Post by Risen_Sorcerer on Apr 24, 2012 23:50:43 GMT
On Higher Ground all classes are useful. The dev team has worked hard to encourage a wide variety of builds and be sure that all are balanced enough with others so that we don't get bored of the same thing. Wanna build a melee cleric? You can! Wanna build a melee druid? You can! You wanna mix druid and sorcerer classes to have different spellbooks? You can! That is called a quasiclass. This is why Higher Ground is the server to be. The turner is one of these classes that got a nice boost on Higher Ground and that will be what we are reviewing today. Turners can now not only turn undead, but also vermin, outsiders, elementals and constructs! Wow!
Please read up before attempting to start your turner build:
Now that you have read up, lets review the build:
Gender
Female
You must choose female to gain the benefit of wisdom from the drow race. If you chose male you would recieve intelligence, instead!
Race
Elf
"Drow"
- STR -1, CON -3, WIS +2, CHA +2
The drow subrace increases wisdom and charisma which this toon very badly needs. The constitution decrease hurts a lot, but we can deal with that. The strength loss wont really effect us except for low levels where we would want heavy armor and tower shield but can instead only use heavy armor and large shield for a while.
Abilities
Strength: 8
Dexterity: 10
Constitution: 7
Wisdom: 17
Intelligence: 8
Charisma: 18
Strength is not really that useful to us. It will hurt when we are first leveling this character as we wont be able to carry much and wear the gear we want but later on we can max it very easily with gear.
Dexterity is nice but once again not really needed. We need to start with 10 because of the elf bonus to dexterity wont allow us to lower it any further. You will benefit from maxing this later with gear by increasing our reflex save.
Constitution is very well loved among all toons but we have to deal with this to get our toon we need. A constitution of 4 is way less than ideal and will make your life difficult in the beginning but bare with it, it will be worth it in the end!
Wisdom is needed on this toon for two reasons. The first reason is because it helps us get our cleric spells with a 19 wisdom. We continue taking it though because we need a 25 base wisdom for planar turning, which I will describe later in this guide.
Intelligence would be nice to get higher but not possible. We only get one skill but will be okay as we will distribute the skills to what we need the most. Many people will say we should take more, but once again it's impossible for the type of toon that we want.
Charisma is what this toon needs! This increases your destruction difficulty check on turning mobs when you can finally beat their turn resistance. This will be around level 50 to level 60 and will start to shine around those levels. We must do anything and everything in our power to increase this as much as possible!
Alignment
Any Evil
I recommend this so you can run the areas that make you evil without being hurt to bad. This includes Rona and Elysium.
Pre-Epic Levels
Level 1: Cleric
Ability: None
Skills: 4 Concentration
Feat: Toughness
Toughness grants you +1 hitpoint per level, so instead of 5 hitpoints per level you recieve 6 hitpoints per level.
Level 2: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 3: Cleric
Ability: None
Skills: 1 Concentration
Feat: Spell Focus: Divination
Spell Focus: Divination is chosen to increase the difficulty check in the Divination school. These feats are taken mainly to enhance the defensive power of your Gate spell. The epic focus gives you access to the Miracle epic spell. This spell will "res" any player on the same screen as you and gives all players 1000 free hitpoints.
Level 4: Cleric
Ability: Wisdom
Skills: 1 Concentration
Feat: None
Level 5: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 6: Cleric
Ability: None
Skills: 1 Concentration
Feat: Greater Spell Focus: Divination
Greater Spell Focus: Divination is chosen to increase the difficulty check in the Divination school. These feats are taken mainly to enhance the defensive power of your Gate spell. The epic focus gives you access to the Miracle epic spell. This spell will "res" any player on the same screen as you and gives all players 1000 free hitpoints.
Level 7: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 8: Cleric
Ability: Wisdom
Skills: 1 Concentration
Feat: None
Level 9: Cleric
Ability: None
Skills: 1 Concentration
Feat: Extra Turning
Extra Turning is chosen to give you 4 free uses of the Turn Undead ability.
