After a few disastrous Cleric builds I made going with the flow, finally I decided it was time to actually write one down and test it before I play it. It turned out to be a great idea!:D
This girl was built to be among the last ones standing, she can hide in plain sight, has improved evasion, and if that doesn't help, she can haste and run
I am fairly new in bulding characters and I am open to criticism, coments, and improvment ideas.

Playable 1 - 40 PvM

26 Cler/ 13 Monk/ 1 SD
Human, Lawful Neutral, Domains: Travel, Trickery, Uses Sling as a Weapon

STR 10 (10)
DEX 13(14)
CON 12(12)
WIS 17(28)
INT 14(14)
CHA 8 (8)

1.Cleric, Concentration 4, Spellcraft 4, Open Lock 1, Save 10; Dodge, Mobility
2.Cleric, Concentration 1, Spellcraft 1, Save 13
3.Cleric, Concentration 1, Spellcraft 1, Save 16; Silent Spell
4.Cleric, DEX, Concentration 1, Spellcraft 1, Save 19
5.Cleric, Concentration 1, Spellcraft 1, Save 22
6.Cleric, Concentration 1, Spellcraft 1, Save 25; Spring Attack
7.Monk, Concentration 1, Hide 10, Move Silently 10, Tumble 10, Save 1
8.SD, WIS, Hide 1, Move Silently 1, Tumble 1, Save 7
9.Cleric, Concentration 2, Lore 10; Combat Casting
10.Cleric, Concentration 1, Spellcraft 4
11.Cleric, Concentration 1, Spellcraft 1,
12.Cleric, WIS, Concentration 1, Spellcraft 1, Save 6; Extend Spell
13.Cleric, Concentration 1, Spellcraft 1, Save9
14.Cleric, Concentration 1, Spellcraft 1, Save 12
15.Cleric, Concentration 1, Spellcraft 1, Save 15; Zen Archery
16.Cleric, WIS, Concentration 1, Spellcraft 1, Save 18
17.Monk, Concentration 1, Hide 9, Move Silently 9, Tumble 4, Save 2
18.Monk, Concentration 1, Hide 1, Move Silently 1, Tumble 5, Save 1; Point Blank Shot
19.Monk, Concentration 1, Hide 1, Move Silently 1, Tumble 2,
20.Monk, WIS, Concentration 1, Hide 1, Move Silently 1, Tumble 1, Save 6
21.Monk, Concentration 1, Hide 1, Move Silently 1, Tumble 1; Blind Fight
22.Monk, Concentration 1, Hide 1, Move Silently 1, Tumble 1,
23.Monk, Concentration 1, Hide 1, Move Silently 1, Tumble 1, Save 15
24.Monk, WIS, Hide 1, Move Silently 1, Tumble 1; Improved Combat Casting, Improved Evasion
25.Monk, Hide 1, Move Silently 1, Tumble 1
26.Monk, Hide 1, Move Silently 1, Tumble 1
27.Monk, Hide 1, Move Silently 1, Tumble 1; Armor Skin
28.Cleric, WIS, Concentration 4, Spellcraft 11, Lore 6, Save 15
29.Cleric, Concentration 2, Spellcraft 2
30.Cleric, Concentration 1, Spellcraft 1; Toughness
31.Cleric, Concentration 1, Spellcraft 1
32.Cleric, WIS, Concentration 1, Spellcraft 1
33.Cleric, Concentration 1, Spellcraft 1; Chose a Feat u want
34.Cleric, Concentration 1, Spellcraft 1
35.Cleric, Concentration 1, Spellcraft 1
36.Cleric, Concentration 1; Epic Spell (Hellball), Great Wisdom I
37.Monk, Concentration 1, Hide 10, Move Silently 10, Tumble 10, Lore 4
38.Cleric, Spellcraft 1, all remaining Skill Points in Open Lock
39.Cleric, all Skill Points in Open Lock; Epic Toughness
40.Cleric, WIS, Lore 5, Great Wisdom II

Final skill Points:
Concentration 41
Hide 42
Lore 27
Move Silently 42
Open Lock 12
Spellcraft 42
Tumble 42

AC (naked) 33, naked and buffed 41, naked with +5 robes, +12 WIS, +12 DEX is 49, buffed with +5 robes, +12 WIS, +12 DEX is 57, if u add AC from amulet, boots, and ring or cloak it can get up to 72 give or take.

