Playable 1 - 40 PVM & PVP quite a fun build, wonderful self and party buffs.

Quite the force in an attacking line to be wary of, even unbuffed, with an AB of 40 in mundane equipment. Damage Reduction of 12/-, not as high as I would have liked, but only so much room to squeeze everything in.

The whole concept aimed to achieve as high a DR as possible, whilst maintaining as full a list of spells and attack presence as possible.

Grimnir's build Click Here
was the closest I could find to this, and it looks a lot of fun to play as well.

This is my attempt. hope you enjoy it:

Race Dwarf
Cleric 16/ Dwarven Defender 18/ Champion of Torm 6

STATS
STR 14 (28)
DEX 12 (13)
CoN 16 (16)
WIS 15 (18)
INT 14 (14)
CHA 6 (6)

Opted for Travel and Trickery Domains in this instance because of Haste, Improved Invisibility and basic Rogue skills (Open Lock, Disable Trap).

War Domain would not be of major benefit for the following reasons:

1. Battle Mastery duration is 5 rounds +1 per CHA Modifier point. The Modifier here is -2, so the duration is exceptionally short. Also, as only 16 cleric levels taken the benefits are only +3 to Attack, Damage and so on.

2. Cat's Grace is not required as your Dex is already maxed, if you assume the dwarf is wearing full plate.

3. Aura of Vitality at level 7 (duration is short 16 Rounds/ Level or extended 32 Rounds/ Level). the benefits of this spell are lost somewhat after casting Bulls Strength, Endurance and using Defensive Stance, which you have 9 times a day.

Strength enhancing items are generally readily found.

Taking 16 Cleric Levels allows the max bonus from Greater Magic Weapon (+5 enhancement) and Darkfire (1d6+10), Magic Vestment (+5 AC to both Shield and Armor).

Either way it is up to you.

1 Cleric - Knockdown, Travel & Trickery Domains, Conc 4, Disable Trap 1, Open Lock 1,

Spellcraft 3, Tumble 2
2 Cleric - Conc 1, Search 1, Spellcraft 1
3 Cleric - Toughness, Conc 1, Spellcraft 1, Tumble 1
4 Cleric - DEX +1 (DEX=13), Conc 1, Spellcraft 1
5 Cleric - Conc 1, Spellcraft 1, Tumble 1
6 Cleric - Extend Spell, Conc 1, Spellcraft 1
7 Cleric - Conc 1, Spellcraft 1, Tumble 1
8 Cleric - STR +1 (STR=15), Conc 1, Spellcraft 1
9 Cleric - Dodge, Conc 1, Spellcraft 1, Tumble 1
10 Cleric - Conc 1, Spellcraft 1
11 DD - Discipline 11, Tumble 1
12 DD - Weapon Focus: Warhammer, STR +1 (STR=16) Conc 1, Discipline 2
13 DD - Conc 1, Discipline 1, Tumble 1
14 DD - Conc 1, Discipline 1
15 DD - Improved Critical: Warhammer, Conc 1, Discipline 1, Tumble 1
16 DD - STR +1 (STR=17), Conc 1, Discipline 1
17 DD - Conc 1, Discipline 1, Tumble 1
18 DD - Blindfight, Conc 1, Discipline 1
19 DD - Conc 1, Discipline 1, Tumble 1
20 CoT - STR +1 (STR=18), Discipline 1
21 CoT - Epic Fortitude, Great Wisdom (WIS=16), Discipline 1, Tumble 1
22 DD - Conc 3, Discipline 1
23 CoT - Discipline 1, Tumble 1
24 CoT - Epic Will, Great Wisdom (WIS=17), STR +1 (STR=19), Discipline 1
25 Cleric - Conc 3, Spellcraft 14, Tumble 1
26 Cleric - Conc 1, Spellcraft 1
27 Cleric - Great Strength (STR=20) Conc 1, Spellcraft 1, Tumble 1
28 CoT - STR +1 (STR=21), Discipline 4
29 CoT - Great Wisdom (WIS=18), Discipline 1, Tumble 1
30 Cleric - Great Strength (STR=22), Conc 3, Spellcraft 3
31 Cleric - Conc 1, Spellcraft 1, Tumble 1
32 DD - STR +1 (STR=23), Conc 1, Discipline 1
33 DD - Great Strength (STR=24), Conc 1, Discipline 1, Tumble 1
34 DD - Conc 1, Discipline 1
35 DD - Epic Weapon Focus: Warhammer, Conc 1, Discipline 1, Tumble 1
36 DD - STR +1, Great Strength (STR=26), Conc 1, Discipline 1
37 Cleric - Conc 1, Spellcraft 8
38 DD - Conc 1, Discipline 3
39 DD - Great Strength (STR=27), Conc 1, Discipline 2
40 DD - STR +1 (STR=28), Epic Prowess, Conc 2, Discipline 1, Tumble 1

