CB: Death Priest

by on Jun 19, 2006

<h1><span style="color: rgb(153, 51, 0);">"Killer" Build # 3: Death Priest</span><br> </h1> <span style="font-style: italic;"><br> By Darkgolem</span><br> <br> The Death priest is focused on using spells and occasionally melee to kill opponents, me

"Killer" Build # 3: Death
Priest




By Darkgolem




The Death priest is focused on using spells and occasionally melee to
kill opponents, meanwhile using magic to make herself a defensive
bastion.

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For melee and rogue type enemies, Inflict spells are the main
weapons (since they are will saves). For casters, Poison spells do the
damage. If all else fails, a cleric can go toe-to-toe using Divine
Favor, Shield of Faith, Spell Resistance, and similar combat spells.
style="font-weight: bold;">

Character Snapshot:

Race: Human



Starting Abilities:

Str 12

Dex 12

Con 10

Int 13

Wis 17 (+1 at 4th level, +1 at 8th level, +3 Cleric's Wisdom
Enhancement = 22)

Cha 8



Hit Points: 100



Naked Armor Class: 12 (Base 10
+ Dexterity Modifier 1 + Dodge 1)



Saves (Including ability
bonuses, racial bonuses, feats, class bonuses and enhancements)

Fortitude: +7

Reflex: +4

Will: +13



Class/Race Features:

Turn Undead

+1 Feat at level 1

+4 skill points level 1, +1 each level after



Skills:

Balance 7.5

Concentration 13

Diplomacy 12

Swim 7.5



Feats (in the order selected) style="font-weight: bold;">:

Dodge

Combat Expertise

Spell Focus (Necromancy)

Tower Shield Proficiency

Maximize Spell



Enhancements:

Energy of the Zealot X

Improved Nullification IV

Clerics Wisdom III

Improved Devotion IV



Spells (DC 16 + spell level; DC
17 + spell level for Necromancy)

Spell Points: 516 (Base 330, +
Enhancement 110, + Abilitiy Bonuses 76 )

Level 1: Cure Light Wounds, Bane, Command, Inflict Light Wounds, Shield
of Faith, Divine Favor

Level 2: Cure Moderate Wounds, Hold Person, Bull's Stregnth, Inflict
Moderate Wounds, Owl's Wisdom, Resist Energy: Cold

Level 3: Cure Serious Wounds, Bestow Curse, Protection from Energy:
Electricity, Protection from Energy: Fire, Prayer

Level 4: Cure Critical Wounds, Death Ward, Divine Power, Restoration,
Poison

Level 5: Mass Cure Light Wounds, Flame Strike, Slay Living, Spell
Resistance

Detailed progression by level:

(Note: only final Enhancements are listed when taken; take lower level
version of the Enahancements and whatever you find useful in between)



-Level 1:

Class Trained: Cleric Skills: +4 to Balance, Concentration, Diplomacy, Swim
Feats: Dodge, Combat Expertise

-Level 2:

Class Trained: Cleric Skills: +4 to Balance, Concentration, Diplomacy, Swim

-Level 3: href="http://ddo.tentonhammer.com/modules.php?set_albumName=Exclusive_Screenshots&id=ScreenShot00097&op=modload&name=Gallery&file=index&include=view_photo.php"> alt="Bull's STR"
src="http://ddo.tentonhammer.com/files/gallery/albums/Exclusive_Screenshots/ScreenShot00097.sized.jpg"
style="border: 2px solid ; width: 267px; height: 200px;" align="right">
style="font-weight: bold;">

Class Trained: Cleric Skills: +4 to Balance, Concentration, Diplomacy, Swim Feat: Spell Focus (Necromancy)

-Level 4:

Class Trained: Cleric Skills: +4 to Balance, Concentration, Diplomacy, Swim Enhancment: Human Charisma I

-Level 5:

Class Trained: Cleric Skills: +4 to Balance, Concentration, Diplomacy, Swim

-Level 6:

Class Trained: Cleric Skills: +4 to Balance, Concentration, Diplomacy, Swim Feat: Tower Shield Proficiency

-Level 7:

Class Trained: Cleric Skills: +4 to Balance, Concentration, Diplomacy, Swim

-Level 8:

Class Trained: Cleric Skills: +4 to Balance, Concentration, Diplomacy, Swim Enhancement: Cleric's Wisdom III

-Level 9:

Class Trained: Cleric Skills: +4 to Balance, Concentration, Diplomacy, Swim Feat: Maximize Spell Enhancement: Greater Magnetism III

-Level 10:

Class Trained: Cleric Skills: +4 to Balance, Concentration, Diplomacy, Swim Enhancments: Energy of the Zealot X, Improved Nullification IV,
Improved Devotion IV
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Last Updated: Mar 13, 2016