Results 1 to 20 of 20

Thread: Trapper Cleric

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Community Member
    Join Date
    Dec 2006
    Posts
    40

    Default Trapper Cleric

    I’m getting ready for a cleric life, but didn’t want to give up trapping. I usually rely on repeating crossbows, so I decided to try out great crossbows as an additional change of pace. The rogue enhancements seem stronger than the artificer enhancements for a great crossbow build, so I decided to splash rogue for trapping skills.

    I considered 1 level of rogue just for trapping skills, 2 levels of rogue for evasion, and 5 levels of rogue to unlock tier 5 enhancements. I decided to build for 5 levels of rogue. That way I’ll be able to swap between rogue and cleric tier 5 enhancements if I want to.

    I focused on keeping disable device, open lock, search, and spot maximized. After that, I prioritized heal and UMD, which I was also able to maximize. And after that, I focused on jump, which I got to 15. The first level of rogue gave me some extra skill points which I spread out amongst bluff, balance, hide, move silently, tumble, and concentration.
    I know some people like to minimize the points in spot and open lock, but I like being able to see stealthed mobs and unlock stuff.

    For enhancements, I started off with Arbalester and Lacerating Shots from Mechanic to give the great crossbow a little kick. Then I focused on Harper Agent to get Strategic Combat I and II. Then I focused on Radiant Servant for Positive Energy Burst and Endless Turning. And finally, I focused on the Mechanic enhancements to buff the effectiveness of my great crossbow.
    After I had the enhancements in order, I rearranged my class order so that I took the Rogue levels when I was ready to select from the next tier of Mechanic enhancements.

    I made an attempt at reasonable spell selections, but figure I can swap those around easily enough. Except for Blade Barrier, I mostly focused on healing and buffing.

    For feats, I took Empower Healing Spell and Quicken for the Positive Energy Burst, and focused the rest on ranged damage. I’m missing Empower and Maximize. I guess I can swap those in if the healing seems too weak. I’m thinking Precision would be one of the feats I might swap out.

    Feedback is welcome and appreciated. Thanks.

    New Build
    15/5 Cleric/Rogue
    True Neutral Drow


    Level Order

    1. Rogue . . . . . 6. Cleric. . . . .11. Rogue. . . . . 16. Cleric
    2. Cleric . . . . .7. Cleric . . . . 12. Rogue . . . . .17. Rogue
    3. Cleric . . . . .8. Cleric . . . . 13. Cleric . . . . 18. Cleric
    4. Cleric . . . . .9. Cleric . . . . 14. Rogue . . . . .19. Cleric
    5. Cleric . . . . 10. Cleric . . . . 15. Cleric . . . . 20. Cleric



    Stats
    . . . . . . . .30pt. . .32pt . . Tome . . Level Up
    . . . . . . . .----. . .---- . . ---- . . --------
    Strength. . . . 10 . . . .8. . . .+7. . . .4: INT
    Dexterity . . . 16 . . . 16. . . .+7. . . .8: INT
    Constitution. . .8 . . . .6. . . .+7. . . 12: INT
    Intelligence. . 18 . . . 20. . . .+7. . . 16: INT
    Wisdom. . . . . 16 . . . 16. . . .+7. . . 20: INT
    Charisma. . . . 10 . . . 10. . . .+7. . . 24: INT
    . . . . . . . . . . . . . . . . . . . . . 28: INT