Level 10: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 11: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 12: Cleric
Ability: Charisma
Skills: 1 Concentration
Feat: Metamagic: Extend Spell
Extend Spell is chosen to give you another tier of spells, one higher then regular spells, and double the duration of any spell that is extended.
Level 13: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 14: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 15: Cleric
Ability: None
Skills: 1 Concentration
Feat: Metamagic: Empower Spell
Empower Spell is chosen to give you another tier of spells, two higher than regular spells, and increase the damage done by damage spells.
Level 16: Cleric
Ability: Charisma
Skills: 1 Concentration
Feat: None
Level 17: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 18: Cleric
Ability: None
Skills: 1 Concentration
Feat: Great Fortitude
Great Fortitude is chosen to grant you an additional +2 to your fortitude save. It also qualifies you for the feat "Legendary Fortitude" in legendary levels but that does not apply to this build
Level 19: Cleric
Ability: None
Skills: None
Feat: None
Level 20: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Epic Levels
Congratulations! You made it to the epic levels despite all the creatures trying to destroy you!
Level 21: Cleric
Ability: None
Skills: None
Feat: Great Charisma I
Great Charisma I is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 22: Cleric
Ability: None
Skills: 1 Discipline
Feat: None
Level 23: Cleric
Ability: None
Skills: None
Feat: Great Wisdom I
Great Wisdom I is chosen because we need to get a 25 base wisdom to qualify for the planar turning feat.
Level 24: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Great Charisma II
Great Charisma II is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 25: Cleric
Ability: None
Skills: None
Feat: None
Level 26: Cleric
Ability: None
Skills: 1 Discipline
Feat: Great Wisdom II
Great Wisdom II is chosen because we need to get a 25 base wisdom to qualify for the planar turning feat.
Level 27: Cleric
Ability: Charisma
Skills: None
Feat: Great Charisma III
Great Charisma III is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 28: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 29: Cleric
Ability: None
Skills: None
Feat: Great Wisdom III
Great Wisdom III is chosen because we need to get a 25 base wisdom to qualify for the planar turning feat.
Level 30: Cleric
Ability: None
Skills: 1 Discipline
Feat: Great Charisma IV
Great Charisma IV is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 31: Cleric
Ability: None
Skills: None
Feat: None
Level 32: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Great Wisdom IV
Great Wisdom IV is chosen because we need to get a 25 base wisdom to qualify for the planar turning feat.
Level 33: Cleric
Ability: None
Skills: None
Feat: Great Charisma V
Great Charisma V is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 34: Cleric
Ability: None
Skills: 1 Discipline
Feat: None
Level 35: Cleric
Ability: None
Skills: None
Feat: Planar Turning
Planar Turning qualifies us to buy/take domains in Legendary levels, which is the bread and butter for this build!
Level 36: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Great Charisma VI
Great Charisma VI is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 37: Cleric
Ability: None
Skills: None
Feat: None
Level 38: Cleric
Ability: None
Skills: 1 Discipline
Feat: Epic Spell Focus: Divination
Epic Spell Focus: Divination is chosen to increase the difficulty check in the Divination school. These feats are taken mainly to enhance the defensive power of your Gate spell. The epic focus gives you access to the Miracle epic spell. This spell will "res" any player on the same screen as you and gives all players 1000 free hitpoints.
Level 39: Cleric
Ability: None
Skills: None
Feat: Great Charisma VII
Great Charisma VII is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 40: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Congratulations on level 40!
Overview (level 40)
Strength: 7 + 12(gear) = 19
Dexterity: 10 +12(gear) = 22
Constitution: 4+12(gear) = 16
Wisdom: 25 + 12(gear) = 37
Intelligence: 8+12(gear) = 20
Charisma: 35 + 12(gear) = 47
Saves w/ No Gear: Fortitude21/Reflex16/Will29
Saves w/ All Gear: Fortitude47/Reflex42/Will55
Skills: 21 Concentration, 11 Discipline
HP without gear: 240
Legendary Levels
Level 41: Cleric
Ability: None
Skills: None
Feat: None
Level 42: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Domain Powers: Sun
Sun Domain is chosen to increase our turning power of undead creatures.
