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First Do No Harm - Cleric [24] Wizard [6] PM [10]

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BACKSTORY

Cleric PM is a common level split, as evidenced by their popularity in the old archives. Some take the Wiz/PM route, opting primarily for the Mystic Theurge approach of Divine and Arcane casting.

Mystic Necromancer cleric 17 / wizard 15 / pale master 8 (human) by obsidian tower
Undead Xploit Xbow wizard 15 / pale master 16 / cleric 9 (human) by Vulcano
Deathless Master wizard 21 / pale master 10 / cleric 9 (human) by CrispyCritter

Most go the Bard PM route, taking the high AC/UMD approach, as evidenced below.

Priestess of the Damned bard 4 / cleric 20 / pale master 16 (human) by I...Samphus
Hierophant of Velsharoon bard 4 / cleric 26 / pale master 10 (human) by Mithdradates
Cantor of the Dead bard 12 / cleric 12 / pale master 16 (human) by CrispyCritter
The Boneguard (AC101) bard 11 / pale master 28 / cleric 1 (elf) by Mick Dagger
Devine Deathsinger cleric 15 / bard 5 / pale master 20 (elf) by _Ferahgo_
(Kiaransalee Drow Cleric) cleric 18 / bard 4 / pale master 18 (elf) by Nekroskop_
Combat Medic cleric 20 / bard 4 / pale master 16 (human) by Halston Vega
The Robust Reanimator cleric 20 / bard 4 / pale master 16 (dwarf) by jjjhhhlll
Another Lite-Can Cleric! cleric 20 / bard 4 / pale master 16 (human) by krsboss
Archer Cleric cleric 20 / pale master 16 / bard 4 (human) by Tilbono


Pretty much all the builds are designed for offense, and of those mostly for melee. Only the Robust Reanimator is designed as a true support character, taking constitution and Epic DR at the expense of wisdom and spell focus.

Support characters are nothing new, and neither is Cleric PM. However, all of the above builds aim for high AC, and that is what makes this build unique.

It is a Cleric Wizard Palemaster support character designed to operate in a robe, with next to no AC at all.

On the surface this sounds like lunacy, particularly when you consider that without discipline, it becomes prime Knockdown bait. However, it does provide advantages that may not be obvious at first.

For starters, it frees up quite a few feats and skills, allowing for some interesting additions to the support cleric line-up, such as Automatic Silent Spell and trapping ability [+13 to skills from trickery domain works wonders here].

It allows for arcane spellcasting without penalty, which for this character is equivalent to a level 11 wizard [level 6 spells].

Most interestingly, it can turn the character into a target and bait the opposition into combat, which in many circumstances is exactly what the party wants. Drawing the opposition’s attention draws it away from other party members, allowing them to operate freely and attack key enemy targets without hindrance. Critical Hit Immunity, Epic DR III, High HP, 50% concealment from Improved Invisiblity or Displacement, healing spells, very high concentration and the ability to cast several lesser spell mantles, make this character a tough nut to crack.

If it does come under threat from melee, it can, given a small time window, cast 5 different types of damage shields [albeit small ones], that last for at least 12 rounds. These, combined with a plethora of healing spells and items, should be sufficient to kill, if not at least deter, melee characters from attacking it.

It also can [in a vanilla nwn environment] simply cast Greater Sanctuary, rendering it impossible to target by archery, melee and target spells such as Flame Arrow. A bug exists that it won’t work if the character has Improved Invisibility, so advise removing this with Invis Purge first or not casting it at all before using Greater Sanctuary. While active, this spell should not break when casting heal spells on allies, and can only be broken via a hostile action from the caster, or an opponent mage firing a Mordenkainen's Disjunction at the ground.

In short: It is a character that requires coordination and organisation on the part of its opponents to deal with effectively. At the same time, it is very good at disrupting an organised opponent.

I first encountered this type of character on the Antiworld Capture the Flag Server; a team pvp server with several modifications to spells and classes [for e.g. greater sanctuary and damage shields were nerfed, palemaster gave less ac, etc.] and some imposed rules about ability use [mainly to prevent spam of things like death magic or knockdown]. It has since shut down, resurrected on the odd occasion for a few days.

There were a few cleric PM ‘healer’ characters on that server [a lot taking the ac bard pm route], but this one was my favourite variant. It was one of the most annoying little bastards you could encounter on that battlefield, and universally hated or loved depending on what team it was playing on.

Whilst this character was designed for a particular brand of team pvp, it is still very useful for a PvM party. It has a myriad of options for supporting its party, particularly against spellcasting combatants.

