I pretty much always end up playing with buffed cleric warriors. Here's my first submitted one - I didn't see any CoT / Cl / WM combos out there, so I hope it's unique.
This character makes use of the scythe's high critical modifier combined with the weapon master's crit enhancing abilities and the clerics very buffable AB and damage to generate horrific criticals without the use of Devastating Critical (17-20 critical range without Keen weapon, max of 181-216 critical damage using only buffs of 20 rounds duration or more). Champion of Torm is used pre-epic to grab the necessary feats to reach WM and to provide a boost to the saves (both through inherent multiple good saves and Sacred Shield). CL 23 isn't the gold standard of 26 for undispellability, but it's pretty close, providing nice SR and durable buffs. War Domain provides good spells and extra ooomph with it's domain power, while the Trickery domain provides Improved Invisibility and temporary but substantial thief skills. He's not crazy powerful in a single category, but he's got a variety of tricks up his sleeves.
Well Rounded Battle Cleric - Cleric 23 / CoT 10 / WM 7 Race: Human Alignment: Any non-evil
* Blind Fighting may or may not be necessary, given true sight and invisibility purge - Silent Spell allows for much better use of high level slots and is therefore recommended.
A word on buffs - the included buffs below have a minimum duration of 20 rounds. War Domain power is not included unless noted.
HP - Max of 210 + 152 + 40 = 402, buffed max is 602.
AC - 25, max buffed is 35.
AB - +39/+34/+29/+24, max buffed without War Domain is 63/58/52/47. War Domain adds another + 6.
Max Buffed Damage is 2d4 + 19 str + 5 physical + 1 slashing + 2 magical + 5 magical, I believe all of this counts into the critical damage (buffed critical damage range 170-200), + 1d6 + 10 fire. War domain adds another + 6 damage, + 30 on a critical.
Saves Fort 29, max 37 Reflex 29, max 35 Will 28, max 35
Spells Used 1: Bless x 3, Shield of Faith x 2, Remove Fear x 1, Entropic Shield x 1 2: Extended Divine Favor x 5, Aid x2, 3: Invisibility Purge x2, Negative Energy Protection x 1, Darkfire x1, Magical Vestments x1, Prayer x2 4: Empowered Bull’s Strength x1, Empowered Endurance x1, Empowered Eagle’s Splendor x1, Empowered Owl’s Wisdom x1, Greater Magic Weapon x1, Freedom of Movement x1, Death Ward x1 5: Spell Resistance x2, True Seeing x1, Extended Divine Power x3 6: Extended Improved Invisibility x2, Harm x1, Heal x2 7: Extended Greater Sanctuary x2, Word of Faith x3 8: Extended Aura of Vitality x3, Mass Heal x2 9: Storm of Vengeance x 4, Summon Creature IX
Spells Used with Silent Spell 1-4 same 5: Spell Resistance x 3, Extended Divine Power x 3 6: Extended Improved Invisibility x2, Extended True Seeing x2, Extended Battletide x2 7: Silent Harm x2, Word of Faith x2, Greater Restoration x1 8: Extended Aura of Vitality x 3, Silent Word of Faith x2 9: Silent Mass Heal x 5
Silent Spell gives much better use out of high level slots - plus it lets you cast the Elusive Silent Word of Faith, which I like to think of as the sound of one hand clapping.
Edited By SonsofNorthWind on 03/28/06 04:14
What's the point in 25 STR/19 WIS Swap one point of STR to WIS.
Oh, and your max AB is 65, not 69. _________________ "Ever notice how wizards think all life in the Realms dances on their hands and lasts from day to day only because they work constantly to keep us all alive? How do they think we survive when they're in the bathroom?"
~ Volo
Edited By FinneousPJ on 03/28/06 13:05
Quote: Blind Fighting may or may not be necessary, given true sight and invisibility purge - Silent Spell allows for much better use of high level slots and is therefore recommended.
Blind-Fight makes you reroll against enemies with concealment and avoid penalties against invisible on melee, not to make you see them, but even if you can see the enemy (whatever you use for it), his concealment still applies.
Silent spell..... well, I've never used it, but what's the big point on it? you're spells don't make sounds, that's not such a big advantage for the higher-level slot use, still spell, extended or empowered are much better.
Blind-Fight makes you reroll against enemies with concealment and avoid penalties against invisible on melee, not to make you see them, but even if you can see the enemy (whatever you use for it), his concealment still applies.
Depends on what is causing the concealment. Invisibility Purge will cancel concealment from Imp. Invis. True Seeing will canceal concealment from Imp. Invis., Displacement, Ghostly Visage, etc. It will NOT cancel concealment from Empty Body (monks only) or Self-Conceal feats (high level dexers only).
So if you are in an environment with a lot of high level monks or a lot of dex-based characters who took SCV, then Blindfight will still be worthwhile. If all you have to worry about is spell- or item-based Imp. Invis., then access to True Seeing makes Blindfight unnnecessary.
Quote: Silent spell..... well, I've never used it, but what's the big point on it? you're spells don't make sounds, that's not such a big advantage for the higher-level slot use, still spell, extended or empowered are much better.