AB with +1 sling 39/34/29 (buffed 56/51/46)
with +5 sling 43/38/29 (buffed 60/55/50)

Fortitude saves: 24 (buffed 28)
Reflex: 22 (25)
Will 32 (41)
Spell Resistance: 23 (38)


Spells that I use for buffing:

Improved Invisibility
Aura v. Alignment
Spell Resistance
Haste
Undeath’s Eternal Foe
Battletide
Divine Power
Divine Favor
Negative Energy Protection
Endurance
Bull Strength
Owl’s Wisdom
Aid, Bless, and Prayer.

If you replace the Zen Archery with Weapon Finesse, take Expertise and Improved Expertise, and use Kama instead of a sling you could get your AC above 80. However, I would not recommend that due to the low Dexterity and Strength; I use sling so I don’t have to waste a feat for a ranged weapon, and to make a use of the high wisdom. You could also replace one cleric lvl with another SD lvl to get Uncany Dodge I, and Darkvision if you want.
I put 14 inteligence as it gives me more skill points, so I was able to max the ones I realy needed and have just a litle bit left over to put in Lore and Open Lock. I also chose 13 lvls of monk because monks get spell resistance at lvl 12 which I find to be very usefull on the (PvP)server I play; the 13 lvl of monk I had to take at lvl 37 so I can max Tumble, Hide, and Move Silently.I also took the lvls in the order I did so the build can somewhat mature at lvl 27, since by my oppinion is when things start get "interesting" on the server I play.
This character is not meant to "nuke", but to be able to sneak out and heal and raise the fallen buddies, it is not an offensive character. I took the Shadow Dancer lvl purely for the HIPS, I am not worried realy about the AB since I won't be attacking most of the time, which is the reason I did not put so much in Dex, since Wis gives me more spell slots I would definately need for heals and buffs, and also took Zen Archery to make use of all that wisdom. There is also one feat left free that if you would like can use to take dex or wisdom and replace Epic Toughness with also dex or wis so u can end up with even number on the ability bonus.
The Healing and Travel domain were my original choise, but then I changed the Healing for Trickery because I took silent spell which also alows me to use spell slots from the next lvl, if I want to fill those up with heals, and because I thought it would be useful for the Party if I was able to cast Improved Invisibility.
But in my oppinion the Domains are realy a matter of personal preference, so you can pick anything u want

Dragonlady

Edited By griphook on 10/13/05 20:05

It's very difficult to read, you have posted much stats and some valid suggestions after. A little tip on writing up your build. Post your final skills, mention if some is needed as prereq, and if some are x-classed. But take the skill allocation out of the leveling guide. If you do that, you improve readability by a ton and a half. I echo those remarks 100%. I actually looked at your post but was too lazy to squint and read it at the time.

I would also suggest putting each class level on the line, like this:

1 Cleric 1 Dodge, Mobility
2 Cleric 2
3 Cleric 3 Silent Spell

Since I don't want my post to be only a complaint about the format, I'll make a suggestion to you: Take Monk 1 at character level 2. This permits you to put Tumble at 5 for 1 AC boost, as well as providing the useful monk feat Cleave.

Then sprinkle in your Monk levels every 5 levels (7, 12, 17) to bump your Tumble by 5.

Kaliban
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What I'm reading now:
The White Spider by Heinrich Harrer. I won't echo format complaints, especially because I'm guilty of the sin of never posting my ending skills too.

However... I'm not sure what your 13th monk level brings to the build, especially because you aren't taking it at level 40 for a completely maxed discipline and tumble. Given that, you might want to consider taking only 12 monk levels, and then adding a 2nd Shadowdancer level in order to get Darkvision and Uncanny Dodge.