    Skills
    . . . . . R .C .C .C .C .C .C .C .C .C .R. R .C .R. C. C. R .C .C .C
    . . . . . 1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Heal. . . 2 . . . . . . . . . .1 .1 .1 .5. 5 .1 .1. 1. 1. . .1 .1 .2 .23
    Disable . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1 .1. 1. 1. 1 .1 .1 .1 .23
    Open Lo . 4 .½ .½ .1 .1 .1 .1 .1 .1 .1 .2. 1 .1 .1. 1. 1. 1 .1 .1 .1 .23
    Search. . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1 .1. 1. 1. 1 .1 .1 .1 .23
    Spot. . . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1 .1. 1. 1. 1 .1 .1 .1 .23
    UMD . . . 4 . . . . . . . . . . . . . . . .2. ½ 10. ½. 1. 2 .1 .1 .1 .23
    Jump. . . 4 . . . . . . . . . . . . . . . . . . . . . . .11 . . . . . 15
    Bluff . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Balance . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Hide. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Move Si . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Tumble. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Concent . 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2
    . . . . .------------------------------------------------------------
    . . . . .52 .7 .7 .8 .8 .8 .8 .9 .9 .9 15 16 10 16 10 11 17 11 11 12



    Feats

    .1. . . . : Point Blank Shot
    .2 Deity. : Follower of: Vulkoor
    .3. . . . : Empower Healing Spell
    .6. . . . : Quicken Spell
    .7 Deity. : Child of: Vulkoor
    .9. . . . : Precise Shot
    12. . . . : Precision
    15. . . . : Improved Critical: Ranged
    18. . . . : Improved Precise Shot
    21 Epic . : Combat Archery
    24 Epic . : Overwhelming Critical
    26 Destiny: Holy Strike
    27 Epic . : Blinding Speed
    28 Destiny: Doubleshot
    29 Destiny: Deific Warding
    30 Epic . : Watchful Eye
    30 Legend : Scion of: Ethereal Plane


    Spells

    Cleric
    1. Cure Light Wounds, Nightshield, Remove Fear, Divine Favor, Obscuring Mist, Protection from Evil
    2. Cure Moderate Wounds, Lesser Restoration, Resist Energy, Aid, Remove Paralysis, Soundburst
    3. Cure Serious Wounds, Prayer, Magic Circle Against Evil, Protection from Energy, Mass Aid, Blindness
    4. Cure Critical Wounds, Death Ward, Freedom of Movement, Restoration, Recitation, Divine Power
    5. Mass Cure Light Wounds, Protection from Elements, Raise Dead, True Seeing, Stalwart Pact, Spell Resistance
    6. Mass Cure Moderate Wounds, Blade Barrier, Heal, Heroes' Feast, Word of Recall
    7. Mass Cure Serious Wounds, Greater Restoration, Resurrection, Mass Protection from Elements
    8. Mass Cure Critical Wounds, Death Pact, Holy Aura


    Enhancements (80 AP)

    Mechanic (44 AP)
    • Arbalester, Tanglefoot
      1. Sharpshooter, Lacerating Shots III, Mechanics III, Awareness III
      2. Sharpshooter, Improved Traps I, Skill Boost III
      3. Sharpshooter, Intelligence
      4. Sharpshooter, Fletching III, Leg Shot, Intelligence
      5. Sharpshooter, Rapid Fire III, Time Bomb III, Sniper, Mechanical Reloader

    Radiant Servant (23 AP)
    • Healing Domain, Pacifism, Positive Energy Burst, Improved Empower Healing
      1. Extra Turning III, Wand Mastery III
      2. Improved Turning III, Efficient Empower Healing III
      3. Unyielding Sovereignty
      4. Endless Turning I

    Harper Agent (13 AP)
    • Agent of Good I
      1. Harper Enchantment, Strategic Combat, Awareness III
      2. Know the Angles III
      3. Strategic Combat

