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Invalid_59
09-16-2007, 04:16 PM
Hiya all!
So I have a build request for you master builders out there. I’ve been thinking about this one a lot but, it’s an extremely complicated and versatile build so it’s a bit tricky.

This is what I’m looking for
-Mainly Cleric lvls to get at least lvl 5 spells
-At least 1 Rogue lvl to attain all rogue abilities (skills maxed: spot, open lock, disable trap, UMD, search)
-Skill in UMD to be able to use scrolls
-Dual-wielding (with imp. Two weapon fighting) with high dex
-Uses light or medium armor (appropriate to dex modifier)

I was thinking either 13 Cleric / 1 Rogue or 11 Cleric / 3 Rogue or 11 Cleric / 2 rogue / 1 Sorcerer (Sorc for sp increase)

Keepin in mind that I pretty much need every stat, it’s going to be tricky to allocate:
STR: Low priority…. Gives extra dmg (can use buffs to make up for it)
DEX: High priority….Provides Attack Bonus and AC
CON: Low priority…. Increases HP (can use buffs to make up for it)
INT: Moderate priority…. Needed to fill up points in rogue skills & for search DC
WIS: High priority….. Determines Cleric SP
CHA: Moderate priority…. Needed for UMD ability and turn undead ability

So for feats obviously I will need 2WF and Imp 2WF and Extend Spell (a Cleric must)
For skills I will need spot, open lock, disable trap, search, concentration, & UMD
Race is open, though I’m sure Elf or Halfling would be the best with the high dex

I’m open to other multiclassed lvls secondary to Cleric (for example, I was considering 2 lvls of ranger for the free 2WF), so please feel free to add your input for that as well.
This is a challenging one! I’m looking forward to you guys’ ideas!

Geonis
09-16-2007, 08:43 PM
Warning!!! I did include 5 +6 stat items and 3 +1 tomes in this build. If you don't have these, then you can adjust the numbers to work.



Raise capable Cleric, Endgame worthy Rogue, Extremely capable TWF, all-in-one.

Couldn/t work in everything you suggested. Just did not have room for Spot and Concentration. You don't need spot except for the first week or two after an update anyways, and if you are in combat you should be attacking, so you'll have to back out a little to start healing or let someone else get agro.

Okay, let's start with skills.


Search

17 ranks
+6 int (with +6 item)
+4 enhancements
+2 racial
+13 item
+4 GH
+1 Prayer
+2 skill boost
+5 Find Traps
_____________

+54 self-buffed



Disable Device

17 ranks
+6 int (+6 item)
+13 item
+1 enhancement
+7 tools
+4 GH
+1 Prayer
+2 skill boost
_____________

+51 self-buffed


Open Lock

13 ranks
+8 dex
+13 item
+4 GH
+1 enhancement
+1 Prayer
+2 skill boost
+7 tools
_____________

+49 self-buffed


UMD

17 ranks
+4 cha (+6 item)
+3 deleras item
+2 Heroism pot
+1 Prayer
+2 skill boost
_____________

+29 50/50 shot of casting your own GH



Combat

+14 BAB (gotta love Divine Power!)
+8 Dex (+6 item)
+2 racial enhancement
+3 Divine Favor
+3 Weapon
+4 GH
+2 Recitation
-4 TWF (dual Rapiers)
______________________

+32/+32/+32/+37/+37/+42 very nice!!! especially when you think, you can still add Haste or a higher + weapon!



Damage

Main
1d6 + 3 (str, Divine Power) + 3 (Divine Favor) + 3 (weapon) + 2 (enhancement) = 1d6 + 11

Offhand
1d6 + 1 (str, Divine Power) + 3 (Divine Favor) + 3 (weapon) + 2 (enhancement) = 1d6 + 9


And I purposely left plenty of room for damage mods on the weapons, I only used +3 weapons in the calculations.


AC

10 base
+9 +5 mith chain shirt
+8 dex, includes the item that gives armor mastery 2 (i don't think this is raid loot,if I'm wrong subtract 2 from AC numbers)
+4 SOF
+2 recitation
+3 barkskin pots
_______________

36AC Not great here, but the damage mitigation will come from Stoneskin scrolls (selfcast). Believe me this works, as the AC here is higher than my main who TWFs, and has very little trouble surviving. carry minimum100 staneskin scrolls at all times. refresh them when they run out or if there low between combats.



