Walks in the Dark Lightly
Monk 9/Cleric 26/ShadowDancer 5
Human, Any Lawful Alignment

PvE 3-40

Yar Stardawg's Shadow Cleric is iconic: Click Here

I think it needed to be tweaked and put through the rigors of the new build format because this is a really sweet build.

S: 8
D: 16 to 26
C: 12
W: 16 to 20
I: 14
CH: 8

You can play around with the four points I allocated 4/2 into Wisdom. Build to taste.

1 Monk 1 Dodge, Mobility
2 cleric 1 Magic and Trickery domain
3 cleric 2 Weapon Finesse
4 cleric 3 WIS 17
5 cleric 4
6 cleric 5 Extend spell
7 monk 2
8 cleric 6 WIS 18
9 cleric 7 Silent spell
10 cleric 8
11 cleric 9
12 monk 3 WF Kama DEX 17
13 cleric 10
14 cleric 11
15 cleric 12 Maximized Spell
16 cleric 13 DEX 18
17 monk 4
18 cleric 14 Empowered Spell
19 cleric 15
20 cleric 16 DEX 19
21 cleric 17 EWF Kama
22 shadowdancer 1
23 cleric 18
24 cleric 19 Armor Skin Dex 20
25 cleric 20
26 shadowdancer 2
27 monk 5 Great Dex II 21
28 shadowdancer 3 Dex 22
29 shadowdancer 4
30 shadowdancer 5 Great Dex III 23 [Defensive Roll]
31 monk 6 [IKD]
32 monk 7 Dex 24
33 cleric 21 Epic Prowess
34 cleric 22
35 cleric 23 Great Wis 19
36 cleric 24 Epic Fortitude; Dex 25
37 monk 8
38 cleric 25
39 monk 9 [Imp. Evasion] Epic Dodge
40 cleric 26 GrWis 20 Dex 26

Yes, you don't get to cast Level 9 cleric spells until Level 35.

AB: 25 base + 8 dex + 3 EWF + 1 EP = 37 + 5 GMW + 6 Dex Equipped = 48 + 5 Divine Favor + 1 Bless + 1 Aid = 55 + 2 Battletide + 3 Divine Power = 60

AC: 10 base + 8 dex + 1 dodge + 2 armor skin + 8 tumble + 1 monk + 5 wisdom = 35 + 20 (+5 gear) = 55 + 12 (Wis and Dex Equip) = 67 + 4 Haste = 71 + 1 Mage Armor = 72

HP: 440 MAX

Skills: 262 to allocate

Listen: 42
Tumble 40
Spellcraft 43
Concentration 43
Hide 43
M/S 43
o/l 2/1
disable 2/1
set 2/1

Fort base/spcraft: 29/38
Dex base/spcraft: 27/36
Will base/spcraft: 29/38
_________________
We shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills; we shall never surrender - Winston Churchill

Edited By Ithacan on 04/25/06 23:14

Does charisma give you anything at all? maybe a little more STR to carry stuff or to deal a little more... as well as you said, Wisdom might work.

Can't you take Armor Skin as cleric bonus feat instead of Great WIS so that you can take Epic Prowess? WIS 19 is enough to cast all spells (or 21/20 if you start with more WIS)...... net +1 AB and -1 AC.

Edited By Thaxll'ssyllia on 04/25/06 23:23

Great minds think alike. When I was building this to use War domain I thought a little charisma would be useful. I like the idea of about using the cleric feat on AS - you'd get to cast your level 9 spells earlier.

Thanks. Soooo:

24 cleric 19 Great Wis 19 Dex 20
25 cleric 20
26 shadowdancer 2
27 monk 5 Great Dex II 21
28 shadowdancer 3 Dex 22
29 shadowdancer 4
30 shadowdancer 5 Great Dex III 23 [Defensive Roll]
31 monk 6 [IKD]
32 monk 7 Dex 24
33 cleric 21 Epic Prowess
34 cleric 22
35 cleric 23 Armor Skin
36 cleric 24 Epic Fortitude; Dex 25
37 monk 8
38 cleric 25
39 monk 9 [Imp. Evasion] Epic Dodge
40 cleric 26 GrWis 20 Dex 26

So you can cast Level 9 spells at Level 24 instead of 35. Better. actually this build looks very interesting for me.
sorry for digging out the thread, but i have a specific question about this character.

have you considered dual wielding kamas to do more damage?
since you can't use a shield at all without losing your wisdom AC bonus, you might drop some feats for the two-weapon fighting line.

these could be extend spell, i think the buffs are lasting long enough, there's no need to take all the metamagic feats, epic fortitude and epic prowess.

personally i'd go with plant instead of magic domain, i think creeping doom and bark skin are more powerful than ice storm and mage armor.

Edited By dust7 on 03/24/07 12:52

I don't think it'd be worth it to go two-handed. It would cost you 2 AB on a build that lacks any fighter class. If you are in a fight where you are only hitting on 20, you can go two-handed anyway to get the APR up. Extended Divine Favor is a great spell; extended clarity, extended negative energy protection, etc., plus empowered ice storms and still heal/harm/greater restoration. I suppose if you let go of the magic domain, you could let go of empowered spell, but giving up EP (!) to pursue the 2WF line of feats . . . seems foolhardy.

I like magic domain for the mage armor, the stoneskin, the ice storm, and the negative energy burst. If I didn't go magic, I'd go War, actually.

Cheers,

Ithacan