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GhoulsTouch
06-25-2010, 11:18 PM
Edited with a little input from Phidius.

An Evasion ITHF Necro Specced Battlecaster Cleric who incorporates Wizard for arcane wand buffs, to be WF friendlier (use of repair wands), for an extra casting feat, and use of first level utility spells.

Monk allows Water stance to boost casting DC by increasing wisdom, can hasten attacks with Wind or add strength with Fire alongside granting Evasion. (Thus "Holy" Candle in the Wind..with wizard(possibly monk in firestance rather then wind) being the flicker of flame :) )

17 cleric still allows for 9th level casting. Both spell Penetration feats and a couple of enhancements were taken to make up for lost cleric levels (-3 MC levels, +6 spell penetraion amps), and all the damage/healing amplifiers (not crits) were maxxed for spells.

Having only Maximize as a metamagic toggling is a must but isn't a primary concern due to spell amplifications but would be handy for certain instances such as dropping Blade barriers or single target casting against strong enemies. Combat casting clerics don't have tremendous amount of sp so in my opinion should use metamagics sparingly.


Character Plan by DDO Character Planner Version 3.34
DDO Character Planner Home Page (http://www.rjcyberware.com/DDO)

Candle in the Wind
Level 20 Lawful Good Human Male
(2 Monk \ 17 Cleric \ 1 Wizard)
Hit Points: 310
Spell Points: 1534
BAB: 13\13\18\23
Fortitude: 16
Reflex: 9
Will: 24

Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(32 Point) (Level 1) (Level 20)
Strength 16 18
Dexterity 10 12
Constitution 13 16
Intelligence 10 12
Wisdom 17 28
Charisma 8 10

Tomes Used
+2 Tome of Strength used at level 7
+2 Tome of Dexterity used at level 7
+2 Tome of Constitution used at level 7
+2 Tome of Intelligence used at level 7
+2 Tome of Wisdom used at level 7
+2 Tome of Charisma used at level 7

Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 2 12
Bluff -1 0
Concentration 5 23
Diplomacy -1 0
Disable Device n/a n/a
Haggle -1 0
Heal 3 24
Hide 0 1
Intimidate -1 0
Jump 5 20
Listen 3 9
Move Silently 0 1
Open Lock n/a n/a
Perform n/a n/a
Repair 0 4
Search 0 1
Spot 3 9
Swim 3 4
Tumble n/a 2
Use Magic Device n/a n/a

Level 1 (Cleric)
Feat: (Selected) Maximize Spell
Feat: (Human Bonus) Two Handed Fighting


Level 2 (Monk)
Feat: (Monk Bonus) Toughness


Level 3 (Cleric)
Feat: (Selected) Mental Toughness


Level 4 (Cleric)


Level 5 (Cleric)


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


Level 7 (Cleric)


Level 8 (Cleric)


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


Level 10 (Monk)
Feat: (Monk Bonus) Toughness


Level 11 (Cleric)


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


Level 13 (Cleric)


Level 14 (Cleric)


Level 15 (Wizard)
Feat: (Selected) Greater Spell Focus: Necromancy
Feat: (Wizard Bonus) Spell Focus: Necromancy


Level 16 (Cleric)


Level 17 (Cleric)


Level 18 (Cleric)
Feat: (Selected) Greater Spell Penetration


Level 19 (Cleric)