HPs

20 heroic whatever
72 cleric 9
18 rogue 3
10 fighter 1
42 con (+6 item)
10 agent favor
30 GFL
________________

202 HPs Not bad, not great but not bad.







General Tactics


When you get into a quest, start casting GH until you succeed. Then cast Stoneskin. When you see mobs ahead, cast Divine Power, Recitation, and Divine Favor, then kill, kill, kill!!!




Character Plan by DDO Character Planner Version 2.70
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 14 Lawful Good Drow Male
(1 Fighter \ 3 Rogue \ 10 Cleric)
Hit Points: 128
Spell Points: 605
BAB: 10\10\15\20
Fortitude: 10
Reflex: 11
Will: 13

Starting Feat/Enhancement
Base Stats Modified Stats
Abilities (Level 1) (Level 14)
Strength 9 10
Dexterity 16 20
Constitution 9 10
Intelligence 15 16
Wisdom 16 20
Charisma 12 12

Tomes Used
+1 Tome of Strength used at level 1
+1 Tome of Constitution used at level 1
+1 Tome of Intelligence used at level 1
+1 Tome of Dexterity used at level 5

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 7 9
Bluff 1 1
Concentration 0 0
Diplomacy 5 6
Disable Device 7 23
Haggle 5 5
Heal 3 5
Hide 3 5
Intimidate 1 1
Jump 4 4
Listen 3 7
Move Silently 3 5
Open Lock 7 21
Perform n/a n/a
Repair 3 3
Search 7 26
Spot 7 12
Swim 0 0
Tumble 7 9
Use Magic Device 5 18

Level 1 (Rogue)
Skill: Balance (+4)
Skill: Diplomacy (+4)
Skill: Disable Device (+4)
Skill: Haggle (+4)
Skill: Jump (+4)
Skill: Open Lock (+4)
Skill: Search (+4)
Skill: Spot (+4)
Skill: Tumble (+4)
Skill: Use Magic Device (+4)
Feat: (Selected) Nimble Fingers
Feat: (Automatic) Attack
Feat: (Automatic) Drow Spell Resistance
Feat: (Automatic) Elven Keen Senses
Feat: (Automatic) Enchantment Save Bonus
Feat: (Automatic) Exotic Weapon Proficiency: Shuriken
Feat: (Automatic) Heroic Durability
Feat: (Automatic) Immunity to Sleep
Feat: (Automatic) Light Armor Proficiency
Feat: (Automatic) Martial Weapon Proficiency: Rapier
Feat: (Automatic) Martial Weapon Proficiency: Shortsword
Feat: (Automatic) Martial Weapon Proficiency: Shortbow
Feat: (Automatic) Simple Weapon Proficiency (ALL)
Feat: (Automatic) Sneak
Feat: (Automatic) Sneak Attack
Feat: (Automatic) Spell Save Bonus (Drow)
Feat: (Automatic) Trapfinding
Feat: (Automatic) Trip

Level 2 (Cleric)
Skill: Disable Device (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Automatic) Heavy Armor Proficiency
Feat: (Automatic) Magical Training
Feat: (Automatic) Medium Armor Proficiency
Feat: (Automatic) Shield Proficiency (General)
Feat: (Automatic) Turn Undead

Level 3 (Cleric)
Skill: Disable Device (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Extend Spell
Feat: (Automatic) Defensive Fighting

Level 4 (Cleric)
Ability Raise: WIS
Skill: Disable Device (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)

Level 5 (Cleric)
Skill: Disable Device (+0.5)
Skill: Search (+1)
Skill: Use Magic Device (+1)

Level 6 (Rogue)
Skill: Disable Device (+3)
Skill: Open Lock (+5)
Skill: Search (+1)
Skill: Spot (+1)
Skill: Use Magic Device (+1)
Feat: (Selected) Two Weapon Fighting
Feat: (Automatic) Evasion (Rogue)

Level 7 (Cleric)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)

Level 8 (Cleric)
Ability Raise: WIS
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)

Level 9 (Fighter)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Fighter Bonus) Improved Two Weapon Fighting
Feat: (Selected) Weapon Finesse
Feat: (Automatic) Martial Weapon Proficiency (ALL)
Feat: (Automatic) Sunder
Feat: (Automatic) Tower Shield Proficiency