Level 43: Cleric
Ability: None
Skills: None
Feat: None
Level 44: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 45: Cleric
Ability: None
Skills: None
Feat: Domain Powers: Good
Good Domain is chosen to increase our turning power of outsiders.
Level 46: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 47: Cleric
Ability: None
Skills: None
Feat: None
Level 48: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Domain Powers: Destruction
Destruction Domain HELPS you turn constructs.
Level 49: Cleric
Ability: None
Skills: None
Feat: None
Level 50: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 51: Cleric
Ability: None
Skills: None
Feat: Legendary Spell Penetration
In order to take this feat you must find and use an Tome of Ancient Knowledge, Spell Penetration.
Legendary Spell Penetration is chosen to complete our ability to turn constructs. You can only turn them however when they are the only creatures left in your turn radius!
Level 52: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 53: Cleric
Ability: None
Skills: None
Feat: None
Level 54: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Great Charisma VIII
Great Charisma VIII is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 55: Cleric
Ability: None
Skills: None
Feat: None
Level 56: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 57: Cleric
Ability: None
Skills: None
Feat: Great Charisma IX
Great Charisma IX is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 58: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 59: Cleric
Ability: None
Skills: None
Feat: None
Level 60: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Great Charisma X
Great Charisma X is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Shorter Leveling Guide
Ability spread: 2 wisdom/18 charisma
Skill spread: 21 concentration/21 discipline
01: Toughness
03: Spell Focus: Divination
06: Greater Spell Focus: Divination
09: Extra Turning
12: Extend Spell
15: Empower Spell
18: Great Fortitude
21: Great Charisma I
23: Great Wisdom I
24: Great Charisma II
26: Great Wisdom II
27: Great Charisma III
29: Great Wisdom III
30: Great Charisma IV
32: Great Wisdom IV
33: Great Charisma V
35: Planar Turning
36: Great Charisma VI
38: Epic Spell Focus Divination
39: Great Charisma VII
41: Read Spell Penetration Book!
42: Domain Powers: Sun
45: Domain Powers: Good
48: Domain Powers: Destruction
51: Legendary Spell Penetration
54: Great Charisma VIII
57: Great Charisma IX
60: Great Charisma X
Overview (level 60)
Strength: 7 + 12(gear) = 19 + 2 (+14s) = 21
Dexterity: 10 +12(gear) = 22 + 2 (+14s) = 24
Constitution: 4+12(gear) = 16 + 2 (+14s) = 18
Wisdom: 25 + 12(gear) = 37 + 2 (+14s) = 39
Intelligence: 8+12(gear) = 20 + 2 (+14s) = 22
Charisma: 48 + 12(gear) = 60 + 2 (+14s) = 62
Saves w/ No Gear: Fortitude26/Reflex21/Will34
Saves w/ All Gear: Fortitude52/Reflex47/Will60
Skills: 21 Concentration, 21 Discipline
HP with +12 constitution gear: 600
HP with +14 constitution gear: 640
AC in URs: 10base + 26armor + 3dex + 16shield + 16deflection + 20dodge + 16natural = 107
AC in BURs: 10base + 26armor + 3dex + 17shield + 17deflection + 20dodge + 17natural = 110
Skills at Level 60
21 Concentration
There are various concentration checks through-out the mod and is used to protect yourself while casting in battle!
21 Discipline
You are protected from slagging with a decent discipline but wont be safe from all of them so watch your armor and shield!
Edits
Please read up before attempting to start your turner build:
Divine Inspiration
- Clerics Paladins and Blackguards with at least 36 base Charisma can find the Divine Inspiration ability which allows them to use Turn Undead as a Bard Song substitute.
- Clerics Paladins and Blackguards with at least 36 base Charisma can find the Divine Inspiration ability which allows them to use Turn Undead as a Bard Song substitute.
Mass Resurrection
- At Cleric 30 or Paladin 25 and total character level 40, characters can acquire the ability to cast a mass resurrection spell once per day.
