Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
STR 16
DEX 8
CON 12
INT 14 (for combat expertise if you need an AC boost)
WIS 16
CHA 8
or if you want to use divine might and divine shield
STR 14
DEX 8
CON 14
INT 10
WIS 16
CHA 14
Basically you want to take 1 Fighter level to start and then Cleric. Get your wisdom to 20 and then start increasing strength further.
Warhammer and shield works pretty well, a lot of people recommend scimitar because of the threat range (18-20). Basically you get more critical hits with the scimitar and more critical hits means more damage. The warhammer does damage that is resisted less often and has bigger critical hits (x3 multiplier), but on average the scimitar will do more damage. If you go for devastating critical (a Fighter/Cleric won't get his strength high enough by the end of HotU to qualify for the feat), the scimitar is the clear winner.
My stats starting out were: Str 16, Dex 8, Con 14, Wis 16, Int 12, Chr 8.
One question: You mention getting Wisdom up to 20. Is there a reason for this? I was considering going for a more even spread between fighter and cleric levels, but that might not be prudent?
You need a Wisdom of 19 for level 9 spells, but you might as well go to 20 for extra level 1 and 5 spell and the +1 to the DCs of your spells. If you're going to take an epic wisdom feat, you could stop at 19.
Most of the time you want to keep casters as close to pure as possible so that they don't lose caster levels. The higher your caster level the more powerful your spells and you can cast higher level spells. For a Fighter/Cleric: Divine Favor is +1 to hit and damage every 3 caster levels you have (to a maximum of +5 at level 15), Greater Magic Weapon is a +1 enhancement bonus to your weapon for every 3 caster levels, Shield of Faith is +2 to deflection AC with an additional +1 every 6 caster levels, Magic Vestments is a +1 AC bonus to your armor and shield for every 3 caster levels. So to take advantage of those spells you want to stay as close to pure as possible.
All the Fighter levels get you are feats and base attack bonus. The base attack bonus is moot since Clerics can cast Divine Power.
It looks like a pointless waste of levels that nerfs your ability to turn undead, tbh.
With a pure cleric at char gen:
STR 12
DEX 10
CON 12
WIS 16
INT 10
CHA 14
Martial Weapons Feat
Grab STR enhancing gear and you've got your character idea covered without hampering your one-button undead nuking ability which uses CHA.
That's horrible advice. Firstly, turn undead by itself is a worthless ability, maybe you can slaughter zombies with it, but any serious undead have turn resistance. Secondly your strength isn't high enough for power attack, so no divine might and divine shield.
lol, no. Your min/maxed munchkin gimmick is horrible advice. My advice was a balanced character that produces a murder hobo/healbot with minimal fuss.
Granted, the way you treat CHA as a dump stat explains why you think turn undead is worthless and with your munchkin's low CHA you have no damage bonus from divine might and no AC bonus from divine shield.
Why even bring it up when weapon focus + improved critical do more damage consistently and fit better into the murder hobo/healbot OP wanted? Good plate armor isn't hard to find so there is no reason to hope that you might find CHA improving gear just for two feats that are basically traps.
Which I suggested different stats for the DM/DS build, but I suppose reading comprehension is a difficult skill for someone who thinks that Turn Undead is useful.
Did I tell him not to take those feats? Besides they'll work better on a strength build than a CHA build like you suggested, because higher AB=more critical hits confirmed. Clerics tend to have AB to burn, but that just means they can afford to have modes like power attack and combat expertise active when other characters have to shut them off. By the end of HoTU, a Strength cleric will be able to have combat expertise or power attack active and have the same AB as a charisma cleric. By level 40 he'll be able to have both modes active and have the same AB. That's a hell of a lot more useful than Turn Undead.
What does good plate armor have to do with anything? DM is useful because it's divine damage, which means virtually nothing resists it. DS is good AC boost if you need it, because plate and shield isn't always enough. However neither are particularly useful unless you invest heavily charisma. Neither feat is a trap.
whatever weapon you choose will be +cleric level /3
pretty sure if you get a weapon with +1 Attack on it and cast greater magic weapon it gets overwritten.
Theres a morning star in the interlude thats powerful. theres a paladin longsword that the SoU gives thats like a holy avenger.
if I was doing a Fighter/Cleric/Monk I could put a minor in Kama and dual wield for a massive amounts of attacks per round.
I dunno theres a short sword with 1d6 cold damage in the first area. I think, Cast greater magic weapon on it and darkfire and it should be decent.