Level 10 (Cleric)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)

Level 11 (Cleric)
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)

Level 12 (Cleric)
Ability Raise: DEX
Skill: Disable Device (+1)
Skill: Search (+1)
Skill: Use Magic Device (+0.5)
Feat: (Selected) Improved Critical: Piercing Weapons

Level 13 (Cleric)
Skill: Diplomacy (+1)
Skill: Disable Device (+1)
Skill: Use Magic Device (+1)

Level 14 (Rogue)
Skill: Disable Device (+1)
Skill: Open Lock (+4)
Skill: Search (+2)
Skill: Use Magic Device (+4)
Feat: (Automatic) Trap Sense
Enhancement: Fighter Haste Boost I
Enhancement: Rogue Skill Boost I
Enhancement: Drow Melee Attack I
Enhancement: Drow Melee Attack II
Enhancement: Drow Melee Damage I
Enhancement: Drow Melee Damage II
Enhancement: Elven Dexterity I
Enhancement: Elven Perception I
Enhancement: Elven Perception II
Enhancement: Elven Perception III
Enhancement: Fighter Critical Accuracy I
Enhancement: Rogue Disable Device I
Enhancement: Rogue Open Lock I
Enhancement: Rogue Search I
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
Enhancement: Rogue Dexterity I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II

Taerdra
09-17-2007, 08:38 AM
I personally would go 9 Cleric, 3 Rogue and 2 Ranger. You're going to desperately need skill points with this type of build. Ranger 2 with +12 Skill points and 2WF for free is the easiest way to do this.

Other main issues will be HPs and getting dispelled. A melee combatant in GH with ~ 200 HPs is an unhappy camper, and you're going to be dependent on your own buffs anytime you wade into melee.

Lifespawn
09-17-2007, 05:37 PM
not the perfect build lvl 15 i'd go rogue and 16 i'd grab third pally or cleric 10
all stats are un modified so add +6 items to those needed and +3 relevant skills

add +3 to all skills with the hv boost ontop of the above posters skills and another +2 on umd because of higher cha great saves 250 or so hp's 800 or so sp's with pop 10 and a decent lay on hands of about 80 also add the spell find traps to that search i think it's +2 per 2 levels so 4 ontop of search.


Character Plan by DDO Character Planner Version 2.65
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Level 14 Lawful Good Human Male
(2 Paladin \ 3 Rogue \ 9 Cleric)
Hit Points: 144
Spell Points: 680
BAB: 10\10\15\20
Fortitude: 16
Reflex: 15
Will: 17

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 14)
Strength 10 10
Dexterity 15 18
Constitution 12 12
Intelligence 11 12
Wisdom 16 21
Charisma 13 16

Tomes Used
+1 Tome of Intelligence used at level 1
+1 Tome of Dexterity used at level 4

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 14)
Balance 6 8
Bluff 1 3
Concentration 1 10
Diplomacy 5 11
Disable Device 5 16
Haggle 1 3
Heal 3 5
Hide 2 4
Intimidate 1 3
Jump 4 4
Listen 3 5
Move Silently 2 4
Open Lock 6 13
Perform n/a n/a
Repair 1 1
Search 5 21
Spot 7 9
Swim 4 4
Tumble n/a n/a
Use Magic Device 5 17

Level 1 (Rogue)
Feat: (Selected) Skill Focus: Search
Feat: (Human Bonus) Two Weapon Fighting

Level 2 (Paladin)

Level 3 (Paladin)
Feat: (Selected) Weapon Finesse

Level 4 (Cleric)

Level 5 (Rogue)

Level 6 (Cleric)
Feat: (Selected) Extend Spell

Level 7 (Cleric)

Level 8 (Cleric)

Level 9 (Cleric)
Feat: (Selected) Improved Two Weapon Fighting

Level 10 (Cleric)

Level 11 (Cleric)

Level 12 (Cleric)
Feat: (Selected) Mental Toughness

Level 13 (Cleric)

Level 14 (Rogue)
Enhancement: Human Adaptability Charisma II
Enhancement: Human Adaptability Wisdom I
Enhancement: Human Versatility I
Enhancement: Human Versatility II
Enhancement: Human Versatility III
Enhancement: Human Versatility IV
Enhancement: Paladin Focus of Good I
Enhancement: Rogue Disable Device I
Enhancement: Rogue Open Lock I
Enhancement: Rogue Search I
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Charisma I
Enhancement: Cleric Charisma II
Enhancement: Rogue Dexterity I
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Rogue Improved Trap Sense I
Enhancement: Cleric Divine Healing I
Enhancement: Cleric Divine Healing II
Enhancement: Cleric Extra Turning I
Enhancement: Cleric Extra Turning II
Enhancement: Cleric Wand Mastery I
Enhancement: Cleric Wand Mastery II

Impaqt
09-17-2007, 05:47 PM
Recitation does Not help Skills.
Recitation does not Help Skills.
Recitation does Not help Skills.