    Leveling Guide
    1. Mec0 Arbalester; Mec1 Lacerating Shots I, II, III
    2. Hrp0 Agent of Good I; Hrp1 Strategic Combat; Hrp1 Awareness I
    3. Hrp1 Harper Enchantment; Hrp1 Awareness II, III
    4. Hrp2 Know the Angles I, II; Hrp3 Strategic Combat
    5. Rad0 Healing Domain; Rad1 Extra Turning I, II, III
    6. Rad1 Wand Mastery I; Rad0 Pacifism; Rad2 Improved Turning I, II
    7. Rad2 Improved Turning III; Rad2 Efficient Empower Healing I; Rad0 Positive Energy Burst
    8. Rad2 Efficient Empower Healing II; Rad3 Unyielding Sovereignty
    9. Rad2 Efficient Empower Healing III; Rad1 Wand Mastery II, III
    10. Rad4 Endless Turning I; Mec1 Sharpshooter
    11. Mec2 Sharpshooter; Mec1 Mechanics I, II
    12. Mec3 Sharpshooter; Mec3 Intelligence
    13. Mec1 Mechanics III; Mec1 Awareness I, II, III
    14. Mec0 Tanglefoot; Mec2 Improved Traps I; Mec4 Leg Shot
    15. Mec4 Intelligence; Mec4 Sharpshooter
    16. Mec4 Fletching I, II, III; Mec2 Skill Boost I
    17. Mec5 Sniper; Mec5 Mechanical Reloader
    18. Mec5 Sharpshooter; Mec5 Rapid Fire I, II
    19. Mec5 Rapid Fire III; Rad0 Improved Empower Healing; Hrp2 Know the Angles III; Mec5 Time Bomb I
    20. Mec5 Time Bomb II, III; Mec2 Skill Boost II, III

  2. #2

    Default

    For skills, on your cleric levels I would take heal instead of open lock, then play catch up during rogue levels with open lock instead of heal. That doubles all those points since it switches from cross-class to native skills both ways.

    With all the extra skill points you could probably max Jump while still keeping all your other skills maxed too.

  3. #3
    Community Member
    Join Date
    Dec 2006
    Posts
    40

    Default

    Quote Originally Posted by EllisDee37 View Post
    For skills, on your cleric levels I would take heal instead of open lock, then play catch up during rogue levels with open lock instead of heal. That doubles all those points since it switches from cross-class to native skills both ways.

    With all the extra skill points you could probably max Jump while still keeping all your other skills maxed too.
    Wow. I didn't think it would make that much difference.

    Open Lock lags behind until level 11 without monkeying around with the class levels, and taking the last three levels as a cleric limits the skill point pool for playing catch up. I don't think I'd trade delaying my enhancement selections for being able to top off a few more skills, however. That brings Jump to 20 and Balance up to 15. Wow. Thanks.

    Skills
    . . . . . R .C .C .C .C .C .C .C .C .C .R. R .C .R. C. C. R .C .C .C
    . . . . . 1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19 20
    . . . . .------------------------------------------------------------
    Heal. . . 2 .1 .1 .2 .2 .1 .1 .1 .1 .1 . . . .2 . . 2. 2. . .1 .1 .2 .23
    Disable . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1 .1. 1. 1. 1 .1 .1 .1 .23
    Open Lo . 4 . . . . . . . . . . . . . .10 .1. 1. 1 .1 .1 .1. 1. 1. 1. 23
    Search. . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1 .1. 1. 1. 1 .1 .1 .1 .23
    Spot. . . 4 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1. 1 .1 .1. 1. 1. 1 .1 .1 .1 .23
    UMD . . . 4 . . . . . . . . . . . . . . 2 .2. . .9. . . . 3 .1 .1 .1 .23
    Jump. . . 4 . . . . . . .½ .½ .1 .1 .1 . . 7 . . 2 . . . .3. . . . . .20
    Balance . 4 . . . . . . . . . . . . . . . .3. . .1. . . . 7 . . . . . 15
    Bluff . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Hide. . . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Move Si . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Tumble. . 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
    Concent . 2 . . . . . . . . . . . . . . . . . . . . . .1 . . . . . . . 3
    . . . . .------------------------------------------------------------
    . . . . .52 .7 .7 .8 .8 .8 .8 .9 .9 .9 15 16 10 16 10 11 17 11 11 12

  4. #4
    Community Member C-Dog's Avatar
    Join Date
    Dec 2011
    Posts
    6,538

    Default

    I'd bump the 2nd level of Rogue to Lvl 9 (or even 7?). I know it delays some good spells by -1 char Lvl, but this character seems like ranged first, caster second, and I think you'll find even more skill points in there. And Mech II +2 to damage, plus a +6 skill boost for DD, more than makes up for that. (And if going w/ Light Armour, Evasion starts to be really useful about Lvl 5 quests, so the sooner the better there imo.)

