill 2
    Cleric Divine Vitality 1
    Fighter Haste Boost 1
    Racial Toughness 3
    Fighter Toughness 1
    Human Improved Recovery 2
    Improved Half-Elf Dilletante 3*
    = 80AP

    * Its 6AP wether you have Improved Rogue Dilletante 2 or Improved Paladin Dilletante 3.
    Thats the bare bones of the build, the AP on Enhancements are now correct. The key is not to sacrifice any potential healing out at all, so the following is absolutely key:

    Cleric Radiant Servant 2
    Cleric Life Magic 4
    Cleric Prayer of Life 3
    Cleric Prayer of Incredible Life 3
    Cleric Energy of the Zealot 4

    Boosting Wis still has a place even on a Melee Focused Battle-Cleric such as this, as it gives vital bonus SP the higher you can effictively push it.

    End Game-ish gear pre Epic:

    2x Mineral 2 Khopesh (Still working on, need tier 3s)
    - One with Exc. Wisdom +2
    - One with Insight +4 AC
    Epic Ornamented Dagger (Have) / Skiver (Dont Have)
    DT Outfit with: (Still working on, need Sov Rune lol!)
    - +5 Resists
    - +1 Exc. Charisma
    - Greater Potency 7
    GS Bracers - Neg/Pos/Pos Concordant Opposition (Complete)
    - Wiz VI, +50SP, +100SP, Wisdom +6
    GS Goggles (Still working on)
    - Neg/Neg/Pos
    - Blindness, Disease, Poison and Fear Immunities
    - Superior Healing Lore
    GS Cloak (Still working on)
    - Mineral 2
    - +45 Elemental HP, Protection +5, Heavy Fortification
    Helm
    - Minos Legens, Heavy Fort, Toughness
    Gloves
    - Spectral Gloves - Ethereal, Dexterity +5, Comptence To Hit +2
    - Could do with some Vile Blasphemies for SP Regen
    Necklace
    - Torc of Prince Raiyum de II (Still working on)
    - Warchanters Necklace on Swap (Superior Potency VI during Raid Healing outside of Clickies)
    Trinket
    - Bloodstone
    - Bauble for SP Regen (Don't Have)
    - Xachosian Eardweller (Don't Have, would be Luxury)
    Belt
    - Vorne's Belt - Occult Slayer - Con +6, GFL, Exc. Reflex/Will Set Bonus
    - Amara's/Tokala's Belts for Ardor Clickies (Still working on)
    Ring 1
    - Occult Slayer ToD Ring - +6 Str, +1 Exc Con, +2 Exc Con (Still working on)
    Ring 2
    - Warchanters Band - +6 Cha, +1 Exc Str, +2 Exc Str (Still working on)
    Boots
    - Striding 30%, Boots of Anchoring

    Pretty much how I envision without the need for masses of Epic gear, but plenty of Raiding required in there, especially ToD!

    Once the Greensteel cloak is complete, can look at ditching the Minos Legens. Also, until I can complete the GS Goggles I have the Epic Ornamented Dagger for Arcane Lore. Would love a Skiver instead though (wouldn't we all?). Once the greensteel goggles are complete, won't even need to hold the Dagger/Skiver for Aura casting or Raid healing as I'll have the Healing Lore & Potency worked into the standard gear setup while still holding my Mineral 2 Khopeshes.

    But thats probably somewhere in the region of 50 more Shrouds, 40+ ToDs and a shed load of Epic Queens away *happy grin*

    I'd also like to swap out the Tempest rune for 20% Heal Amp instead of the +1 Exc Cha, but would probably need an Epic helmet item for that and then would want something to put Toughness on.

    Edit 1: Can't leave it alone lol, updated my potential gear list a bit. Despite all the missing gear at the moment, and my lack of +3 tomes and exceptional bonuses, *I've still healed in Epic Queen / Shroud / Amrath without a problem*


    Edit2: Corrected Enhancements/AP count, and followed through on Stats/HP/SP/Saves and Equipment. Thanks for the pointers, Ungbongwah
    Last edited by Arlathen; 04-28-2011 at 05:19 AM.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  2. #22
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    I really appreciate the detailed explanations. It's definitely helping me understand a lot more. Thank you. Pally is definitely out.

    When you say that weapon finesse is only for light weapons I didn't realize that was a limitation. A dual wielding rapier character could do some damage I suppose, but going this route with kopeshes would be pointless. However they are STR based for damage modifiers. (I always assumed weapon finesse was both attack and damage based) DM does help offset this, but it is only a boost and not a constant modifier so that may not help as much.

    Thanks again. This helped a lot.

  3. #23
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    Cool build Arlathen. Thank you. I may have to give it a shot. Looks viable.

  4. #24
    Hero Arlathen's Avatar
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    Quote Originally Posted by RumbIe View Post
    DM does help offset this, but it is only a boost and not a constant modifier so that may not help as much.
    This is the reason why I dropped having DM on my build really. Hitting DM III for +6 Sacred damage sounds really cool.... But then its another button in your cycle of Divine Favour, Divine Power, Holy Aura .... lol!

    Atleast DF/DP is semi fire-and-forget as there 4 minute buffs at lvl 20 with Extend. Generally, I cycle through DF/DP when a caster does Haste, then when Im not swinging as fast any more you can guarantee its time for DF/DP again.

    Its one less distraction for healing, as well, and doesn't suck up your Turns for Auras and Bursts.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  5. #25
    Hero Arlathen's Avatar
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    Quote Originally Posted by RumbIe View Post
    Cool build Arlathen. Thank you. I may have to give it a shot. Looks viable.
    Your welcome. Gave me a chance to sort out my gear options as well, properly.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  6. #26
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Arlathen View Post
    You don't need Maximise for Healing / Raid Healing.
    Maximize also boosts your RS bursts for free, IIRC, as well as (Mass) Cures; dunno if it's a must-have for a healer, but it certainly helps.
    110 - Energy of the Zealot IV
    10 APs for 110 SPs seems awful expensive if you plan to have an SP regen item like Torc or Con Opp GS, especially since -
    Human Adaptability 2
    Cleric Wisdom 3
    Cleric Charisma 1
    Cleric Radiant Servant 2
    Cleric Life Magic 4
    Cleric Prayer of Life 3
    Cleric Prayer of Incredible Life 3
    Cleric Energy of the Zealot 4
    Cleric Improved Turning 1
    Cleric Divine Vitality 1
    Fighter Haste Boost 1
    Racial Toughness 3
    Fighter Toughness 1
    Human Improved Recovery 2
    Improved Half-Elf Dilletante 3*
    - you forgot some of the Radiant Servant pre-reqs: I don't see Heal I & II or your deity ability; that's another 8 APs, I believe.
    Boosting Wis still has a place even on a Melee Focused Battle-Cleric such as this, as it gives vital bonus SP the higher you can effictively push it.
    Your ROI on boosting WIS for SPs may be lower than you think: dropping 2 pts of WIS from 30 to 28 would free up 10 enh pts and only cost 28 SPs (1180 vs 1154). You still get +1 AC and +1 DC, of course, but the bonus SPs are a mere pittance.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  7. #27
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by RumbIe View Post
    A dual wielding rapier character could do some damage I suppose, but going this route with kopeshes would be pointless. However they are STR based for damage modifiers. (I always assumed weapon finesse was both attack and damage based) DM does help offset this, but it is only a boost and not a constant modifier so that may not help as much.
    For comparison, here's a Finesse-based drow version (TWF w/rapiers) of my earlier build:
    Code:
    Character Plan by DDO Character Planner Version 3.8.2
    DDO Character Planner Home Page
    
    Level 20 Lawful Neutral Drow Female
    (1 Fighter \ 2 Monk \ 17 Cleric) 
    Hit Points: 279
    Spell Points: 998 
    BAB: 14\14\19\24
    Fortitude: 17
    Reflex: 15
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (28 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            16                    24
    Constitution         12                    14
    Intelligence         10                    12
    Wisdom               12                    16
    Charisma             16                    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
    
    Level 1 (Monk)
    Feat: (Selected) Oversized Two Weapon Fighting (swap for Power Attack later)
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Cleric)
    
    
    Level 3 (Cleric)
    Feat: (Selected) Weapon Finesse
    
    
    Level 4 (Monk)
    Ability Raise: DEX
    Feat: (Monk Bonus) Toughness
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    Ability Raise: DEX
    
    
    Level 9 (Cleric)
    Feat: (Selected) Improved Two Weapon Fighting
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Ability Raise: DEX
    Feat: (Selected) Improved Critical: Piercing Weapons
    
    
    Level 13 (Cleric)
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Fighter)
    Feat: (Fighter Bonus) Greater Two Weapon Fighting
    Feat: (Selected) Quicken Spell
    
    
    Level 16 (Cleric)
    Ability Raise: DEX
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Ability Raise: DEX
    Enhancement: Fighter Haste Boost I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Drow Weapon Attack I
    Enhancement: Drow Weapon Attack II
    Enhancement: Drow Weapon Damage I
    Enhancement: Drow Weapon Damage II
    Enhancement: Elven Dexterity I
    Enhancement: Unyielding Sovereignty
    Enhancement: Follower of the Sovereign Host
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Prayer of Incredible Life III
    Enhancement: Cleric Life Magic I
    Enhancement: Cleric Life Magic II
    Enhancement: Cleric Life Magic III
    Enhancement: Cleric Life Magic IV
    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 Divine Vitality 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
    On a TWF build, Divine Might III is equivalent to +12 STR (to dmg only) for 1 minute, which helps make up for lower STR. But as stated, it's another clickie you have to manage, plus it eats into your TUs, which normally you want to save for your RS auras & bursts. Really, though, the only thing it has going for it over going STR-based (other than flavor & slightly higher AC & to-hit) is the modest tome requirements; the only one necessary is +2 CHA for DM III and that can be postponed almost indefinitely, since DM III won't be available until lvl 18 (cleric 15).
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  8. #28
    Hero Arlathen's Avatar
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    Quote Originally Posted by unbongwah View Post
    Maximize also boosts your RS bursts for free, IIRC, as well as (Mass) Cures; dunno if it's a must-have for a healer, but it certainly helps.

    10 APs for 110 SPs seems awful expensive if you plan to have an SP regen item like Torc or Con Opp GS, especially since -

    - you forgot some of the Radiant Servant pre-reqs: I don't see Heal I & II or your deity ability; that's another 8 APs, I believe.

    Your ROI on boosting WIS for SPs may be lower than you think: dropping 2 pts of WIS from 30 to 28 would free up 10 enh pts and only cost 28 SPs (1180 vs 1154). You still get +1 AC and +1 DC, of course, but the bonus SPs are a mere pittance.
    My opinion, but Maximise is an inefficient waste of SPs when Mass Healing via Spells. It gains you efficiency on your Radiant Bursts, as its free, but constant toggle on-off draws your attention away from on the health bars of party members and from the monsters your supposed to be melee'ing as well.

    Also, Overall, if you start cutting out little bits of SP here, and little bits there, and drop a couple of pts of Wisdom, your SPs are going to suffer.

    As an example, dropping from 30 Wisdom to 24 Wisdom on a level 17 Cleric loses 78SP. If you then lose say two levels of Energy of the Zealot thats a further 60SP lost. For a total of 138SP. For me, that pushes the SP Pool of a Battle-Cleric from 'acceptable but wanting more' to 'definitely wanting/needing more' or even unacceptable.

    In addition, you can't rely on Torc and ConcordOpp to regen your SP in a Raid situation. Thats a bad idea, as for Raids you need to suck up and be a healer at a distance, and not go charging off into main fight. There are of course times when you can fight in a Raid situation (you've had your turn healing, its the other main healers turn) at which the ideal equipped Battle-Cleric will pop-off his bauble and Vile-Blasphemy first, then dive in and hope he gets a few points back from Torc/ConCord Opp so that he has emergency 'take-over main healing' mana if needed.

    Ok, maybe I'm coming over a little harsh here, and for that I apologise. However, I love my Battle-Cleric, and feel I play him really well - I feel his build is there in terms of capability and all I'm lacking now is the gear to truly make him shine. Battle-Clerics have a difficult enough historical reputation to deal with, without one turning around 2 minutes into a quest and saying "I'm out of SP and have no scrolls...." *smacks head against the desk*

    The only pre-req I'm missing is Improved Heal 2, Cleric Charisma 2 covers the deity ability as a Pre-Req for RS. I'll add it back into the list, and re-work the enhancements when I have my character template in front of me.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  9. #29
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Arlathen View Post
    The only pre-req I'm missing is Improved Heal 2, Cleric Charisma 2 covers the deity ability as a Pre-Req for RS.
    Ah, I missed that. But your enh list only has CHA 1, not CHA 2 listed. If I'm adding right, you'd need 82 APs worth of enhs for everything you listed w/Heal I&II. Since you're not going for DM, does +2 CHA add anything other than 1 extra TU? You're obviously gonna shoot way past the +5 limit on HE pally dilly.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  10. #30
    Hero Arlathen's Avatar
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    Quote Originally Posted by unbongwah View Post
    Ah, I missed that. But your enh list only has CHA 1, not CHA 2 listed. If I'm adding right, you'd need 82 APs worth of enhs for everything you listed w/Heal I&II. Since you're not going for DM, does +2 CHA add anything other than 1 extra TU? You're obviously gonna shoot way past the +5 limit on HE pally dilly.
    Fixed the enhancements and followed through on the stats/hp/sp/saves and equipment. Thanks for the pointers, Ungbongwah

    As for the Cha enhancement, you could take Unyielding Sovreigntey, but again its that comfort zone on the amount of Turns available for keeping your Aura up and throwing Bursts for healing. 10 seems about the right number to me, if I TR then I gain some from the Cleric Past Life and thus would take Unyielding Sovreignty.
    Quote Originally Posted by twinstronglord View Post
    Up to this point we've all been beating around the bush. Lolth has a very small box in which you can hit her.

  11. #31
    Community Member ThePrincipal's Avatar
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    my melee cleric is currently lvl 16

    went dwarf and plan on staying pure

    merger 28 pt build - 16 str, 8 dex, 16 con, 8 int, 14 wis, 12 cha, lvl ups into str.

    feats
    1. greataxe
    3. toughness
    6. emp healing
    9. extend
    12. ic: slashing
    15. quicken
    18. power attack

    swap about extend for maximize due to nerf. i put AP into the axe hit/damage, healing lines, radiant servant preqs, dwarf saves, spell points, dvs, and light lines.

    weakness of the build so far is reflex save. even with dwarf +5 magic resistance and buffs, seems low especially vs hard/elite traps. balance is another weak spot. getting chain tripped sucks. however with aura ticking and calvary plate lifeshield proc'ing you can survive --- usually.

  12. #32
    Community Member Meat-Head's Avatar
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    Default One idea...

    Here's something I whipped up today. Finesse Dex Clonk that is primarily a healer but:

    Pros:
    -Melee with wraps
    -Evasion + Solid Reflex save
    -UMD
    -Can actually do solid DPS (via DMIII +8 damage per hit + Power attack + DivinePower/Favor = mmmmmm. DM + Finesse = replaces STR for damage AND to-hit for short periods. Yes, I realize the short period part)
    -AC (but don't care too much about this. Nice leveling tho)

    Cons:
    -HPs ? (not so bad with maxed aura)
    -Lots of button mashing if meleeing and healing (yikes)

    Thoughts?


