Playable from level 1 - 40 ..PvM Build

This is my first cleric, I never play magic casters (I have only played one on my lifetime, and I liked it), so I decided to play a cleric, as I am not much of an experienced casting-class-player, I decided to give him enough melee presence to make him to perform the most close to a fighter even if unbuffed and, still, have good enough casting abilities.

This is what I came up with:

(I bet there are lots of builds like this one and I am sorry if it is repeated or done to death.)


Cleric(20), Fighter(10), Champion of Torm(10), Non-Evil Human

Note: He also could be Dwarf by throwing a single feat (Blind fight, empower spell, IKD... up to you), it would benefit of the Con bonus with 40 more HP or throwing those two extra ability points into dex for 1 more AC and reflex saves.

STR: 16 (30)
DEX: 8
CON: 12
WIS: 16 (20)
INT: 14
CHA: 8

01: Fighter(1): Weapon Focus: Greatsword, Power Attack, Cleave, Disable Trap(2), Discipline(4), Open Lock(2)
02: Fighter(2): Knockdown
03: Fighter(3): Blind Fight
04: Fighter(4): STR+1, Weapon Specialization: Greatsword, (STR=17)
05: Cleric(1)
06: Cleric(2): Extend Spell
07: Cleric(3): Concentration(10), Spellcraft(10), Tumble(5)
08: Champion of Torm(1): STR+1, (STR=18)
09: Champion of Torm(2): Improved Knockdown, Improved Critical: Greatsword, Discipline(5)
10: Cleric(4):
11: Cleric(5)
12: Cleric(6): STR+1, Empower Spell, (STR=19)
13: Cleric(7)
14: Cleric(8): Spellcraft(5)
15: Cleric(9): Maximize Spell
16: Cleric(10): STR+1, (STR=20)
17: Cleric(11): Concentration(10), Tumble(5)
18: Cleric(12): Great Cleave, Spellcraft 5)
19: Champion of Torm(3): Disable Trap(5), Open Lock(5)
20: Fighter(5): STR+1, (STR=21), Discipline(5)
21: Fighter(6): Epic Weapon Focus: Greatsword, Epic Weapon Specialization: Greatsword, Discipline(10)
22: Fighter(7)
23: Fighter(8): Epic Prowess
24: Fighter(9): STR+1, Great Strength I, (STR=23)
25: Champion of Torm(4): Overwhelming Critical: Greatsword
26: Champion of Torm(5)
27: Champion of Torm(6): Great Strength II, Great Wisdom I, (STR=24), (WIS=17), Tumble(5)
28: Fighter(10): STR+1, Devastating Critical: Greatsword, (STR=25), Discipline(5)
29: Champion of Torm(7): Open Lock(3)
30: Champion of Torm(8): Great Strength III, Great Wisdom II, (STR=26), (WIS=18)
31: Cleric(13): Concentration(10), Spellcraft(10)
32: Cleric(14): WIS+1, (WIS=19), Spellcraft(5)
33: Cleric(15): Great Strength IV, (STR=27)
34: Cleric(16)
35: Cleric(17)
36: Cleric(18): WIS+1, Great Strength V, (STR=28), (WIS=20)
37: Cleric(19): Concentration(10), Spellcraft(5), Tumble(5)
38: Champion of Torm(9): Discipline(5), Open Lock(1)
39: Champion of Torm(10): Great Strength VI, Armor Skin, (STR=29), Discipline(8)
40: Cleric(20): STR+1, (STR=30), Concentration(3), Spellcraft(3)


(The following information belongs to an unbuffed character)
Skills:
Concentration 43(44)
Discipline 42(52)
Spellcraft 43(45)
Tumble 20(19)

Disable Trap 9(11)
Open Lock 12(11) //Trickery will help here

Saves:
Fort: 31 (40 vs spells)
Will: 30 (39 vs spells)
Ref: 22 (31 vs spells)

Naked AC = 10(Base) -1(8 dex) +2(Armor skin) +4(tumble) = 15AC
AB: 27(Base) + 10(str) +1(WF) +2(EWF) +1(Epic Prowess) = 41AB
Damage: 2d6 +15(10str * 1.5) +2(WS) +4(EWS) = 2d6 +21
Dev.Crit. DC: 40

Max HP: 400

Preferred (for me) Domains: Trickery and Magic - Mostly for their deffensive buffs.

