View Full Version : Divine Trio Build Advice

08-06-2007, 12:50 PM
I decided to lvl up a new ranger/cleric/pally but I have hit lvl 7 now and not sure which class I should continue to dip into,
I progress ranger1-2, cleric3, andpally 4-6, I only have a 14 CHA but I have a 20 dex and wis, I was leaning towards another level of ranger, thoughts?

08-06-2007, 01:02 PM
Wow, what a mix. So two levels of ranger, one of cleric, and 2 of paladin? Get to paladin 3rd at least, since you already have 2 levels of it.
But what are you trying for such a crazy build?

08-06-2007, 04:22 PM
It is a crazy build but it does have its strengths and advantages if planned right with the right feats, skills and gear.
I would say:
Ranger 2: Gets you bow strength for a great ranged asset; rapid shot to shoot bows a lot quicker and make you more effective in kiting mobs; two weapon fighting for those areas where you get some nice paired weapons (2 giant stalker knives together for giants, 2 cold/cold burst weapons for fire giants, fire elementals, etc). You get good BAB and reflex saves.
Paladin 3: Gets you the aura of good for betters saves and AC; smite evil for more damage on a single evil mob or boss; Divine grace for your CHA bonus to all your saving throws (real nice); Lay on hands (very nice instant healing, can improve to 2x/rest with enhancements, good for hitting hard undead mobs); immunity to disease and fear (immune to fear is very handy!), aura of courage improves saves vs. fear to allies around you. You get good BAB and fortitude saves.
Cleric 7: 7th level gives you access to some very important spells: Diving Power which gives you a +6 STR increase and turns into a Fighter of equal character level; Restoration to cure all stat damage and level drain damage; Freedom of movement which can prevent you from being Held; Death Ward for immunity to death spells and effects, energy drain, and negative energy effects. There are others but these play a BIG part in general questing. These spells can be improved with Extend Spell. Gets you full access to all cure wands in the game without penalty. Use of Raise Dead scrolls.

So a 2 Ranger/3 Paladin/7 Cleric path can be a divine warrior build of sorts to cover pretty much all the bases of ranged and melee combat with excellent healing abilities, self-buffs and curative power. Makes it a very viable solo build. I looked at it as a level 12 build with probably some extra paladin levels for more spells, mana and fighting power.

08-06-2007, 05:55 PM
You might as well go up to cleric 9 then, and get Raise Dead. Heh.

08-06-2007, 06:28 PM
ah, looks like there is some confusion but it still was ontopic, I am currently Ranger2/Cleric1/Pally 3, with your suggestions I will probably continue on cleric path for good heals plus length on SOF and Divine Favor, I may continue down ranger though for Improved TWF, Evasion and favored enemies. Also if you were wondering It is a halfling build with +2 Mith FP and a +2 Holy Falchion of Pure Good RR Halfing ;)

08-06-2007, 06:33 PM
No need to go cleric nine because you can make a caster lvl check on a scroll and use raise dead scrolls without touching UMD. But my Bard/Rogue/Ranger sits at a 40 umd and can cast all those, and have "loh" IE heal scrolls at wil. Run through traps, displaces, blurs, hastes, facinates, hold monsters, suggests, charms, etc etc also can range and dual wield.