Post by desocupado on Dec 7, 2017 22:53:06 GMT
Under Construction - to do list:
Finish Skill distribution during LLs
Spell guide
Introduction:
A svirfneblin (or deep gnome) is Gnome subrace, foregoing Constitution and Charisma for Dexterity and Wisdom bonuses, which is perfect for the Lifethreader Quasiclass. This quasiclass forsakes Cleric caster levels to produce a continuous effect that damages foes and heal allies around you each round ignoring SR. This value is based on your Healing skill, and can get can get as high as 4 times you skill value. The damage dealt is either physical or magical on this build (but could include positive and negative damage for different class breakdowns). By using the intuitive attack feat, you also use your Wisdom score to determine your AB, meaning you will hit pretty often.
Did I mention you and your allies are healed by 444 hp every round? While enemies might take 381 damage?
For a thorough description of Lifethreader abilities on Higher Ground, please visit the relevant Higher Ground wiki page.
This differs from other lifethreader open subrace builds because it focuses in Wisdom and has greater party utility due the Instruments of Faith Epic Spell (Increasing the weapon enchantment of all weapon to +16). It wields a sickle and a shield in medium or light armor, granting great Armor Class, on top of the expertise mode. Divine power grants two additional attacks (Due CL 46 and BAB 15), so you can add some damage on top of your powerful threading.
Being Cleric based with high wisdom means the build has an easy time early 1-25. Before you qualify for the life threader, you will begin to have you spell landing less often, but afterwards you will enjoy the mighty advantage of threading. When you reach level 40, you will be pretty versatile with the additional magic damage possibility.
The play style of a life threader includes some of the following (some overlap with that of a tank):
Final Build Statistics (level 60):
Any assumptions beyond mundane gear are listed in parentheses. "Magical" bonus is a bonus applied from a spell or from gear.
Final Ability Scores:
At level 40:
Format: Unbuffed ability score/Ability score with +12 magical ability bonus
At level 60:
Format: Unbuffed ability score/Ability score with +12 magical ability bonus (Note: Here on higher ground it is possible to get a +14 magical ability bonus from items acquired in the Hells and other legendary level areas.)
Build Progression Summary:
Here is a summary of feats, abilities, and skills. For an explanation of each choice and a step-by-step leveling guide, please review the next section.
Race: Gnome
Subrace: Svirfneblin (requires Gnome, grants +2 DEX, -2 CON, -2 WIS, -2 CHA FC: Cleric, Darkvision, SR: 0+lvl, +2 Saves, +2 Hide/Listen )
Alignment: Any Evil.
Ability Scores:
Format: Ability score on creation/with subrace edits
Initial Ability Scores:
While leveling, always increase Wisdom.
Feats:
Feats (in order):
1 Blooded
3 WF Sickle
6 Dodge
9 Mobility
12 Spring Attack
15 Expertise
18 Whirlwind Attack
21 Intuitive Attack
24 Armor Skin
27 Epic Fortitude
30 Great Wisdom I
33 Great Wisdom II
36 Great Wisdom III
36 Great Wisdom IV*
39 Great Wisdom V
39 Great Wisdom VI*
40 EWF*
42 Great Wisdom VII
45 LSA Tumble
48 Lightning Reflexes
51 Great Wisdom VIII
54 Legendary reflexes
57 Great Wisdom IX
60 Great Wisdom X
Skills:
Level-by-Level Build Progression:
Explanations of choices made and why they enhance the build's overall effectiveness are orange.
Quasiclass fundamental changes are marked in green.
Race: Human
Subrace: Svirfneblin (requires Gnome, grants +2 DEX, -2 CON, -2 WIS, -2 CHA FC: Cleric, Darkvision, SR: 0+lvl, +2 Saves, +2 Hide/Listen )
(Svirfneblin improves the valuable WIS and DEX scores while giving a penalty to CON and CHA which the build doesn't rely much on)
Alignment: Any Evil (Since some areas of the module make you evil and there is a special ring only usable by evil clerics)
Special Build-Enhancing (non-Gear) Items:
Artifact: There are special items in the game known as artifacts. If you can acquire one, I recommend applying the (affordable) Saves Artifact (Tymora's Lucky Charm) to your character. This is because it helps rounding up all saving throws to 60+ due a +3 bonus to all saves. Besides that, once per day you may cast a CL 60 Greater restoration effect with +20 to all skills, enalbing you to get back to a fight right away after being rezed.
Otherwise, the dexterity artifact (Pyramid Energy) is also a good choice because it increases your Threading Shot DC and your AB by 1 and absolute feat immunity. You must be level 55 to use an ability enhancing artifact, and you can only use 1 ability enhancing artifact ever on a character. However this artifact is much more expensive, and should be left out for a real caster cleric (which is fine if you plan into reincarnating into one).
Pandect: (short for Pandect of Darkest Secrets) There are certain books in the game called Pandects that grant your character a specific extra feat (or feats). I recommend using the Pandect of Armor Crafting because it will help you get to skill rank 80, gain +1 effective ac. You must be level 56 to use a Pandect, and you can only read 1 Pandect ever on a character.