Recitation DOES help TO Hit, AC, and Saves.

Your Missing one bit boost to Search. Cleric Find Traps Spell. L10 Cleric adds +5 to Search witht hat spell.

GeneralDiomedes
09-17-2007, 06:05 PM
Recitation does Not help Skills.


But Prayer does .. so they should add that in.

Impaqt
09-17-2007, 06:18 PM
Disable Device is also INT Based. Not Dex.

Geonis
09-19-2007, 05:06 PM
A melee combatant in GH with ~ 200 HPs is an unhappy camper

I love people that say this, my main is a TWF that just recently broke 200Hps by getting the Agent Favor. At no point have I worried about not having enough HPs. I have done pretty much all of GH, including the raid, most of it on elite. :eek:

As the main combatant. :eek:

Geonis
09-19-2007, 05:09 PM
Recitation does Not help Skills.
Recitation does not Help Skills.
Recitation does Not help Skills.


Recitation DOES help TO Hit, AC, and Saves.

Your Missing one bit boost to Search. Cleric Find Traps Spell. L10 Cleric adds +5 to Search witht hat spell.

My Cleric does not mem Recitation, so I don't have the effects memorized.
My Cleric does not mem Recitation, so I don't have the effects memorized.
My Cleric does not mem Recitation, so I don't have the effects memorized.

So subtract 1 from the skills and substitute Prayer.

Geonis
09-19-2007, 05:22 PM
add +3 to all skills with the hv boost ontop of the above posters skills

No, not +3, as I did include Rogue Skill Boost +2, and you can only hit 1 boost at a time. Also, you would lose the Elven Search bonuses and the enhancements to these, so you end up actually 4 points behind on Search and lose another point because yours is only level 9 Cleric versus mine at level 10 (Find Traps). So you essentially gave up 5 points of search for an occasional +1 to other skills.

Geonis
09-19-2007, 05:27 PM
I personally would go 9 Cleric, 3 Rogue and 2 Ranger. You're going to desperately need skill points with this type of build. Ranger 2 with +12 Skill points and 2WF for free is the easiest way to do this.


Uh, what skills did I miss?

Lifespawn
09-19-2007, 06:16 PM
No, not +3, as I did include Rogue Skill Boost +2, and you can only hit 1 boost at a time. Also, you would lose the Elven Search bonuses and the enhancements to these, so you end up actually 4 points behind on Search and lose another point because yours is only level 9 Cleric versus mine at level 10 (Find Traps). So you essentially gave up 5 points of search for an occasional +1 to other skills.

rogue skill boost is 2 hv 4 is 5 so yes +3 and i'd only be 2 behind not 5.

Impaqt
09-19-2007, 06:26 PM
Disable Device Attribute bonus is still based on INT.. not Dex....

SPot is More imporant than Open Lock... WItha Base score of about 10 you can hit every lock inthe game.....

5 Ranks
8 Dex
7 Tools
13 Item
4 Greater Heroism
1 Prayer
2 Boost
---
40 +d20

56 is the High Lock inthe game.

Geonis
09-20-2007, 07:34 PM
Disable Device Attribute bonus is still based on INT.. not Dex....

SPot is More imporant than Open Lock... WItha Base score of about 10 you can hit every lock inthe game.....

5 Ranks
8 Dex
7 Tools
13 Item
4 Greater Heroism
1 Prayer
2 Boost
---
40 +d20

56 is the High Lock inthe game.

If they ever added random traps, Spot would be more important than Open Lock. As it is, unless you just started and only run with people that just started, you will have some yahoo jumpng up and down in front of the box before you get there.

Oh yeah. and I fixed the Int instead of Dex for Disable Device.