If it is absolutely required it can, due to its clerical nature, don heavy armour and shield, summon forth allies, pick up a mace or darts and buff to the brink to achieve reasonable AB/AC/Damage. But that is not in this character’s nature.

The well learned medical doctor does not condone violence. As the adage goes: First Do No Harm.

At least, not directly.

Advantages
-Level 9 Cleric Spells, with a specific focus on buffing and Healing party members.
-Level 6 Wizard Spells, thanks to the extra PM levels, with a focus on buffing party members and providing anti-mage countermeasures. Given it only has 6 wizard levels, it’s best to learn as many scrolls as it can manage.
-Super high concentration, with the only threat to disruptions coming from Knockdown [assuming no immunity items are available], Counterspelling, modified monsters with super high Strength, and High DC Empowered/Maximised Chain Lightning.
-Lots of metamagic options: Silent Spell allows for just about any spell to be cast a level above if required. Automatic Silent Spell III allows for every spell to be cast under the cover of the cleric spell Silence, which is a massive advantage to have if battling spellcasting opponents.
-Craft Wand and Scribe Scroll, for a large backup supply of both divine and arcane spells if required.
-Proficient in Opening Locks and Detecting, Recovering and Setting Up Deadly Traps with Trickery Domain Active [handy little guide there hip!]. For Epic Traps, there’s the Find Traps Spell.
-Extremely hardy. 10 Palemaster Levels + Epic DR III + Epic Fire Resistance make for a tough little character.

Disadvantages:

-Low AC. Given its low strength and arcane casting ability, it is advised to wear Wizards Robes.
-No Discipline. This combined with its low AC is its most glaring weakness. If focused and isolated by a determined pack of melee opponents, they can bring this character down relatively quickly. The challenge for this character, then, is to not allow that to happen by hiding behind their allies, using non-healing spells only when necessary and engaging when they feel that it is safe to do so. Strength-Based Monks were its arch nemesis.
-Very low strength, which is a problem for carrying lots of items or wearing armour. It may be worth sacrificing the 4 points in Dex for Strength [to carry more stuff].
-Buffs are vulnerable to Mordenkainen’s Disjunction [excluding weapon buffs and magic vestment].
-Fairly low Reflex Save. High DC Evocation Spells, such as Chain Lightning, can present a problem for the character.
-Easy to play, tricky to master. Has a lot of options up its sleeve, but only so many spellslots. Preparation is key!

Without further ado:



Cleric(24), Wizard(6), Pale Master(10), Gnome

Alignment: Any non-good for Pale Master [true neutral recommended].

Abilities

STR: 6
DEX: 12
CON: 16 (22)
WIS: 16 (20)
INT: 16
CHA: 8

Basic Stats:

Hitpoints: 574
Skillpoints: 215
Saving Throws (Fortitude/Will/Reflex): 28/27/21
Saving Throw bonuses: Spells: +9, Mind Effects: +2
BAB: 25, 3 attacks per round.

AB (max, naked): 24 (melee), 27 (ranged).
Mundane Melee: +24/+19/+14.
Mundane Ranged: +27/+22/+17.
Maxed Abilities and Cleric Buffs: +26 to above.

AC (naked/mundane armor/shield only): 22/32
Spell Casting: Cleric(9),Wizard(6)


Cleric Domains:
First, Trickery for Invisibility Sphere, Improved Invisibility and the Domain Power [+13 to rogue skills at 24th level cleric].

Depending on what is most appropriate: Travel or Healing for the 2nd domain. Travel provides early Entangle, Web, Freedom as a level 3 spell, and Haste as a level 5 spell. This would probably suit best for Single Player or PW’s, as Heal Kits should be enough to cover for minor out-of-combat healing jobs, and Hasted Summons and Allies are always nice.

Healing empowers all Cure Spells, and grants Cure Serious Wounds at level 2 and Heal at level 5. I personally chose Healing whilst I was playing on Antiworld as everyone automatically got given Haste, and summons were next to worthless.

War or Plant also makes good candidates for the 2nd domain.

Specialised Spell School:

Necromancy. This is to gain the extra spell slot, whilst sacrificing as little spells as possible. Necromancy prohibits Divination, which includes spells such as True Strike [not relevant], Identify [can be compensated for with lore if necessary] and True Seeing [which is covered by cleric].

Familiar:

Faerie Dragon, for the Free Improved Invisibility spell and Confuse Bolt.

