Bard/Cleric/Red Dragon Disciple – Human (any non-lawful)
Playable 1-40 PvM

Starting Stats:

S: 15 +8 RDD + 7 = 30
D: 12
C: 10 +2 RDD= 12
I: 14 +2 RDD = 16
W: 14 + 5= 19
CH: 12 +2 RDD = 14


1 ) Bard 1: Martial; Extra Music
2 ) Cleric 1
3 ) Cleric 2 WF GSword
4 ) Cleric 3 (STR 16)
5 ) Cleric 4
6 ) Cleric 5: Power Attack
7 ) RDD 1
8 ) RDD 2 (STR17) [RDD STR:19]
9 ) Bard 2: Cleave
10) Cleric 6
11) RDD 3:
12) RDD 4: Imp. Crit (STR20) [RDD STR:22]
13) Cleric 7
14) Bard 3
15) RDD 5: Extend Spell
16) RDD 6 (WIS 15)
17) RDD 7 [RDD CON 14]
18) Bard 4: GrCleave
19) RDD 8
20) Cleric 8 (STR 23)
21) RDD 9 [RDD INT 16] OverCrit
22) RDD 10 [RDD STR 27 CH 14]
23) Cleric 9
24) Bard 5 DevCrit (WIS 16)
25) Cleric 10
26) Cleric 11
27) Bard 6 Great Strength I (STR 28)
28) Cleric 12 (WIS 17)
29) Cleric 13
30) Cleric 14 Epic WF
31) Cleric 15
32) Bard 7 (WIS 18)
33) Cleric 16 GrWis (WIS 19)
34) Cleric 17
35) Cleric 18
36) Cleric 19 Epic Prowess (STR 29)
37) Bard 8
38) Bard 9
39) Bard 10 Armor Skin
40) Bard 11 (STR 30)

AC 10 + 8 tumble + 4 dragon + 2 armor skin + 9 plate/dex = 33
AB: 25 + 3 EWF + 10 STR + 1 Epic Prowess = +39

Saves: Fort 24
Ref: 19
Will: 30

Skills (241):

Discipline: 43
Listen: 43
Perform: 16 (+2 ability gets 18 for 11 bard song)
Spellcraft: 42 (+3 ability gets + 9 on saves v. spells)
Tumble: 40
UMD: 43 (+2 ability gets to 45 ranks)
Lore: 8
O/L: 2/1
Disable: 2/1

Level 9 Cleric Spells.
Level 4 Bard Spells.
Level 11 Bard Song.

Edited By griphook on 09/03/05 20:33

Quote: Posted 09/01/05 16:31:28 (GMT) -- Ithacan

...

Skills (241):

Discipline: 43
Listen: 43
Perform: 16 (+2 ability gets 18 for 11 bard song)
Spellcraft: 42 (+3 ability gets + 9 on saves v. spells)
Tumble: 40
UMD: 43 (+2 ability gets to 45 ranks)
Lore: 8
O/L: 2/1
Disable: 2/1

Level 9 Cleric Spells.
Level 4 Bard Spells.
Level 11 Bard Song.

i like this build. kinda like a better cleric than the one posted on the main page. cleric spells make melee fun and easy. stronger, longer buffs are always good.

why did you take points in open lock and disable trap? disable trap with one point, i have been told, can be used to disassemble own's own traps that have been set and not used. but without the set trap skill, what is the purpose of this single point?
i assume the open lock is so that you can use lockpick kits? but then you won't get anything over +11, don't you? or is there some other use?

-c
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Et Earello Endorenna utulien.
Sinome maruvan ar Hildinyar tenn' Ambar-metta. If u have at least one rank in either open lock & or disable trap at least you are able to use the skill ...i know u may not necessarily be able to deal with many of the higher DC varieties, but it is possible to pick up items that boost your OL/DT skill so could handle so traps even with one rank...it just makes it possible and anyway I've seen a lot of traps around dungeons with DCs 18 or lower...just depends on the mod/PW...
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Grrr...hear my roar!!! Also if Trickery is 1 of the clerical domains then once a day you can briefly boost your rogue skills quite a bit
Between that and attribute and item bonuses it can be surprising what you can do with 1 in Disable Trap and Open Lock
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Teaching men a lesson in combat etiquette. And you get a skill boost from bardsong +2 so that is:
1 skill point
2 bard song
9 divine trickery
1 or 3 from attirbutes (OL is Dex, DT is Int)

So thats 13-15 without attribute buffs and items that boost skills. All of the above on the allocation of skill points to o/l and disable. One further point - if you have the skill, you can "take 20" - meaning you can open a DC 21 lock or disable a DC 21 trap without any buffing or equipment at all. It is, in effect, the best allocation per benefit available, even cross class. now i know...and knowing is half the battle!

thanks

-c
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"Perception is strong and sight weak. In strategy it is important to see distant things as if they were close and to take a distanced view of close things." - Miyamoto Musashi