style="font-family: tahoma;">The Warrior Priest
By
Darkgolem
A warrior priest is a build both
loved and hated. However, if it is understood that the warrior
priest will not be a primary healer (or at least not a dependable one),
and counted as a warrior in a party's ranks, they can fit in as a
deadly combatant. With an excellent base attack bonus, coupled
with good ability scores and defenses, and with the right buffs, this
build is a formidable opponent for any enemy.
In combat, the warrior priest should be buffed before hand, and prepare
extended short duration buffs such as recitation and divine
power. For problem enemies, it might be wise to prepare spells
light slay living, but take care to use these spells against opponents
with poor fort saves (since the dc's of a warrior priest are not the
highest). this build can get a very high armor class with buffs,
and won't take a lot of damage. Coupled with self healing
ability, this is a deadly combination.
Outside of combat, the warrior priest should use healing wands and
scrolls to assist in party healing. Using divine healing on an
ally before entering a combat won't go amiss either.
style="font-family: tahoma; font-weight: bold;">Starting
abilities:
Bonuses)
15
14
16
14
14
Note about Ability
Scores: This build reaches a maximum permanent wisdom of 18 at
class level 19, so to be able to cast level 7 and 8 cleric spells, it
is important to take wisdom additions at levels 16 and 20. While
enhancements may count toward maximum level of spell castable, by doing
this, you are able to use those enhancement points for other things.
(Below information based upon 28 point build, level 14)
Hit Points: 218
Armor Class: 13 + Items/spells
Saving Throws:
Fortitude: +14
Reflex: +6
Will: +8
Class/Race Features:
Turn Undead 3/day
Dwarven Waraxe treated as martial weapon
+4 balance
+2 search
+2 saves against poison
+2 save against spells
+1 to hit orcs and goblinoids
+4 dodge bonus against giants
Skills:
Concentration +17
Heal +18
Balance + 14 1/2
Jump +10
Swim +9
Diplomacy +2
Feats: Mental Toughness, Extend
Spell, Combat Expertise, Weapon Focus: Slashing, Dodge, Toughness,
Improve Critical Slashing, Improved Trip
Enhancements:
Cleric Energy of the Zealot 1
Cleric Concentration 1
Cleric Life Magic 1
Cleric Wisdom 2
Cleric Heal 1
Fighter Critical Accuracy 1
Fighter Strategy 1
Fighter Strength 1
Cleric Smiting 2
Cleric Divine Light 1
Fighter Armor Mastery 1
Fighter Tower Shield Mastery 1
Dwarven Armor Mastery 3
Fighter Toughness 2
Energy of the Zealot 2
Dwarven Axe Attack 2
Dwarven Constitution 2
Note on enhancements: With full plate, this build gains at total
of a +5 dexterity bonus to armor class, assuming use of a +6 dexterity
item. With a mithril tower shield, this build keeps this +5 armor
class bonus, however, with a normal tower shield, armor class is
unchanged from using a normal shield, so unless you have a mithril
tower shield, don't bother using a tower shield at all, else you suffer
a to hit penalty.
Spells
(DC 14 + spell level)
Spell Points: (430 base + 55 Feats + 50 Enhancements
+ Ability bonuses)
Level 1: Cure Light Wounds, Remove Fear, Divine Favor, Protection From
Evil, Shield of Faith
Level 2: Cure Moderate Wounds, Bull's Strength, Bear's Endurance,
Resist Energy, Remove Paralysis
Level 3: Cure Serious Wounds, Remove Curse, Remove Blindness, Prayer
Level 4: Cure Critical Wounds, Death Ward, Divine Power, Freedom of
Movement
Level 5: Mass Cure Light Wounds, Flame Strike, Spell Resistance
style="font-family: tahoma;"> style="font-weight: bold;">Detailed progression by level:
Level 1
Class: Cleric
Feats: Mental Toughness
Skills: Concentration +4, Heal +4, Balance +2
Enhancements: Cleric Smiting 1, Cleric Energy of the Zealot 1, Cleric
Concentration 1, Cleric Life Magic 1 (1/0/4)
Level 2
Class: Cleric
Skills: Concentration +1, Heal +1, Balance +1/2
Enhancements: Dwarven Armor Mastery 1, Cleric Wisdom
1
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src="http://ddo.tentonhammer.com/files/gallery/albums/album103/Battle_Cleric_trounces_a_kobold.jpg"
style="border: 0px solid ; width: 250px; height: 172px;" align="right">Level
3
Class: Fighter
Feats: Extend Spell, Combat Expertise
Skills: Jump +2, Swim +1
Enhancements: Cleric Heal 1, Fighter Critical Accuracy 1, Fighter
Strategy 1, Fighter Toughness 1
Level 4
Class: Fighter
Ability Score: Intelligence +1
Feats: Weapon Focus: Slashing
Skills: Jump +2, Swim +2
Enhancements: Fighter Stregnth 1
Level 5
Class: Cleric
Skills: Concentration +1, Heal +1, Balance +1
Enhancements: Dwarven Armor Mastery 2
Level 6
Class: Cleric
Feats: Dodge
Skills: Concentration +1, Heal +1, Balance +1
Enhancements: Cleric Smiting 2, Cleric Divine Light 1
Level 7
Class: Cleric
Skills: Concentration +1, Heal +1, Diplomacy +2
Level 8
Class: Cleric
Ability Score: Wisdom +1
Skills: Concentration +1, Heal +1, Balance +1
Enhancements: Cleric Wisdom 2
Level 9
Class: Fighter
Feats: Toughness
Skills: Jump +2, Swim +2
Enhancements: Fighter Armor Mastery 1, Fighter Tower Shield Mastery 1
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src="http://ddo.tentonhammer.com/files/gallery/albums/album103/Battle_Cleric_prepares_for_combat.jpg"
style="border: 2px solid ; width: 250px; height: 172px;" align="right">Level
10
Class: Fighter
Feats: Improved Critical: Slashing
Skills: Jump +2, Swim +2
Enhancements: Dwarven Armor Mastery 3, Fighter Toughness 2
Level 11
Class: Cleric
Skills: Concentration +1, Heal +1, Balance +1
Enhancements: Energy of the Zealot 2, Dwarven Axe Attack 1
Level 12
Class: Cleric
Feats: Improved Trip
Ability Score: Dexterity +1
Skills: Concentration +1, Heal +1, Balance +1
Enhancements: Dwarven Axe Attack 2
Level 13
Class: Cleric
Skills: Concentration +1, Heal +1, Balance +1/2, Diplomacy +1
Enhancements: Dwarven Constitution 1
Level 14
Class: Cleric
Skills: Concentration +1, Heal +1, Balance +1/2, Diplomacy +1
Enhancements: Dwarven Constitution 2
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