    I'd also hold off on Lacerating Shot and focus on Harper right out of the gate (okay, ~maybe~ after 1 AP for Arbalester). LS scales w/ 200 ranged power, but Int to damage + KtA by the end of Level 4 is just money. (And, speaking just for myself, I find it hard to rely on that "bleed over time" thing, too. Spreading out the love and relying on that to take an enemy down is an art I have not mastered.)

  5. #5
    Community Member
    Join Date
    Dec 2006
    Posts
    40

    Default

    Quote Originally Posted by C-Dog View Post
    I'd bump the 2nd level of Rogue to Lvl 9 (or even 7?). I know it delays some good spells by -1 char Lvl, but this character seems like ranged first, caster second, and I think you'll find even more skill points in there. And Mech II +2 to damage, plus a +6 skill boost for DD, more than makes up for that. (And if going w/ Light Armour, Evasion starts to be really useful about Lvl 5 quests, so the sooner the better there imo.)

    I'd also hold off on Lacerating Shot and focus on Harper right out of the gate (okay, ~maybe~ after 1 AP for Arbalester). LS scales w/ 200 ranged power, but Int to damage + KtA by the end of Level 4 is just money. (And, speaking just for myself, I find it hard to rely on that "bleed over time" thing, too. Spreading out the love and relying on that to take an enemy down is an art I have not mastered.)
    I tried moving the Rogue level to 7, and then realized that would delay Positive Energy Burst by a level, so I think I'd rather not do that. I'll try moving it to level 9 or 8 later today since gaining Evasion earlier is a good idea. For what it's worth, I didn't find any extra skill points. That could be because the max points per skill is lower at the earlier class level. I'll redo the skills when I try moving the Rogue level to make sure I'm not allocating them inefficiently again.

    I appreciate the comparison between Lacerating Shots and Know the Angles. I'll reset my enhancements to try them both.

    I couldn't really fit in the Skill Boost until later levels. If I stick with picking up Positive Energy Burst at level 7, I can get the full Skill Boost by level 10, but that means delaying Endless Turning. I guess I can reset my enhancements here, too, depending on whether the trapping skills need boosting vs. how much I'm relying on PEB being regenerated. Picking up the Harper Agent skills first, the earliest I could get the full Skill Boost is level 7, so taking it early and then resetting the enhancements to pick up PEB doesn't seem feasible.

    Thanks for the feedback.

  6. #6
    Build Constructionist unbongwah's Avatar
    Join Date
    Aug 2009
    Posts
    19,465

    Default

    This is a feat-starved build and you forgot Rapid Reload, so I definitely recommend human instead of drow. Also dump-stating CON is...ill-advised. If anything you should dump-stat WIS; this isn't a DC-centric caster build and between tome+gear you can hit WIS 18 for lvl 8 spells easily enough. I'm also thinking Olladra is a better deity choice, just for the Luck bonus to stats from the lvl 6 ability.

    If possible I would move up rogue lvls so you hit rog 5 by lvl 12; you really want your T5 Mechanic abilities ASAP, particularly if you plan to use gt xbows. I was thinking rog 1, cleric 1-7, rog 2-5, cleric 8-15; that lets you get Radiant Burst & lvl 4 spells ASAP while getting T5 Mechanic at lvl 12. That might mess up your skill pts, but it's not like you really need 11 extra ranks of Jump, do you?

    I don't think it's worth spending more than 13 APs in RS for burst+Unyielding Sovereignty; I also don't think Mechanic traps are worthwhile on a MCed build like this, because DCs are based on # of rog lvls as well as INT. So that would free a bunch of APs you could spend in Harper (Versatile Adept for moar RP), Assassin (extra SAs, Venomed Blades), or racial tree (heal amp if you switch to human).