AC Naked (Mundane Plate and Shield): 15 (26)
AB unbuffed +40/+35/+30/+25

Unbuffed Saves
Fort 35
Will 34
Reflex 22

Hitpoints 564
Skillpoints 174
Skills:
Concentration 43 (46)
Craft Armor 1 (3)
Discipline 43 (52)
Disable Trap 1 (3)
Open Lock 1 (2)
Search 1 (3)
Spellcraft 40 (42)
Tumble 20 (21)

Damage Reduction 12/-
Defensive Stance 9 times a day
8th Level Cleric Spells
Haste, Improved Invisbility
Bonus of 8 points to Open Lock, Search, Disable Trap before using any items.

Generally, quite a fearsome presence, now if I could only take Epic Damage Reduction I, II and II as well....

.... .... .... .... .... ....
griphook ..Added class levels to title

Edited By Grimnir77 on 05/17/09 15:28

Nice, a build I enjoy much. EDR actually had a part in my original incarnation, but you really can't hit anything. I rebuilt to the Warpriest, so AB got quite nice. Your AB is lower, your DR is lower, but you are much more cleric. I built to be better able to handle debuffing. You are stronger when buffed, and has more spells total.

It's a solid, hard to kill build. Good hp and decent DR, and the ability to hit most opponents. Topped off with nice healing abilities. Good job, of course. Nice to know my thoughts are appreciated
Just saw your adjustments, I approve!

Just started this build off. So far so good, particularly Haste and Imp Invis are available at 9th level. Makes things so much easier.

Just wondering now, but can any one tell me if Dwarven Damage Reduction applied to IGMS?

For instance in this case he is able to shrug off the first 12 points of damage from a blow. Logic would tend to indicate that a Maxed IGMS would land 0 points of damage on this build.

Anyone? Apologies, just realised I had not listed the class breakdown in the subject title. Grip could you edit for me sometime?
Quote: Posted 10/25/05 07:47:55 (GMT) -- I...Samphus



Just wondering now, but can any one tell me if Dwarven Damage Reduction applied to IGMS?

For instance in this case he is able to shrug off the first 12 points of damage from a blow. Logic would tend to indicate that a Maxed IGMS would land 0 points of damage on this build.

Anyone?

No, sorry, IGMS does magical energy damage, and not physical damage. get an item giving DR magical energy -/5 f.ex. and it will reduce each missile by 5 points, making damage much less. Hey, Nice build, alot of variety, just a question, in the server im playing you can get items with damage reduction.. Would that stack with your natural damage reduction or damage reduction feats?
Quote: Posted 10/25/05 11:08:12 (GMT) -- Grimnir77

No, sorry, IGMS does magical energy damage, and not physical damage. get an item giving DR magical energy -/5 f.ex. and it will reduce each missile by 5 points, making damage much less.

Typical. *grumbles*
Quote: Posted 10/25/05 12:14:21 (GMT) -- New_Wonders

Hey, Nice build, alot of variety, just a question, in the server im playing you can get items with damage reduction.. Would that stack with your natural damage reduction or damage reduction feats?