Feats:

Gnome: (Defensive Training vs. Giants, Hardiness vs. Enchantments, Low-light Vision, Offensive Training vs. Goblinoids, Offensive Training vs. Reptilians, Skill Affinity: Concentration, Skill Affinity: Listen, Small Stature, Spell Focus: Illusion)
01: Cleric(1): Toughness, Domain Trickery, Domain Healing or Travel
02: Cleric(2)
03: Cleric(3): Extend Spell
04: Cleric(4): WIS+1, (WIS=17)
05: Cleric(5)
06: Cleric(6): Empower Spell
07: Cleric(7)
08: Cleric(8): WIS+1, (WIS=18)
09: Cleric(9): Silent Spell
10: Cleric(10)
11: Cleric(11)
12: Cleric(12): WIS+1, Combat Casting, (WIS=19)
13: Cleric(13)
14: Cleric(14)
15: Cleric(15): Skill Focus: Concentration
16: Cleric(16): CON+1, (CON=17)
17: Cleric(17)
18: Cleric(18): Craft Wand
19: Cleric(19)
20: Cleric(20): CON+1, (CON=18)
21: Wizard(1): Epic Skill Focus: Concentration, {Scribe Scroll}
22: Wizard(2)
23: Wizard(3)
24: Pale Master(1): CON+1, **Epic Energy Resistance: Fire I,** (CON=19)
25: Pale Master(2)
26: Pale Master(3): {Darkvision}
27: Pale Master(4): **Epic Reflexes**
28: Pale Master(5): CON+1, (CON=20)
29: Pale Master(6)
30: Pale Master(7): Automatic Silent Spell I
31: Pale Master(8)
32: Pale Master(9): CON+1, (CON=21)
33: Pale Master(10): Epic Damage Reduction I
34: Cleric(21)
35: Cleric(22)
36: Cleric(23): WIS+1, Epic Damage Reduction II, Automatic Silent Spell II, (WIS=20)
37: Cleric(24)
38: Wizard(4)
39: Wizard(5): Epic Damage Reduction III, Automatic Silent Spell III
40: Wizard(6): CON+1, (CON=22)

**Subject to module conditions and not imperative to the build.** If one wishes to take Discipline cross class, and get the Epic Skill Focus Discipline feat [in the event that there is enough discipline gear available to make this a useful prospect], keep in mind that the build must achieve 21 constitution at level 32 to fit in all the Epic Damage Reduction Feats.

Skills:



01: Concentration(4), Disable Trap(2), Open Lock(1), Search(2), Set Trap(1), Spellcraft(4),
02: Concentration(1), Spellcraft(1), Save(3),
03: Concentration(1), Disable Trap(1), Search(1), Spellcraft(1), Save(2),
04: Concentration(1), Spellcraft(1), Save(5),
05: Concentration(1), Disable Trap(1), Search(1), Spellcraft(1), Save(4),
06: Concentration(1), Spellcraft(1), Save(7),
07: Concentration(1), Disable Trap(1), Search(1), Spellcraft(1), Save(6),
08: Concentration(1), Spellcraft(1), Save(9),
09: Concentration(1), Disable Trap(1), Search(1), Spellcraft(1), Save(8),
10: Concentration(1), Spellcraft(1), Save(11),
11: Concentration(1), Disable Trap(1), Spellcraft(1), Save(12),
12: Concentration(1), Spellcraft(1), Tumble(5), Save(5),
13: Concentration(1), Disable Trap(1), Spellcraft(1), Save(6),
14: Concentration(1), Spellcraft(1), Save(9),
15: Concentration(1), Disable Trap(1), Spellcraft(1), Save(10),
16: Concentration(1), Spellcraft(1), Save(13),
17: Concentration(1), Disable Trap(1), Spellcraft(1), Save(14),
18: Concentration(1), Spellcraft(1), Save(17),
19: Concentration(1), Spellcraft(1), Save(20),
20: Concentration(1), Spellcraft(1), Save(23),
21: Concentration(1), Spellcraft(1), Save(26),
22: Concentration(1), Spellcraft(1), Tumble(5), Save(19),
23: Concentration(1), Spellcraft(1), Save(22),
24: Concentration(1), Spellcraft(1), Save(25),
25: Concentration(1), Spellcraft(1), Save(28),
26: Concentration(1), Spellcraft(1), Save(31),
27: Concentration(1), Spellcraft(1), Save(34),
28: Concentration(1), Spellcraft(1), Save(37),
29: Concentration(1), Spellcraft(1), Save(40),
30: Concentration(1), Spellcraft(1), Save(43),
31: Concentration(1), Spellcraft(1), Save(46),
32: Concentration(1), Spellcraft(1), Tumble(5), Save(39),
33: Concentration(1), Hide(21), Move Silently(21), Spellcraft(1),
34: Concentration(1), Spellcraft(1), Save(3),
35: Concentration(1), Spellcraft(1), Save(6),
36: Concentration(1), Spellcraft(1), Save(9),
37: Concentration(1), Spellcraft(1), Tumble(5), Save(2),
38: Concentration(1), Spellcraft(1), Save(5),
39: Concentration(1), Spellcraft(1), Save(8),
40: Concentration(1), Lore(12).​


Final Skills:

Concentration 43(64), Disable Trap 10(13), Hide 21(26), Lore 12(15), Move Silently 21(26), Open Lock 1(2), Search 6(9), Set Trap 1(4), Spellcraft 42(45), Tumble 20(21).

Concentration and Spellcraft are imperative to the build. Tumble is taken cross class to prevent attacks of opportunity mainly, but it does provide a small boost to AC in the event the character decides to pack on AC.

The remaining 80 or so skill points can be spent on several things depending on what is most appropriate to the module. For this version, I decided to include minimal stealth and trapping skills after reading Hip’s guide. Again, if discipline seems like a worthy prospect due to an abundance of skill boosting items but no KD immune gear, keep in mind that you’ll need to take Epic Skill Focus Discipline at level 39 [need 20 ranks for esf], which means juggling around some other feats.

SPELLS

Here are a list of spells to keep in mind. I’ve written a little categorisation guide of useful spells out, to hopefully help people wrap their head around what is useful. Thanks to the duel spellbooks there are a lot on offer, so it is very useful to have an appropriate spellbook set out for the situation. Preparation and prior knowledge help in this regard.

Extend Spell allows for double length buffs [at 1 level higher], Empower allows for 50% versions of ability buffing [e.g. bull’s strength] and Cure Spells [at 2 levels higher], and Silent Spell allows for just any spell to be slotted 1 level higher [for e.g. silent mass heal at level 9]. With the healing domain, all normal cure spells are automatically empowered.

Remember that wands can be crafted of the level 1-4 spells, and scrolls can be scribed for all of them. Scrolls and Wands are cast at a fixed level [and not always their base level, it is worth investigating this!].

Cleric Spells are caster level 24, Wizard Spells are caster level 6.

Attack and Damage Buffs. I recommend giving most of these to all your party members.

Cleric: Bless [1], Magic Weapon [1], Aid [2], Ability Buffs e.g. Bull’s Strength [2], Prayer [3], Darkfire [3], Greater Magic Weapon [4].
Wizard: Keen Edge [3].

AC, HP and Saves Buffs: Again, I recommend giving most of these to your party members.

Cleric: Resistance [0], Shield of Faith [1], Ability Buffs e.g. Endurance [2], Magic Vestment [3], Undeath’s Eternal Foe [9].
Wizard: Mage Armour [1], Shadow Conjuration Mage Armour [4].

Auxiliary Buffs. Context defines usefulness here. For e.g. if you’re not fighting any elemental damage, don’t bother with element resist spells. Key from this list are Mind Protection [pfa/clarity], Death Ward, Freedom, UV/TS and Improved Invisibility.

Cleric:
Level 1: Endure Elements, Entropic Shield, Protection from Alignment.
Level 2: Invisibility, Resist Elements, Silence, Ultravision.
Level 3: Clarity, Invisibility Sphere, Negative Energy Protection, Protection from Elements. Freedom is Travel Domain Selected.
Level 4: Death Ward, Freedom.
Level 5: Improved Invisibility, Monstrous Regeneration, Spell Resistance, True Seeing. Haste if Travel Domain Selected.
Level 6: Greater Sanctuary.
Level 7: Regenerate.
Level 8: Aura vs Alignment, both Good and Evil. [2 damage shields]

Wizard:
Level 2: Death Armour [damage shield]
Level 3: Displacement.
Level 4: Elemental Shield [damage shield], Shadow Conjuration [mage armour], Stoneskin.
Level 5: Greater Shadow Conjuration [minor globe of invulnerability], Lesser Spell Mantle, Mestil’s Acid Sheath [damage shield].
Level 6: Ethereal Visage, Mass Haste.

Damage Shields:
Aura v Good [9-14 negative]
Aura v Evil [9-14 divine]
Death Armour [4-7 magical]
Elemental Shield [7-12 fire]
Mestil’s Acid Sheath [13-18 acid]
Total: 42-65 damage per hit. A teen level Wizard with DA/ES/MAS deals about this much. Extended Wizard Shields last 12 rounds, extended Cleric Shields 48 rounds. All are subject to Breaching.

Heals and Restores/Ally Debuffs [cleric only]. Cure Spells are automatically empowered with Heal Domain: Inflict Spells are included for Risen Lords and Undead Summons.