Other domains:
Animal: A good alternative, better summons, and cat's grace to make up your 8 AC
War: Could be good too, its special feature wont last long enough (5 - 1 rounds?) but you have it and Cats grace too.
Healing: I really like this domain, take it if you want to be more of a support character or if your server has lots of undead *grins*.
Travel: Would be useful for servers NO haste items (at all). Else I dont find it very useful.

About the spell selection... No idea, I have never played cleric, I am open to know which buffing, summoning, and offensive spells I could use on this build. I think that all possible buffs and a few healing spells. And for offensive: Harm(we all know why) and some Area spells to soften rooms.

I hope you like it. Tweaks? Spell selection advices?


griphook ..Typo corrected
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Edited By griphook on 06/23/05 19:44

The skills are a bit messed.
I try to take them 5 by 5 in order to improve readability, but I took did it wrong:

I was taking 5 Spellcraft at level 19 (CoT), move it to level 18(cleric).

Also 5 discipline at level 10(cleric), it should be at level 9 (CoT).
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Edited By fernandooa on 06/23/05 10:19

Quote: Posted 06/23/05 08:25:45 (GMT) -- fernandooa

01: Fighter(1): Weapon Focus: Greatsword, Power Attack, Cleave, Disable Trap(2), Discipline(4), Open Lock(2)
02: Fighter(2): Knockdown
03: Fighter(3): Blind Fight
04: Fighter(4): STR+1, Weapon Specialization: Greatsword, (STR=17)
05: Cleric(1)
06: Cleric(2): Extend Spell
07: Cleric(3): Concentration(10), Spellcraft(10), Tumble(5)
08: Champion of Torm(1): STR+1, (STR=18)

Try to take more CoT levels pre-epic, switch them with the later fighter levels, this will give you better saves. CoTs have a high fortitude and reflex save. Fighters only have a high fortitude.

You might want to drop empower or maximize (I suggest maximize) for toughness. You could use the extra hitpoints more than the meta-magic feat.

That should do for a start.
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Quote: Posted 06/23/05 10:14:17 (GMT) -- Mithdradates
Try to take more CoT levels pre-epic, switch them with the later fighter levels, this will give you better saves. CoTs have a high fortitude and reflex save. Fighters only have a high fortitude.

I did a test with 9CoT 1Ftr 10 cleric pre-epic, I got the following saves:
Fort: 31
Will: 29
Ref: 23

Tested with 9Cot 3Ftr 8Cleric pre-epic:
Fort: 31
Will: 29
Ref: 23

I dont know if it is the CBC spreadsheet is working bad and the saves should be much better with that level distribution, but from what the CBC is showing me I dont think it is worth making the character lose 1 epic feature (All the changes I tried to perform to test what you told me ended up with the character having, at least, 1 less epic feature.) for 1 not-so-useful pre-epic feature and a tiny boost to saves.

Quote: Posted 06/23/05 10:14:17 (GMT) -- Mithdradates
You might want to drop empower or maximize (I suggest maximize) for toughness. You could use the extra hitpoints more than the meta-magic feat.

That should do for a start.

I was in doubt between maximize and toughness. I finally though that maximized endurance would do a great make up for the lack of toughness (Good boost and last long). I'm not much of an expert with magic casters, It might be better to have toughness than Maximize Spell.

Thanks for the interest.
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Over Seven Years of High Quality RP. www.mytharria.org We offer a unique world with player based religions & governments.

Edited By fernandooa on 06/23/05 11:05