- At Cleric 30 or Paladin 25 and total character level 40, characters can acquire the ability to cast a mass resurrection spell once per day.
Turn Undead
- Turn Undead now has enhanced mechanics and enemies have a Turn Resistance (TR) value proportionate to their difficulty.
- A turner's turner level is equal to their cleric level. In addition, if the turner has at least 3 levels in Paladin or Blackguard, 2 less than their number of Paladin and Blackguard levels are added to the character's turner level. Further, if the character has Smite Good or Smite Evil uses remaining and the Planar Turning feat, a Smite use will be expended and the 2-level penalty for Paladin or Blackguard will not be applied. Legendary levels count as turner levels, if the control class is Cleric, Paladin or Blackguard. Turner level is further increased by certain cleric domains.
- Sun Domain adds +1 per 2 legendary levels for turning undead.
- Plant Domain adds +1 per 4 legendary levels for turning vermin.
- An elemental Domain (Fire, Water, Air or Earth) adds +1 per 4 legendary levels for turning elementals, if the Cleric has the Planar Turning feat.
- An alignment Domain (Good or Evil) adds +1 per legendary level for turning outsiders, if the Cleric has the Planar Turning feat.
- A turner may turn a total TR value of monsters equal to (turner level + Charisma modifier) * 3.
- A turner's destruction DC is equal to 10 + (Turner levels / 4) + (Cha modifier) + (2 within Medium radius or 1 within Huge radius).
- When rolling to turn, a turner's Turn Power (TP) is equal to their turner level.
- For all valid targets except constructs, if the turner's TP + d8 is greater than or equal to the target's Turn Resistance, the target will be turned. In addition, if the TP roll exceeds the target's TR by 10 or more, the target must make a Will save against the destruction DC or be destroyed.
- For turning constructs (requires Destruction Domain), the turner rolls TP + Spell Penetration + d20 against the construct's Spell Resistance. If successful, the construct will take 1d3 points of damage per point of TP. In addition, if the turner has the Planar Turning feat, the construct must make a Will save against the turner's destruction DC or be destroyed.
- Targets that are turned but not destroyed will be immobilized and unable to act. If they are damaged, they receive up to one Will save every round (against the turner's destruction DC) to free themselves. Optionally, the targets can be feared rather than immobilized, by using the !opt turnimmob SIMtools command.
- Characters with the Planar Turning feat may now buy the Sun, Air, Earth, Fire, Water, Destruction, Good, Evil, and Plant domains as feats in legendary levels. These will not add domain spells, but do increase the breadth of turning ability.
- Only characters with Blackguard levels can turn creatures of good alignment.
- Turn Undead now has enhanced mechanics and enemies have a Turn Resistance (TR) value proportionate to their difficulty.
- A turner's turner level is equal to their cleric level. In addition, if the turner has at least 3 levels in Paladin or Blackguard, 2 less than their number of Paladin and Blackguard levels are added to the character's turner level. Further, if the character has Smite Good or Smite Evil uses remaining and the Planar Turning feat, a Smite use will be expended and the 2-level penalty for Paladin or Blackguard will not be applied. Legendary levels count as turner levels, if the control class is Cleric, Paladin or Blackguard. Turner level is further increased by certain cleric domains.
- Sun Domain adds +1 per 2 legendary levels for turning undead.
- Plant Domain adds +1 per 4 legendary levels for turning vermin.
- An elemental Domain (Fire, Water, Air or Earth) adds +1 per 4 legendary levels for turning elementals, if the Cleric has the Planar Turning feat.
- An alignment Domain (Good or Evil) adds +1 per legendary level for turning outsiders, if the Cleric has the Planar Turning feat.
- A turner may turn a total TR value of monsters equal to (turner level + Charisma modifier) * 3.
- A turner's destruction DC is equal to 10 + (Turner levels / 4) + (Cha modifier) + (2 within Medium radius or 1 within Huge radius).
- When rolling to turn, a turner's Turn Power (TP) is equal to their turner level.