Wands can be crafted for level 1-4 spells.

Level 1: Cure/Inflict Light Wounds, Remove Fear.
Level 2: Cure/Inflict Moderate Wounds, Lesser Restoration, Remove Paralysis. Cure Serious Wounds if Healing Domain selected.
Level 3: Clarity, Cure/Inflict Serious Wounds, Remove Blindness/Deafness, Remove Curse, Remove Disease. Freedom if Travel Domain Selected.
Level 4: Cure/Inflict Critical Wounds, Freedom, Neutralise Poison, Restoration.
Level 5: Heal if Healing Domain Selected.
Level 6: Heal/Harm.
Level 7: Greater Restoration.
Level 8: Mass Heal.


Debuffs:

Cleric:
Level 2: Lesser Dispel.
Level 3: Invisibility Purge, Dispel. Suggest crafting these in wand form.
Level 6: Greater Dispel. Can be scribed.

Wizard:

Level 3: Gust of Wind [for clouds]. Suggest cracting in wand form.
Level 4: Lesser Spell Breach. Suggest crafting this in wand form.
Level 6: Greater Spell Breach. Can be scribed.
It should be noted that whilst this character cannot cast Mordenkainen’s Disjunction, they can use scrolls of it if they are available.

Crowd Control. I.E Spells that reduce the number of active opponents. All these spells are subject to spell resistance and so are not recommended against monks. Breach spells may help before applying these.

With Saves [cleric only, primarily at early levels]: Entangle [1] and Web [2] if Travel Domain is taken, and then Hold Person [2], Sound Burst [2] and Hammer of the Gods [4].

Without Saves, Cleric: Silence if cast on an ally [2], Darkness [2], Invisibility Sphere [3, special].
Without Saves, Wizard: Balagorn’s Iron Horn [2], Bigby’s Interposing Hand [5], Bigby’s Forceful Hand [6].

Summons [if necessary, cleric only]:
Summon Creature [1-9], Animate Dead [3], Create Greater Undead [8]. Stone Bones [2] and Inflict Spells [1-4] are handy for Undead summons.



Battle Strategies and Tactics. It should be noted that Crowd Control spells all have a Spell Resistance Check [cleric 24 wizard 6 caster levels]. Only to be used on opponents that lack adequate Spell Resistance:

Default Mode: Buff everybody, stay close to your party. Heal/Greater Restore/Mass Heal in combat, smaller cure spells out of combat. If you have plenty of gold, it may even be worth buying a ton of heal kits and spamming them out of combat.
Remain Invisible or Greater Sanctuaried if possible. Elemental Shield and Lesser Spell Mantles will help protect against stray area spells. Stealth Mode may be useful for opponents that lack spot.
If the enemy has a lot of Mordenkainen’s at their disposal, limit buffs applied to yourself, as they’ll most likely shoot one at you first.
With preparation and time: Recover and/or Set up an Area of Deadly Traps out of combat.
Vs no UV or TS: Darkness.
Vs No SI or TS: Invisibility Sphere, followed by running around the battlefield like a headless chook. Invisibility will be re-applied to allies that ‘re-enter’ your sphere, causing opponents to break combat and stand still every few seconds. Hilarious to watch.
Vs Enemy Invisibility/Improved Invisibility: Invisibility Purge, give everyone Displacement [normal and extended]. You have 50% concealment, they don’t. Yay.
Vs High AB: Bigby’s Interposing Hand, Normal and Extended. -10AB for a short time.
Vs Low Strength Targets: Balagorn’s Iron Horn [caster-centred area knockdown], Bigby’s Forceful Hand [ranged knockdown]. Particularly useful against unweary mages or non-monk Dexterity based opponents.
Vs Spellcasters or Bards: Give yourself and your party all silence, use dispel/breach spells/scrolls/wands, then charge at them head on. Watch the bastards squirm. Especially effective if one of your party is a monk.
Vs a Low AC Target with no Mind Immunity: Possess Faerie Dragon, Invisibility + Confuse Bolt. Quite hilarious when this works.
Vs Dumb Melee Opponents with no Knockdown: Cast Damage Shields, meditate.
Death smiles at us all, only the brave smile back.-- Desari Daratazanoff
Posted Apr 22, 18 · OP
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I would like to make a note that you can not take more then ten palemaster level's on this server.
Posted Feb 6, 19
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There are only 10 levels of PM in this build. So it is all good.
Death smiles at us all, only the brave smile back.-- Desari Daratazanoff
Posted Mar 5, 19 · OP
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