Tome: (short for Wondrous Tome of Ancient Lore) There are certain tomes in the game that can grant a character a specific Epic Spell Focus. I urge you to read the Transmutation tome because Epic Spell Focus (ESF): Transmutation will grant you the Instruments of Faith Epic Spell - granting to all players in the party a +16 enhancement (the highest party wide bonus available). You must be level 41 to use a Tome, and you can only read 1 Tome ever on a character.
Dragon Blood: As an open subrace character you may drink a dragon's blood to gain a free feat. Drinking a Blood of Ssssy'is grants combat casting (which is marginally useful). If you can get a blood for free before level 3, you may drink Blood of Dachy gaining the dodge feat - in which case you may pick Great fortitude on level 3 and Great Wisdom on level 27 and Legendary Fortitude on level 42 - increasing this build's fortitude save by 5! It's worthwhile using a reincarnation for it.
Gear Guidelines:
Armor Class: Armor, Natural, Deflection, and Dodge should always be covered as high as possible. High AC is vital to survival.
Ability Bonuses: Always try to fit in +12 to Strength, +12 to dexterity, +12 to constitution, and +12 to wisdom from items. You can relax on Strength after level 21 and may complement ay stat with spells
Immunities: Try to have all immunities listed on this piece of gear Touch of the Grave
Mord/Breach Immunity: There are certain items in higher ground with immunity to Mordenkainen's Disjunction or Breach spells. You will only be able to use these if you are level 40 or above, at a minimum (some items require level 60 or a specific accomplishment in the game to wear). If you know that a legendary level area contains Mord, I strongly recommend forgoing other gear in favor of Mord immunity. Breach is less important to cover, because you don't rely on most spells it removes.
There is a ring that drops 100% of the time in the desert areas called Bauphin's Bulwark that will grant immortal characters immunity to Mordenkainen's Disjunction.
Spell Slots: Any item with high level Cleric spell slots is a good choice, unless it impairs your tanking ability too much.
Weapons: You must wield sickles. Wiki page
Spell Guide:
Under construction
Extra Playing Tips:
I will try to list the major difficulties I can here and explain how to best cope with them.
Without innate critical immunity you will be susceptible to devastating critical from certain enemies. As an evil cleric you may equip a special ring to avoid those effects or you can ask if anyone in party can provide you with critical immunity (a bard with the epic spell, Dirge of the Deathless) before you try to tank such an enemy (typically a boss or mini-boss). Your maxed parry skill helps alleviate critical hit damage.
Your strength score of 24 (26 with +14 strength from gear) will make you susceptible to knockdown attacks from Pit Fiends (a monster in hell) and some other monsters. If you have a bard in your party, try to stay inside a Bard's UUU circle (A bard epic standing for Unbowed, Unbent, Unbroken). A similar thing can be said for your dexterity, 4 points higher. Worst case scenario use the Foundation of stone spell to avoid KD effects.
Also, if you can become a demigod, the best choice of a demigod artifact to use is The Serpent's Coil, which can increase your resistance to knockdown attacks.
Reincarnation Suggestions:
Once you get to level 40 and beyond, you will begin to encounter different methods of acquiring new unlockable subraces, more powerful than the standard (called "open") subraces.
If you decide to reincarnate, I recommend you use a subrace that gives you more wisdom, or at least improves Strength/Dexterity/Intelligence scores. It might be worth using a different build in such cases tough (specially a 20/20 class breakdown for increased damage multiplier ~33% more lifethreading damage).
On top of that, you can reincarnate into a completely different build, like a caster Cleric, Battle cleric, Divine slinger or even Turner Cleric. Keep in mind the threader is probably the most fun of these to play before you reach level 60, between ignoring SR and having the highest damage.
Finish Skill distribution during LLs
Spell guide
Introduction:
A svirfneblin (or deep gnome) is Gnome subrace, foregoing Constitution and Charisma for Dexterity and Wisdom bonuses, which is perfect for the Lifethreader Quasiclass. This quasiclass forsakes Cleric caster levels to produce a continuous effect that damages foes and heal allies around you each round ignoring SR. This value is based on your Healing skill, and can get can get as high as 4 times you skill value. The damage dealt is either physical or magical on this build (but could include positive and negative damage for different class breakdowns). By using the intuitive attack feat, you also use your Wisdom score to determine your AB, meaning you will hit pretty often.
Did I mention you and your allies are healed by 444 hp every round? While enemies might take 381 damage?
For a thorough description of Lifethreader abilities on Higher Ground, please visit the relevant Higher Ground wiki page.
This differs from other lifethreader open subrace builds because it focuses in Wisdom and has greater party utility due the Instruments of Faith Epic Spell (Increasing the weapon enchantment of all weapon to +16). It wields a sickle and a shield in medium or light armor, granting great Armor Class, on top of the expertise mode. Divine power grants two additional attacks (Due CL 46 and BAB 15), so you can add some damage on top of your powerful threading.