    Finally if you're willing to do some equipment farming before TRing, I would definitely try to acquire a Leverage and Divine Artillery.
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  7. #7
    Community Member C-Dog's Avatar
    Join Date
    Dec 2011
    Posts
    6,538

    Default

    I didn't even notice the 8 Con. Now that I think about it, in the back of my mind I had been wondering how he found the skill points so easily.

    Yeah - in a typical effort along these lines, the "Trapper" part would have to get along on Search + Disable Device at full, make due with 4 levels of Open Lock + Gear, and let all else lapse (with UMD on the short list, if at all). For vet players who know approx where to start looking for the traps in the first place.

    Quote Originally Posted by khattiya View Post
    ...For what it's worth, I didn't find any extra skill points. That could be because the max points per skill is lower at the earlier class level. I'll redo the skills when I try moving the Rogue level to make sure I'm not allocating them inefficiently again...
    The trick, as Ellis demonstrated, is to abandon the whole dedication to "all skills must be kept at max!". Let x-class skills lapse, focus on in-class skills while the points are worth more there, then "play catch up" at Rogue levels. Same w/ starting skills - maybe look at NOT putting Rogue skills into Heal, and taking 4 in something else (or, if less Int, not at all, ahem).

    Of course, if you take Ung's suggestion of early Rogue Levels, nm.

  8. #8
    Community Member tsteigner's Avatar
    Join Date
    Jun 2010
    Posts
    99

    Default

    Quote Originally Posted by khattiya View Post
    I’m getting ready for a cleric life, but didn’t want to give up trapping. I usually rely on repeating crossbows, so I decided to try out great crossbows as an additional change of pace. The rogue enhancements seem stronger than the artificer enhancements for a great crossbow build, so I decided to splash rogue for trapping skills.

    I considered 1 level of rogue just for trapping skills, 2 levels of rogue for evasion, and 5 levels of rogue to unlock tier 5 enhancements. I decided to build for 5 levels of rogue. That way I’ll be able to swap between rogue and cleric tier 5 enhancements if I want to.

    I focused on keeping disable device, open lock, search, and spot maximized. After that, I prioritized heal and UMD, which I was also able to maximize. And after that, I focused on jump, which I got to 15. The first level of rogue gave me some extra skill points which I spread out amongst bluff, balance, hide, move silently, tumble, and concentration.
    I know some people like to minimize the points in spot and open lock, but I like being able to see stealthed mobs and unlock stuff.

    For enhancements, I started off with Arbalester and Lacerating Shots from Mechanic to give the great crossbow a little kick. Then I focused on Harper Agent to get Strategic Combat I and II. Then I focused on Radiant Servant for Positive Energy Burst and Endless Turning. And finally, I focused on the Mechanic enhancements to buff the effectiveness of my great crossbow.
    After I had the enhancements in order, I rearranged my class order so that I took the Rogue levels when I was ready to select from the next tier of Mechanic enhancements.

    I made an attempt at reasonable spell selections, but figure I can swap those around easily enough. Except for Blade Barrier, I mostly focused on healing and buffing.

    For feats, I took Empower Healing Spell and Quicken for the Positive Energy Burst, and focused the rest on ranged damage. I’m missing Empower and Maximize. I guess I can swap those in if the healing seems too weak. I’m thinking Precision would be one of the feats I might swap out.

    Feedback is welcome and appreciated. Thanks.
    i personally if you just want to hit 20 would go a bit different
    lvl 1 - rogue lvl 11 clr, then lvl 2-5 rogue and the rest in clr/rogue / whatever
    reason is even if you dump stat wis, you will most likely be waaaaayyyy faster in lvling with using a maximized bladebarrier, which you will get @lvl 12 with this combo

    also swap out empower healing for maximize then (both work with burst iirc )
    i would also try to squeeze in empower until around lvl 18 and at lvl 18 switch over to rogue mechanic

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload