My Wizard is up to level 17, nearing a point where I can once again TR him into an evoker cleric. I made the following build for him and would like to hear peoples opinion about it, before I actually TR him.
Character Plan by DDO Character Planner Version 03.12.01
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Foon
Level 20 True Neutral Human Male
(20 Cleric)
Hit Points: 322
Spell Points: 1555
BAB: 15/15/20/2525
Fortitude: 17
Reflex: 6
Will: 22
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 12 14
Dexterity 8 10
Constitution 16 20
Intelligence 8 10
Wisdom 18 30
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
+4 Tome of Constitution used at level 15
+3 Tome of Wisdom used at level 15
Starting Ending Feat/Enhancement
Base Skills Base Skills Modified Skills
Skills (Level 1) (Level 20) (Level 20)
Balance -1 7 7
Bluff 2 4 4
Concentration 7 28 28
Diplomacy 2 4 4
Disable Device n/a n/a n/a
Haggle 2 4 4
Heal 4 10 12
Hide -1 0 0
Intimidate 2 4 4
Jump 3 13 13
Listen 4 10 10
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 0
Spot 4 10 10
Swim 1 2 2
Tumble n/a n/a n/a
Use Magic Device n/a n/a n/a
Level 1 (Cleric)
Skill: Concentration (+4)
Skill: Jump (+2)
Feat: (Human Bonus) Empower Healing Spell
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Favored Soul
Feat: (Past Life) Past Life: Paladin
Feat: (Past Life) Past Life: Sorcerer
Feat: (Past Life) Past Life: Wizard
Feat: (Selected) Toughness
Enhancement: Cleric Smiting I
Enhancement: Cleric Life Magic I
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Extra Turning I
Level 2 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Human Improved Recovery I
Enhancement: Cleric Wisdom I
Level 3 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Past Life: Arcane Initiate
Enhancement: Racial Toughness I
Enhancement: Cleric Prayer of Smiting I
Enhancement: Cleric Divine Vitality I
Enhancement: Cleric Wand and Scroll Mastery I
Level 4 (Cleric)
Ability Raise: WIS
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Smiting II
Enhancement: Cleric Life Magic II
Level 5 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Human Adaptability Wisdom I
Enhancement: Cleric Prayer of Incredible Smiting I
Enhancement: Cleric Improved Turning I
Level 6 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Maximize Spell
Enhancement: Improved Heal I
Enhancement: Improved Heal II
Enhancement: Cleric Improved Spell Penetration I
Level 7 (Cleric)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Radiant Servant I
Level 8 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Racial Toughness II
Enhancement: Cleric Prayer of Smiting II
Level 9 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Quicken Spell
Enhancement: Cleric Life Magic III
Level 10 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Level 11 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Smiting III
Enhancement: Cleric Charisma I
Enhancement: Cleric Charisma II
Level 12 (Cleric)
Ability Raise: WIS
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Empower Spell
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Improved Turning II
Level 13 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Radiant Servant II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Incredible Life I
Level 14 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Life Magic IV
Level 15 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Heighten Spell
Enhancement: Cleric Wisdom II
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)
Enhancement: Cleric Wisdom III
Enhancement: Cleric Wand and Scroll Mastery II
Level 18 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Feat: (Selected) Spell Focus: Evocation
Enhancement: Cleric Smiting IV
Level 19 (Cleric)
Skill: Balance (+0.5)
Skill: Concentration (+1)
Skill: Jump (+0.5)
Enhancement: Cleric Wand and Scroll Mastery III
Level 20 (Cleric)
Ability Raise: WIS
Skill: Balance (+1)
Skill: Concentration (+1)
Enhancement: Cleric Divine Intervention
Enhancement: Cleric Prayer of Smiting III
Gear Setup
Helmet - Epic Chainmail Coif/Epic Mask of Comedy for Soloing
Necklace - Epic Torc
Trinket - Litany
Cloak - Epic Envenomed Cloak
Belt - Epic Belt of the Mroranon
Ring 1. Telvi's Touch with +2 Exceptional Wis
Ring 2. Gnawed Ring with +2 Exceptional Con
Gloves - Epic Charged Gauntlets
Boots - Epic Boots of Corrosion
Bracers - Shroud Lightning Guard/HP
Armor - Epic Demon Scale Armor/Phoenix Regalia for Soloing
Goggles - Shroud Conc Opp/SP
Weapon - Upgraded Staff of the Petitioner
Wisdom
30 Base
+6 Item
+1 Exceptional
+2 Exceptional
+1 Litany
+2 Ship Buffs
= 42 Wisdom (potentially 46 with Yugo and DDO store pots)
Hitpoints
322 base
+45 Shroud HP item
+80 Constitution item (Epic envenomed + Litany)
+20 Exceptional Constitution item
+30 Greater False Life
+20 Toughness
+10 Draconic Vitality
+20 Ship Buff
= 547 Hitpoints
Spell DCs
10 Base
+ 9 Spell Level
+ 16 Wisdom
+ 1 Wizard Active Past Life Feat
+ 2 Item (for Necromancy, Evocation and Enchantment)
= 38 DC for most spells
Conjuration has DC 40, due to two cleric past lives
Evocation has DC 40, due to one sorcerer past life and the spell focus evocation feat
Spell Penetration
20 Base
+2 Wizard Past Life
+1 Favored Soul Past Life
+3 Item
+1 Enhancement
= 27 Spell Penetration
Not really a supreme amount, but enough for most evil outsiders. For drow, you might as well forget about it.