Not entirely sure. But in the case of specific damage types, eg. Magic it would be treated separately. Need someone wiser than I for more info on that. DR from different sources does not stack. The higher one that applies is used.

So this build has 15/- DR. Let's you had a 20/+1 slashing resist item and a 10/+5 piercing resist item.

If you're hit by a +1 slashing weapon the 20/+1 DR would be used because it applies to that weapon and is higher than your 15/- DR. If you were hit by a +2 or better weapon, the 15/- would still have applied.

But if you're hit by any piercing weapon, your 15/- DR will apply because it's better than your piercing DR item (which you might as well throw away).

If you got an item of 5/- general DR that applied to all physical attacks, it wouldn't add to your 15/- and make 20/-. The 15/- would override it and you might as well throw out the 5/- item too.

In short if a physical DR item isn't for more than 15 points, it's useless to you in this build.
_________________
Experience is the mother of good judgement; bad judgement is the father of experience.
Quote: Posted 10/25/05 12:58:20 (GMT) -- Xylophone

DR from different sources does not stack. The higher one that applies is used.

So this build has 15/- DR. Let's you had a 20/+1 slashing resist item and a 10/+5 piercing resist item.

If you're hit by a +1 slashing weapon the 20/+1 DR would be used because it applies to that weapon and is higher than your 15/- DR. If you were hit by a +2 or better weapon, the 15/- would still have applied.

But if you're hit by any piercing weapon, your 15/- DR will apply because it's better than your piercing DR item (which you might as well throw away).

If you got an item of 5/- general DR that applied to all physical attacks, it wouldn't add to your 15/- and make 20/-. The 15/- would override it and you might as well throw out the 5/- item too.

In short if a physical DR item isn't for more than 15 points, it's useless to you in this build.

You are lying, and very much so.
I have played this build a lot (my warpriest), and it stacks. If you have an item giving Piercing resistance 20 (greater archer belt from the OC f.ex.) it stacks just fine with your DD and EDR and Barbarian reduction. Damage immunity, which is given in % is applies first, and then your DR. If you have an item giving DR something it doesn't stack. F.ex. +6/20 resistance. They have the exact same name. But if you have an armor giving DR piercing -/5, DR Blunt -/5 and DR Slashing -/5, they will stack. If you have that and is shifted to Risen lord, it removes first 50% of the slashing damage, then 5 points (armor), then 12 points(DD DR in this here build).

Everything I say here comes from first hand experience.
Someone might be able to explain it much better.

edit: Oh, and 20/+1 does not protect against +1 weapons. Only LOWER than +1.

Edited By Grimnir77 on 10/25/05 17:51

I could have sworn that my DR items didn't stack with each other or my feats when I've tried it.

Immunity % and DR stack, but not DR 10/- from a ring and DR 10/+5 from boots, for example
_________________
Experience is the mother of good judgement; bad judgement is the father of experience. *looks hopeful*

Guess I will have to investigate this further to find out for myself.

Have to say this is a lot of fun to play, either in party or solo. Thanks to the early cleric levels it can handle quite a lot of encounters pretty comfortably.

Looking for improvements to it, but for now I can't find any. Listen. Your feats is damage REDUCTION, as are often the belts, abilities and such. Items giving Damage RESISTANCE slashing -/20 stacks just fine. Like the Greater Swordsmans belt. Two items doesn't, but an item and a feat, yes. Of coursel. Or you would be wasting a whole lot of feats and build, over what others can have in 1 belt. Not sure if this thread is even active anymore, but what weapon would you use, to you get DD? This is an excellent build.

Edited By sc00ter1821 on 02/11/08 17:16

lvl 12 indicates WF Warhammer.

And it's for qualifying for CoT, not DD. Looks like a very nice build. Cleric DD's are always pretty tough to kill. I've seen this level split before, but with monk 6 instead of CoT 6, and it seems to work really well. It'd be a little feat starved, compared to your build, though.