Level 20 (Cleric)
Enhancement: Unyielding Sovereignty
Enhancement: Follower of the Sovereign Host
Enhancement: Human Adaptability Constitution I
Enhancement: Human Greater Adaptability Wisdom I
Enhancement: Racial Toughness I
Enhancement: Racial Toughness II
Enhancement: Racial Toughness III
Enhancement: Cleric Prayer of Smiting I
Enhancement: Cleric Prayer of Smiting II
Enhancement: Cleric Prayer of Life I
Enhancement: Cleric Prayer of Life II
Enhancement: Cleric Prayer of Incredible Smiting I
Enhancement: Cleric Prayer of Incredible Smiting II
Enhancement: Cleric Prayer of Incredible Life I
Enhancement: Cleric Prayer of Incredible Life II
Enhancement: Cleric Smiting I
Enhancement: Cleric Smiting II
Enhancement: Cleric Smiting III
Enhancement: Cleric Smiting IV
Enhancement: Cleric Life Magic I
Enhancement: Cleric Life Magic II
Enhancement: Cleric Life Magic III
Enhancement: Cleric Life Magic IV
Enhancement: Cleric Improved Spell Penetration I
Enhancement: Cleric Improved Spell Penetration II
Enhancement: Cleric Energy of the Zealot I
Enhancement: Cleric Energy of the Zealot II
Enhancement: Cleric Energy of the Zealot III
Enhancement: Cleric Energy of the Zealot IV
Enhancement: Cleric Wisdom I
Enhancement: Cleric Wisdom II
Enhancement: Cleric Wisdom III
Enhancement: Cleric Divine Light I
Enhancement: Cleric Wand and Scroll Mastery I

Phidius
06-25-2010, 11:38 PM
I can't help but notice that you're trading evasion for the ability to use arcane wands and 4 more skill points (you could stand to lose 4 out of the Heal skill).

For example, an 18 Cleric/2 Monk.

Take cleric first and you can get Maximize, then take Toughness for both of your monk feats (I'd recommend a Lightning Reflex instead, though).

Your reflex save would be...

8: base
4: dex (with a +6 item)
5: item
1: ritual
2: recitation (luck)
4: GH
24

If you fit in a Lightning Reflex, you could get it to 26 - not bad for spells on Normal, but I'd let the rogue get the traps first :D

If it sounds like fun, though, I'll be the last person to try to disuade you.

GhoulsTouch
06-25-2010, 11:39 PM
No I took wizard for the metamagic feat...then I read the rest.

Yeah it drops me a feat oops forgot to add second monk.

It adds a bit of spice though whenever you need a quick exp. retreat, jump, or wand buffs. Can help heal forged though too with wands which is a plus being arcanes need almost all of their SP for combat/buffs and it's usually the healer that tends to the forged.

Phidius
06-25-2010, 11:41 PM
No I took wizard for the metamagic feat...

Right - if you take 2 monk, though, you're still getting 2 free feats (the 2 Toughness you take at level 1), you just take them at different times.

Only monk gives you evasion instead of arcane wands.

GhoulsTouch
06-26-2010, 12:05 AM
I have seen cleric monks before, I just didn't think about reworking the feats and starting cleric at first level that's why I added wizard. Still could do that and Add Wizard with a Spell penetration feat though. What you'd lose against SR from level you would gain one more back actually in a feat wouldn't you? Plus you'd still be able to cast 9th level spells.

GhoulsTouch
06-26-2010, 12:31 AM
Switched GTHF for Grtr Spell Penet. So with Necromancy, Greater Necromancy, Spell Penet, Greater Spell Penetration having maximize as the booster alone...that should work even with the 3 level drop right? Also changed the enhancements to be more combat oriented, not lacking in heals a bit however.


*edit reverted to top*

Phidius
06-26-2010, 03:50 PM
I have seen cleric monks before, I just didn't think about reworking the feats and starting cleric at first level that's why I added wizard. Still could do that and Add Wizard with a Spell penetration feat though. What you'd lose against SR from level you would gain one more back actually in a feat wouldn't you? Plus you'd still be able to cast 9th level spells.

Very good point - so a 17 Cleric/2 monk/1 Wizard would have a base Spell Penetration of 19, evasion, arcane wands, and 9th level spells.

Now my next question - it looks like you only have Destruction for your Necromancy spells, aside from your Harm and Inflict Mass XXX spells.

Are you taking a focus in Necromancy just for Destruction, or are you planning to throw out Inflict Mass spells?

GhoulsTouch
06-26-2010, 04:21 PM
You know...the necromancy focused cleric thing was someone else's idea. I just went with it and decided to post it up to try to perfect it. You could change those feats out to anything you like.

He noticed alot of necromancy spells so shot it out there for a Necro Priest, so I brought it here for discussion to try to make it work.

Anyway I revised it above if you want a second glance.