- For all valid targets except constructs, if the turner's TP + d8 is greater than or equal to the target's Turn Resistance, the target will be turned. In addition, if the TP roll exceeds the target's TR by 10 or more, the target must make a Will save against the destruction DC or be destroyed.
- For turning constructs (requires Destruction Domain), the turner rolls TP + Spell Penetration + d20 against the construct's Spell Resistance. If successful, the construct will take 1d3 points of damage per point of TP. In addition, if the turner has the Planar Turning feat, the construct must make a Will save against the turner's destruction DC or be destroyed.
- Targets that are turned but not destroyed will be immobilized and unable to act. If they are damaged, they receive up to one Will save every round (against the turner's destruction DC) to free themselves. Optionally, the targets can be feared rather than immobilized, by using the !opt turnimmob SIMtools command.
- Characters with the Planar Turning feat may now buy the Sun, Air, Earth, Fire, Water, Destruction, Good, Evil, and Plant domains as feats in legendary levels. These will not add domain spells, but do increase the breadth of turning ability.
- Only characters with Blackguard levels can turn creatures of good alignment.
Now that you have read up, lets review the build:
Gender
Female
You must choose female to gain the benefit of wisdom from the drow race. If you chose male you would recieve intelligence, instead!
Race
Elf
"Drow"
- STR -1, CON -3, WIS +2, CHA +2
The drow subrace increases wisdom and charisma which this toon very badly needs. The constitution decrease hurts a lot, but we can deal with that. The strength loss wont really effect us except for low levels where we would want heavy armor and tower shield but can instead only use heavy armor and large shield for a while.
Abilities
Strength: 8
Dexterity: 10
Constitution: 7
Wisdom: 17
Intelligence: 8
Charisma: 18
Strength is not really that useful to us. It will hurt when we are first leveling this character as we wont be able to carry much and wear the gear we want but later on we can max it very easily with gear.
Dexterity is nice but once again not really needed. We need to start with 10 because of the elf bonus to dexterity wont allow us to lower it any further. You will benefit from maxing this later with gear by increasing our reflex save.
Constitution is very well loved among all toons but we have to deal with this to get our toon we need. A constitution of 4 is way less than ideal and will make your life difficult in the beginning but bare with it, it will be worth it in the end!
Wisdom is needed on this toon for two reasons. The first reason is because it helps us get our cleric spells with a 19 wisdom. We continue taking it though because we need a 25 base wisdom for planar turning, which I will describe later in this guide.
Intelligence would be nice to get higher but not possible. We only get one skill but will be okay as we will distribute the skills to what we need the most. Many people will say we should take more, but once again it's impossible for the type of toon that we want.
Charisma is what this toon needs! This increases your destruction difficulty check on turning mobs when you can finally beat their turn resistance. This will be around level 50 to level 60 and will start to shine around those levels. We must do anything and everything in our power to increase this as much as possible!
Alignment
Any Evil
I recommend this so you can run the areas that make you evil without being hurt to bad. This includes Rona and Elysium.
Pre-Epic Levels
Level 1: Cleric
Ability: None
Skills: 4 Concentration
Feat: Toughness
Toughness grants you +1 hitpoint per level, so instead of 5 hitpoints per level you recieve 6 hitpoints per level.
Level 2: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 3: Cleric
Ability: None
Skills: 1 Concentration
Feat: Spell Focus: Divination
Spell Focus: Divination is chosen to increase the difficulty check in the Divination school. These feats are taken mainly to enhance the defensive power of your Gate spell. The epic focus gives you access to the Miracle epic spell. This spell will "res" any player on the same screen as you and gives all players 1000 free hitpoints.
Level 4: Cleric
Ability: Wisdom
Skills: 1 Concentration
Feat: None
Level 5: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 6: Cleric
Ability: None
Skills: 1 Concentration
Feat: Greater Spell Focus: Divination
Greater Spell Focus: Divination is chosen to increase the difficulty check in the Divination school. These feats are taken mainly to enhance the defensive power of your Gate spell. The epic focus gives you access to the Miracle epic spell. This spell will "res" any player on the same screen as you and gives all players 1000 free hitpoints.