Roguewiz
09-21-2007, 01:31 PM
1st: If your primary role is to still heal, then:

A melee'ing Cleric, is a distracted Cleric.
A distracted Cleric is a Cleric that might miss an important heal.
A Cleric that misses an important heal, is a Cleric not doing his a job.
A Cleric that isn't doing his job, gets his spot filled by a competent Bard.
A competent Bard > Distracted Cleric

2nd: If you want to be a "Battle Cleric", then you should seriously consider dropping Wisdom a little bit, and boosting Con. 202hp with items is way too low, especially for a "melee" character with NO AGGRO reduction (IE...no subtle backstabbing)

Geonis
09-21-2007, 02:17 PM
202hp with items is way too low, especially for a "melee" character with NO AGGRO reduction (IE...no subtle backstabbing)

No, it is not. Why do people continue to spout this garbage? My main is a dual-khopesh fighter. The only thing that generates more agro than that is a THF, and I have no issues with ~200 HPs. Learn about damage mitigation people, it is your friend.

As for the Cleric needing to be a Healbot and not fight, I simply built what the OP requested. Yes, it is difficult to heal and fight at the same time, but good players can do it, great players don't require healing mid-combat except maybe against bosses.

sigtrent
09-21-2007, 04:08 PM
No, it is not. Why do people continue to spout this garbage? My main is a dual-khopesh fighter. The only thing that generates more agro than that is a THF, and I have no issues with ~200 HPs. Learn about damage mitigation people, it is your friend.

It really depends on how you play. Folks that are used to 400+ HP barbarians can go multiple encounters with half health and not wory much about needing any healing. And they can roll out into gianthold by themsleves and relaibly kill ogres 1 on 1 wihout any concerns.

Most of my characters are not so well endowed in the HP department. So I learned to dodge hits, control agro and back up. Almost all my characters can self heal in some way etc... But its a different play style and most of my guys can't stand toe to toe with more than one GH ogre all by themselves without getting into dangerously low HP if the dice are unfriendly.

So folks may thing... "Dang if you have issues soloing an ogre what use are you?" Well, in a group situation that isn't much of a problem because everything dies a lot faster and you share agro wtih the other characters, not to mention there is usualy some kind of healer around to help out if you bite more than you can chew. And most of these characters can solo the ogre fine, just not buy standing toe to toe with it.

The one thing I would say is that if you are in the lower HP range you really want to have Heavy Fortification and some way to reduce damage from spells or you are pretty vulnerable to getting one shotted. But even then... My main bard has something like 140 HP when not wearing his con item and he's got no evasion or SR, moderate saves, no energy resist, light fortification, a habbit of getting into melee combat etc... but he doesn't die much because I can heal fast and know when to keep out of combat.

I find the biggest danger for low HP characters are ranged attackers since it can be hard to control agro from them. My Rogue has hid in a corner more than once due to having multiple archer agro and no way to sluff it off or quickly kill the targets.

Geonis
09-21-2007, 07:45 PM
Sig, I understand what you're saying, my beef is with people that think an upfront combatant needs 400+ HPs. If you learn a few simple damage mitigation techniques, being a toe-to-toe combatant is not that hard. My Paladin has like 204 HPs, I am an upfront combatant. I rarely die. Why? Damage mitigation. Know what that means people? It means finding some way to stop the damage before it subtracts from your HPs. Stoneskin, Displacement, Blur, even just moving out of the way are all methods of damage mitigation. I guess you need 400+ HPs if you stand there like a ****** in traffic. :confused: I just don't see that as a good "tactic".

Jaysensen
09-21-2007, 09:59 PM
Just did not have room for Spot and Concentration. You don't need spot except for the first week or two after an update anyways, and if you are in combat you should be attacking, so you'll have to back out a little to start healing or let someone else get agro.


I tell you right now, you WILL need concentration. If you fail a concentration check in combat you die, and its one of the most embaressing things that you will experience. You will regret not maxing ranks in it. I have something like this, and I consider not maxing concentration. the only mistake in an otherwise perfect character. If you consider an item to fix the problem, it still costs you a an item slot, which you will be very tight on.

Jondallar
09-25-2007, 01:53 AM
Geonis i would "switch" tomes used at creation and add a +1 wis tome instead of a +1 int tome that way you gan a couple extra skill points by have intell at a starting 16 and wis at a starting 15