Another thing is that some of the best cleric buffs only apply to melee weapons, and while you can use summons as tanks in this build, in practice it's hard to stay out of melee when soloing. You'd be wise to carry around a kama, even if you prefer to use ranged attacks. Divine power will make up for your low strength, so there's no need to pick weapon finesse.

I'd suggest taking your last monk level at 39 or 40, in order to max out your discipline and tumble skills.

For feats... I suggest you drop spring attack, you have tumble as a class skill. Also drop point blank shot - you can melee with your buffs. Swap Hellball for Greater Ruin. Greater Ruin goes through spell resistance, hellball doesn't.

Take the spell penetration feats with the feats that frees up - 26 caster levels +6 from epic penetration will let you overcome 32 SR with your offensive spells, letting you cast offensively with no failure against the vast majority of targets. Your save DCs with 28 wisdom will be mediocre but two great offense spells - harm and word of faith - are no-save.

Hope this helps
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Quote: Posted 10/11/05 03:11:55 (GMT) -- Grimnir77

It's very difficult to read, you have posted much stats and some valid suggestions after. A little tip on writing up your build. Post your final skills, mention if some is needed as prereq, and if some are x-classed. But take the skill allocation out of the leveling guide. If you do that, you improve readability by a ton and a half.

Sorry about that, this is my first time posting and thought that this was the easiest way to read a build. Thanks for the sugestions
Quote: Posted 10/11/05 17:12:50 (GMT) -- Xylophone

I won't echo format complaints, especially because I'm guilty of the sin of never posting my ending skills too.

However... I'm not sure what your 13th monk level brings to the build, especially because you aren't taking it at level 40 for a completely maxed discipline and tumble. Given that, you might want to consider taking only 12 monk levels, and then adding a 2nd Shadowdancer level in order to get Darkvision and Uncanny Dodge.

Another thing is that some of the best cleric buffs only apply to melee weapons, and while you can use summons as tanks in this build, in practice it's hard to stay out of melee when soloing. You'd be wise to carry around a kama, even if you prefer to use ranged attacks. Divine power will make up for your low strength, so there's no need to pick weapon finesse.

I'd suggest taking your last monk level at 39 or 40, in order to max out your discipline and tumble skills.

For feats... I suggest you drop spring attack, you have tumble as a class skill. Also drop point blank shot - you can melee with your buffs. Swap Hellball for Greater Ruin. Greater Ruin goes through spell resistance, hellball doesn't.

Take the spell penetration feats with the feats that frees up - 26 caster levels +6 from epic penetration will let you overcome 32 SR with your offensive spells, letting you cast offensively with no failure against the vast majority of targets. Your save DCs with 28 wisdom will be mediocre but two great offense spells - harm and word of faith - are no-save.

Hope this helps

Xylophone, thanks on the feedback, very usefull sugestions, especialy if you want to make this build on a server other than the one I play on (Dor Maeglin). Then you could take the 13th lvl of monk to max Tumble, Hide, and Move Silently at lvl 40. I took it at lvl 37 because it is then when I need the AC boost the most.

As for Harm and Word of Faith, they do not work the same way on Dor as they do on any other server, those and some other spells have been changed via scripts.

Also Dor is purely Party based server, soloing there in an area of your lvl is suicide. This character was built to keep the party alive by healing and rezurecting, and doing it prety fast with that monk speed while hasted She is lvl 36 there now, and does an awsome job even in the most toughest areas which is the reason why I desided to post her here:D

But as I said, for a diferent server, you could probably change few things around without hurting the build.
Thanks a lot for taking the time to review my build and to comment on it, it is greatly appreciated!

Dragonlady
Quote: I'll make a suggestion to you: Take Monk 1 at character level 2. This permits you to put Tumble at 5 for 1 AC boost, as well as providing the useful monk feat Cleave.

Well, you could take it at level 1 for 8 more skillpoints too if you're worried about them; That thing about taking rogue at first level for extra skillpoints also applies to other classes used in a build with more skillpoints because they're multiplied by 4 at the first level.
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