    Code:
    Character Plan by DDO Character Planner Version 3.9.1
    DDO Character Planner Home Page
    
    kashdrowdex 
    Level 20 Lawful Good Drow Male
    (1 Fighter \ 2 Monk \ 17 Cleric) 
    Hit Points: 299
    Spell Points: 1108 
    BAB: 14\14\19\24
    Fortitude: 18
    Reflex: 16
    Will: 16
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength             10                    13
    Dexterity            18                    26
    Constitution         14                    16
    Intelligence         10                    12
    Wisdom               12                    16
    Charisma             16                    20
    
    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               8                    19
    Bluff                 3                     5
    Concentration         6                    26
    Diplomacy             3                     5
    Disable Device        n/a                   n/a
    Haggle                3                     5
    Heal                  1                     5
    Hide                  4                     8
    Intimidate            3                     5
    Jump                  4                     8
    Listen                1                     5
    Move Silently         4                     8
    Open Lock             n/a                   n/a
    Perform               n/a                   n/a
    Repair                0                     1
    Search                0                     3
    Spot                  1                     5
    Swim                  0                     1
    Tumble                n/a                   n/a
    Use Magic Device      5                    16
    
    Level 1 (Monk)
    Feat: (Past Life) Past Life: Cleric
    Feat: (Past Life) Past Life: Paladin
    Feat: (Selected) Toughness
    Feat: (Monk Bonus) Two Weapon Fighting
    
    
    Level 2 (Monk)
    Feat: (Monk Bonus) Weapon Finesse
    
    
    Level 3 (Cleric)
    Feat: (Selected) Empower Healing Spell
    
    
    Level 4 (Cleric)
    
    
    Level 5 (Cleric)
    
    
    Level 6 (Cleric)
    Feat: (Selected) Maximize Spell
    
    
    Level 7 (Cleric)
    
    
    Level 8 (Cleric)
    
    
    Level 9 (Cleric)
    Feat: (Selected) Quicken Spell
    
    
    Level 10 (Cleric)
    
    
    Level 11 (Cleric)
    
    
    Level 12 (Cleric)
    Feat: (Selected) Power Attack
    
    
    Level 13 (Fighter)
    Feat: (Fighter Bonus) Improved Two Weapon Fighting
    
    
    Level 14 (Cleric)
    
    
    Level 15 (Cleric)
    Feat: (Selected) Greater Two Weapon Fighting
    
    
    Level 16 (Cleric)
    
    
    Level 17 (Cleric)
    
    
    Level 18 (Cleric)
    Feat: (Selected) Improved Critical: Bludgeoning Weapons
    
    
    Level 19 (Cleric)
    
    
    Level 20 (Cleric)
    Enhancement: Fighter Haste Boost I
    Enhancement: Cleric Radiant Servant I
    Enhancement: Cleric Radiant Servant II
    Enhancement: Elven Dexterity I
    Enhancement: Elven Dexterity II
    Enhancement: Way of the Patient Tortoise I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Improved Heal I
    Enhancement: Improved Heal II
    Enhancement: Cleric Prayer of Life I
    Enhancement: Cleric Prayer of Life II
    Enhancement: Cleric Prayer of Life III
    Enhancement: Cleric Prayer of Incredible Life I
    Enhancement: Cleric Prayer of Incredible Life II
    Enhancement: Cleric Prayer of Incredible Life III
    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: 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 Extra Turning II
    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
    Last edited by Meat-Head; 04-29-2011 at 03:00 PM.
    Quote Originally Posted by Darkrok View Post
    First, Meat-Head is exactly correct...

  13. 06-30-2011, 09:45 AM


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