Level 7: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 8: Cleric
Ability: Wisdom
Skills: 1 Concentration
Feat: None
Level 9: Cleric
Ability: None
Skills: 1 Concentration
Feat: Extra Turning
Extra Turning is chosen to give you 4 free uses of the Turn Undead ability.
Level 10: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 11: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 12: Cleric
Ability: Charisma
Skills: 1 Concentration
Feat: Metamagic: Extend Spell
Extend Spell is chosen to give you another tier of spells, one higher then regular spells, and double the duration of any spell that is extended.
Level 13: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 14: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 15: Cleric
Ability: None
Skills: 1 Concentration
Feat: Metamagic: Empower Spell
Empower Spell is chosen to give you another tier of spells, two higher than regular spells, and increase the damage done by damage spells.
Level 16: Cleric
Ability: Charisma
Skills: 1 Concentration
Feat: None
Level 17: Cleric
Ability: None
Skills: 1 Concentration
Feat: None
Level 18: Cleric
Ability: None
Skills: 1 Concentration
Feat: Great Fortitude
Great Fortitude is chosen to grant you an additional +2 to your fortitude save. It also qualifies you for the feat "Legendary Fortitude" in legendary levels but that does not apply to this build
Level 19: Cleric
Ability: None
Skills: None
Feat: None
Level 20: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Epic Levels
Congratulations! You made it to the epic levels despite all the creatures trying to destroy you!
Level 21: Cleric
Ability: None
Skills: None
Feat: Great Charisma I
Great Charisma I is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 22: Cleric
Ability: None
Skills: 1 Discipline
Feat: None
Level 23: Cleric
Ability: None
Skills: None
Feat: Great Wisdom I
Great Wisdom I is chosen because we need to get a 25 base wisdom to qualify for the planar turning feat.
Level 24: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Great Charisma II
Great Charisma II is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 25: Cleric
Ability: None
Skills: None
Feat: None
Level 26: Cleric
Ability: None
Skills: 1 Discipline
Feat: Great Wisdom II
Great Wisdom II is chosen because we need to get a 25 base wisdom to qualify for the planar turning feat.
Level 27: Cleric
Ability: Charisma
Skills: None
Feat: Great Charisma III
Great Charisma III is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 28: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 29: Cleric
Ability: None
Skills: None
Feat: Great Wisdom III
Great Wisdom III is chosen because we need to get a 25 base wisdom to qualify for the planar turning feat.
Level 30: Cleric
Ability: None
Skills: 1 Discipline
Feat: Great Charisma IV
Great Charisma IV is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 31: Cleric
Ability: None
Skills: None
Feat: None
Level 32: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Great Wisdom IV
Great Wisdom IV is chosen because we need to get a 25 base wisdom to qualify for the planar turning feat.
Level 33: Cleric
Ability: None
Skills: None
Feat: Great Charisma V
Great Charisma V is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 34: Cleric
Ability: None
Skills: 1 Discipline
Feat: None
Level 35: Cleric
Ability: None
Skills: None
Feat: Planar Turning
Planar Turning qualifies us to buy/take domains in Legendary levels, which is the bread and butter for this build!
Level 36: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Great Charisma VI
Great Charisma VI is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 37: Cleric
Ability: None
Skills: None
Feat: None
Level 38: Cleric
Ability: None
Skills: 1 Discipline
Feat: Epic Spell Focus: Divination
Epic Spell Focus: Divination is chosen to increase the difficulty check in the Divination school. These feats are taken mainly to enhance the defensive power of your Gate spell. The epic focus gives you access to the Miracle epic spell. This spell will "res" any player on the same screen as you and gives all players 1000 free hitpoints.
Level 39: Cleric
Ability: None
Skills: None
Feat: Great Charisma VII
Great Charisma VII is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 40: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Congratulations on level 40!