Well, still spell is useless for a cleric, since they can cast in armor anyway. Silent spell can be quite useful if you happen to get hit by Silence - without it, you won't be able to cast anything with a verbal component (most spells). And, like Still, it also allows you to cast a useful spell as 1 level higher, allowing more castings per day (for example, it may be worthwhile to cast Harm silenced, since you can now use 7th level slots as well as 6th for it).
What's the point in 25 STR/19 WIS Swap one point of STR to WIS.
Oh, and your max AB is 65, not 69.
Why the AB max? Engine cap?
Str 25 + 7 empowered + 4 aura gives 36 str, which is nicer. It's probably better to drop the str and take Blind Fighting AND Silent spell. Wis 20 is a minor benefit, I only grabbed 19 for 9th level spells.
Thax - look at the way I used spell levels 4-9. Would you rather have 5 storms of vengeance or 5 mass heals for your ninth (particularly with 19 wis)? And likewise on down - you can't empower or extend Harm, Word of Faith, or Heal, and being able to get the most out of these (as well as making more room for things you can empower and extend) is well worth a single feat.
As Tattoed Monk said, the silence isn't a great benefit itself, but its better than still which clerics defacto have already for their spells. If I happen to be silenced, I have a serious advantage. If I don't, I still get a great tool for my spell level manipulation toolbox.
3 Spell resistances, btw, is to reapply after getting Morded... from the epic builds wizard spellcasters seem to only take one of these, and while it's harsh to lose all your buffs it's still good to get your 35 SR back up, particularly against hybrid 20th level mage.
Exactly. _________________ "Ever notice how wizards think all life in the Realms dances on their hands and lasts from day to day only because they work constantly to keep us all alive? How do they think we survive when they're in the bathroom?"
~ Volo
Erm, more precisely, there's a +20 cap for magical bonuses to AB, be it from weapons (e.g. Greater Magic Weapon) or from buffing spells (e.g. Divine Power). However, bonuses to AB from ability score buffs (e.g. Bull's Strength) do not count towards the cap. Thus, your effective max AB is your unbuffed AB +26 (this is because you can buff your ability scores +12 max, i.e. +6 on the modifier). I hope that's clear enough _________________ "Ever notice how wizards think all life in the Realms dances on their hands and lasts from day to day only because they work constantly to keep us all alive? How do they think we survive when they're in the bathroom?"
Depends on what is causing the concealment. Invisibility Purge will cancel concealment from Imp. Invis. True Seeing will canceal concealment from Imp. Invis., Displacement, Ghostly Visage, etc. It will NOT cancel concealment from Empty Body (monks only) or Self-Conceal feats (high level dexers only).
So if you are in an environment with a lot of high level monks or a lot of dex-based characters who took SCV, then Blindfight will still be worthwhile. If all you have to worry about is spell- or item-based Imp. Invis., then access to True Seeing makes Blindfight unnnecessary.
First, true seeing doesn't cancel concealment from Imp Invis. Invis purge might, never tested.
Second, he says PvM, your answers are toward PvP, what about ethereal creatures? If it is for PvP, BF becomes even more of a necessity, or you will receive lessons hard learned. Monks have Empty body with 18 levels, and you WILL face SC'ers. BF is good, very good, even if you have true seeing. Period. _________________ I see the fear you have inside, you can run but never hide. I will hunt you down and tear you limb from limb.
I run the Pre-Epic Builders guild. Join and share your experience.
Erm, more precisely, there's a +20 cap for magical bonuses to AB, be it from weapons (e.g. Greater Magic Weapon) or from buffing spells (e.g. Divine Power). However, bonuses to AB from ability score buffs (e.g. Bull's Strength) do not count towards the cap. Thus, your effective max AB is your unbuffed AB +26 (this is because you can buff your ability scores +12 max, i.e. +6 on the modifier). I hope that's clear enough
Crystal. Thank you.
Grimnir - I think I'm dropping a point of Great Str for Blind-Fight AND Silent Spell. It doesn't hurt his unbuffed abilities and only affects his buffed abilities sometimes (ending on a even number actually makes Empower more attractive, which is nice because I like Extending Divine power and need those slots).
Silent spell..... well, I've never used it, but what's the big point on it? you're spells don't make sounds, that's not such a big advantage for the higher-level slot use, still spell, extended or empowered are much better.
Practically every Cleric spell has a verbal component, if not all. As others have stated, it allows you more versatilty in your spellbook and will be more useful than Still Spell for a WIS-based caster. _________________ It's rogue, dammit, ROGUE!!!
I missed the Power Attack bonuses for his damage, so his damage range goes to 46-60 base damage, 186 - 236 critical damage if you use PA. It's a high variable because it accounts for variable Empowered Bull's Strength options. He's still about a 10th as damaging as the Damage Adept, but he can keep it up a lot longer and is a lot more versatile.
In a pure PvP environment you should drop Cleave and grab either Improved Power Attack or ESF: Discipline, depending on the ACs and general proclivities of your environment. You'd have to shift Blind-Fight down to pre-epic for ESF.