The Master of Divine Trickery
It's been some time since I first started playing NWN1, but I always liked playing Clerics. A couple years back I played the Sands of Fate series with a pure cleric focused heavy on WIS (implosion), but I got frustrated halfway part 3 and quit. That was because of the big number of enemies with *spell immunity* and all the hidden doors. Clerics don't get many skill points anyway and cross-class skills like search are a pain then. A couple weeks ago I started a new character in HoTU and then through the Sands of Fate series with a similar build. After completing SoF3 Pyramid of the Ancients I felt this character was quite good. I've given it quite some thought (and searching builds online) on how I could improve the build even more and I've come up with this. Since it's the first actual build I post online I'm open to suggestions.
RACE: Human
ALIGNMENT: Any
PLAYABILITY: 1-40 PvM, not tested PvP
STARTING STATS:
STR - 15 -> 22
DEX - 14
CON - 10
WIS - 15 -> 19
INT - 14
CHA - 8
BASIC STATS:
- Hit Points: 360
- Skill Points: 281
- Skills:
*Needed for weaponmaster: Intimidate (4)*
Suggested to max Discipline (42), Tumble (43), UMD (43), Concentration (41) and Spellcraft (41)
That leaves 67 skillpoints to be assigned on whatever skill you like.
Only Taunt isn't available as a class skill in this build.
- Saving Throws (Fort/Ref/Will):
19/23/23
+8 vs spells from spellcraft
- Naked AC: 21
Full Plate +8
Tower Shield +3 (=32 if dispelled)
2xMagic Vestment +10
Barkskin +5
Shield of Faith +5
Battletide: +2 (enemy receives -2AB)
= 54 AC
- BAB: 26
- AB:
Unbuffed: +37 / +32 / +27 / +22
Buffed: +57 / +52 / +47 / +42 (Emp Bulls needed for +6 or +7 str)
Long Buffs: Greater Magic weapon = +5, Aid = +1, Prayer = +1, EMP Bull +2-4
(Extended) Divine Power +4 (1 (or 2) Round/lvl) <-Keep multiple to recast
(Extended) Divine Favor = +5 and (1 turn (or 2 turns)) <-Keep multiple to recast
- Spellcasting:
All Cleric spells, the amounts per level are listed below
lvl 0 : 6x
lvl 1-4 : 7x
Lvl 5 : 6x
lvl 6-9 : 5x
The Cleric domains I choose most of the time are:
Trickery (mainly for the spell Improved Invisibility = 50% chance the attacker misses you)
Plant (Barkskin for natural armor AC +5 and Creeping Doom-> no save & no spell resistance possible)
(As in most builds you could swap Plant for Travel when items with Haste are rare)
LEVELING GUIDE:
1- Rogue (1) Dodge, Mobility *Intimidate=4*
2- Rogue (2) Free: Evasion
3- Rogue (2) / Cleric (1) Domains: Trickery, Plant
4- Rogue (2) / Cleric (2) +1 STR (16) Expertise
5- Rogue (2) / Cleric (3)
6- Rogue (2) / Cleric (4)
7- Rogue (3) / Cleric (4)
8- Rogue (3) / Cleric (5) +1 WIS (16)
9- Rogue (3) / Cleric (6) Weapon Focus: Rapier
10- Rogue (3) / Cleric (7)
11- Rogue (3) / Cleric (
12- Rogue (4) / Cleric (
+1 STR (17) Whirlwind Attack
13- Rogue (4) / Cleric (
/ Weapon master (1) Weapon of Choice: Rapier
14- Rogue (4) / Cleric (
/ Weapon master (2)
15- Rogue (4) / Cleric (
/ Weapon master (3) Improved Critical: Rapier
16- Rogue (4) / Cleric (
/ Weapon master (4) +1 STR (18)
17- Rogue (4) / Cleric (
/ Weapon master (5)
18- Rogue (4) / Cleric (
/ Weapon master (6) Extend Spell
19- Rogue (4) / Cleric (
/ Weapon master (7)
20- Rogue (4) / Cleric (9) / Weapon master (7) +1 STR (18)
21- Rogue (4) / Cleric (10) / Weapon master (7) Blind Fight
22- Rogue (5) / Cleric (10) / Weapon master (7)
23- Rogue (5) / Cleric (11) / Weapon master (7)
24- Rogue (5) / Cleric (12) / Weapon master (7) +1 STR (20) Knockdown
25- Rogue (5) / Cleric (13) / Weapon master (7)
26- Rogue (5) / Cleric (14) / Weapon master (7)
27- Rogue (6) / Cleric (14) / Weapon master (7) Empower Spell
28- Rogue (6) / Cleric (15) / Weapon master (7) +1 WIS (17)
29- Rogue (6) / Cleric (16) / Weapon master (7)
30- Rogue (6) / Cleric (17) / Weapon master (7) Epic Weapon Focus: Rapier
31- Rogue (6) / Cleric (18) / Weapon master (7)
32- Rogue (7) / Cleric (18) / Weapon master (7) +1 WIS (18)
33- Rogue (7) / Cleric (19) / Weapon master (7) Armor Skin
34- Rogue (7) / Cleric (20) / Weapon master (7)
35- Rogue (7) / Cleric (21) / Weapon master (7)
36- Rogue (7) / Cleric (22) / Weapon master (7) +1 STR (21) Epic Prowess
37- Rogue (7) / Cleric (23) / Weapon master (7) Bonus Feat: Great Wis I (wis=19)
38- Rogue (7) / Cleric (24) / Weapon master (7)
39- Rogue (7) / Cleric (24) / Weapon master (
Toughness
40- Rogue (
/ Cleric (24) / Weapon master (
+1 STR (22)
SIMILAR BUILDS:
Piercing the Heart cleric 19 / rogue 2 / weapon master 19 (human?) by Separ
The idea to use the rapier came from this build, but it's more focused on the weaponmaster levels where the extra feats are used for great STR. AB is a little lower because of that, but you get a lot more skillpoints, possible 4d6 sneak attack, more clericlevels = harder to dispell buffs.
Plant domain grants creeping doom, a nice spell to have with a low WIS cleric.
SPECIAL NOTES:
This character will probably run around in heavy armor allowing only 1 dexbonus. You need 13 dex though for this build. Starting with 13 dex and 11 con and swapping a +1 str to +1 con might be an option for the not so great amount of hitpoints.
The highest levels of Spellcasting come very late in this build. It's of course possible to get level 6,7 and 8 earlier by swapping str+1 with wis+1. Note
that WIS 19 is taken on the lvl 23 Epic Cleric bonus feat. It's possible to take Armor Skin there and take a Great Wis at Cleric 19. The choice on those Epic Cleric bonus feats is limited so you can't swap it that easily with anything else.
7- FINAL NOTES:
The Master of Divine Trickery is not really specialised in melee, spellcasting or rogue tricks in itself. The versatility of the build should suit the lone wanderer though. You should be able to easily adapt to any situation with more than adequate fighting skills, rogue skills and a full and adaptable spellbook. You threaten a critical on 40% of your hits (without the keen property!!), possibility of sneak attacks, versatility of the clerics spellbook.