Overview (level 40)
Strength: 7 + 12(gear) = 19
Dexterity: 10 +12(gear) = 22
Constitution: 4+12(gear) = 16
Wisdom: 25 + 12(gear) = 37
Intelligence: 8+12(gear) = 20
Charisma: 35 + 12(gear) = 47
Saves w/ No Gear: Fortitude21/Reflex16/Will29
Saves w/ All Gear: Fortitude47/Reflex42/Will55
Skills: 21 Concentration, 11 Discipline
HP without gear: 240
Legendary Levels
Level 41: Cleric
Ability: None
Skills: None
Feat: None
Level 42: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Domain Powers: Sun
Sun Domain is chosen to increase our turning power of undead creatures.
Level 43: Cleric
Ability: None
Skills: None
Feat: None
Level 44: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 45: Cleric
Ability: None
Skills: None
Feat: Domain Powers: Good
Good Domain is chosen to increase our turning power of outsiders.
Level 46: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 47: Cleric
Ability: None
Skills: None
Feat: None
Level 48: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Domain Powers: Destruction
Destruction Domain HELPS you turn constructs.
Level 49: Cleric
Ability: None
Skills: None
Feat: None
Level 50: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 51: Cleric
Ability: None
Skills: None
Feat: Legendary Spell Penetration
In order to take this feat you must find and use an Tome of Ancient Knowledge, Spell Penetration.
Legendary Spell Penetration is chosen to complete our ability to turn constructs. You can only turn them however when they are the only creatures left in your turn radius!
Level 52: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 53: Cleric
Ability: None
Skills: None
Feat: None
Level 54: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Great Charisma VIII
Great Charisma VIII is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 55: Cleric
Ability: None
Skills: None
Feat: None
Level 56: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 57: Cleric
Ability: None
Skills: None
Feat: Great Charisma IX
Great Charisma IX is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Level 58: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: None
Level 59: Cleric
Ability: None
Skills: None
Feat: None
Level 60: Cleric
Ability: Charisma
Skills: 1 Discipline
Feat: Great Charisma X
Great Charisma X is chosen to grant an additional +1 to the charisma ability which enhances our turning destruction difficulty check!
Shorter Leveling Guide
Ability spread: 2 wisdom/18 charisma
Skill spread: 21 concentration/21 discipline
01: Toughness
03: Spell Focus: Divination
06: Greater Spell Focus: Divination
09: Extra Turning
12: Extend Spell
15: Empower Spell
18: Great Fortitude
21: Great Charisma I
23: Great Wisdom I
24: Great Charisma II
26: Great Wisdom II
27: Great Charisma III
29: Great Wisdom III
30: Great Charisma IV
32: Great Wisdom IV
33: Great Charisma V
35: Planar Turning
36: Great Charisma VI
38: Epic Spell Focus Divination
39: Great Charisma VII
41: Read Spell Penetration Book!
42: Domain Powers: Sun
45: Domain Powers: Good
48: Domain Powers: Destruction
51: Legendary Spell Penetration
54: Great Charisma VIII
57: Great Charisma IX
60: Great Charisma X
Overview (level 60)
Strength: 7 + 12(gear) = 19 + 2 (+14s) = 21
Dexterity: 10 +12(gear) = 22 + 2 (+14s) = 24
Constitution: 4+12(gear) = 16 + 2 (+14s) = 18
Wisdom: 25 + 12(gear) = 37 + 2 (+14s) = 39
Intelligence: 8+12(gear) = 20 + 2 (+14s) = 22
Charisma: 48 + 12(gear) = 60 + 2 (+14s) = 62
Saves w/ No Gear: Fortitude26/Reflex21/Will34
Saves w/ All Gear: Fortitude52/Reflex47/Will60
Skills: 21 Concentration, 21 Discipline
HP with +12 constitution gear: 600
HP with +14 constitution gear: 640
AC in URs: 10base + 26armor + 3dex + 16shield + 16deflection + 20dodge + 16natural = 107
AC in BURs: 10base + 26armor + 3dex + 17shield + 17deflection + 20dodge + 17natural = 110
Skills at Level 60
21 Concentration
There are various concentration checks through-out the mod and is used to protect yourself while casting in battle!
21 Discipline
You are protected from slagging with a decent discipline but wont be safe from all of them so watch your armor and shield!
Edits
- Fixed a few typos