Being Cleric based with high wisdom means the build has an easy time early 1-25. Before you qualify for the life threader, you will begin to have you spell landing less often, but afterwards you will enjoy the mighty advantage of threading. When you reach level 40, you will be pretty versatile with the additional magic damage possibility.
The play style of a life threader includes some of the following (some overlap with that of a tank):
- Position yourself in the middle of enemy mobs so you maximize the number of affected foes.
- Use taunt to make foes target your character and stay in your lifethreading radius (it provokes without any investment on the skill).
- Try to learn if any foes cannot be tanked directly by you. IF so, position yourself in a way that you help whoever is tanking them through healing and damage.
- Use Expertise to increase your survivability. Don't be afraid to drink heal potions if overwhelmed, as they don't hinder your life threading.
- Keep spell buffs to improve your survivability.
Final Build Statistics (level 60):
Any assumptions beyond mundane gear are listed in parentheses. "Magical" bonus is a bonus applied from a spell or from gear.
- Attack Bonus: 92 (with +12 magical wisdom bonus, +20 magical AB bonus, and +1 Craft Weapon Bonus); Attacks at 92/87/82/92/92/87.
- Armor Class: 122 (with +12 magical dexterity and wisdom bonus and using level 60 gear that gives +17 to AC) - (Cleric's Girding of faithful increase this by 4) Expertise mode increases by 5
- Fortitude: 57 (with +20 magical saving throw bonus and +12 constitution) - (Tymora's Lucky Charm increases this by 3)
- Reflex: 59 (with +20 magical saving throw bonus and +12 dexterity) - (Tymora's Lucky Charm increases this by 3)
- Will: 72 (with +20 magical saving throw bonus and +12 wisdom) - this doesn't need to be increased (but still get +3)
- Threading DC (the fortitude saving throw for 50% damage foes must pass): 55 (Threader levels/2 + Wisdom Modifier) (a similar cleric starting with 18+2 wisdom would have implosion with 53 with Legendary Spell Focus Evocation)
Final Ability Scores:
At level 40:
Format: Unbuffed ability score/Ability score with +12 magical ability bonus
- Strength: 12/24
- Dexterity: 16/28
- Constitution: 10/22
- Intelligence: 14/26
- Wisdom: 34/46
- Charisma: 5/17
At level 60:
Format: Unbuffed ability score/Ability score with +12 magical ability bonus (Note: Here on higher ground it is possible to get a +14 magical ability bonus from items acquired in the Hells and other legendary level areas.)
- Strength: 12/24
- Dexterity: 16/28
- Constitution: 10/22
- Intelligence: 14/26
- Wisdom: 48/60
- Charisma: 5/17
Build Progression Summary:
Here is a summary of feats, abilities, and skills. For an explanation of each choice and a step-by-step leveling guide, please review the next section.
Race: Gnome
Subrace: Svirfneblin (requires Gnome, grants +2 DEX, -2 CON, -2 WIS, -2 CHA FC: Cleric, Darkvision, SR: 0+lvl, +2 Saves, +2 Hide/Listen )
Alignment: Any Evil.
Ability Scores:
Format: Ability score on creation/with subrace edits
Initial Ability Scores:
- Strength: 12/12
- Dexterity: 14/16
- Constitution: 12/10
- Intelligence: 14/14
- Wisdom: 16/18
- Charisma: 8/6
While leveling, always increase Wisdom.
Feats:
Feats (in order):
1 Blooded
3 WF Sickle
6 Dodge
9 Mobility
12 Spring Attack
15 Expertise
18 Whirlwind Attack
21 Intuitive Attack
24 Armor Skin
27 Epic Fortitude
30 Great Wisdom I
33 Great Wisdom II
36 Great Wisdom III
36 Great Wisdom IV*
39 Great Wisdom V
39 Great Wisdom VI*
40 EWF*
42 Great Wisdom VII
45 LSA Tumble
48 Lightning Reflexes
51 Great Wisdom VIII
54 Legendary reflexes
57 Great Wisdom IX
60 Great Wisdom X
Skills:
- Tumble 60
- Listen 43
- Concentration 20
- Discipline 43
- Intimidate 4 (8)
- Parry 63
- Heal 63
- CA 40
- CW 35
Level-by-Level Build Progression:
Explanations of choices made and why they enhance the build's overall effectiveness are orange.
Quasiclass fundamental changes are marked in green.
Race: Human
Subrace: Svirfneblin (requires Gnome, grants +2 DEX, -2 CON, -2 WIS, -2 CHA FC: Cleric, Darkvision, SR: 0+lvl, +2 Saves, +2 Hide/Listen )
(Svirfneblin improves the valuable WIS and DEX scores while giving a penalty to CON and CHA which the build doesn't rely much on)
Alignment: Any Evil (Since some areas of the module make you evil and there is a special ring only usable by evil clerics)
Level | Class | Abilities | Skills | Feats |
1 | Cleric | 12-Strength 14-Dexterity 12-Constitution 14-Intelligence 16-Wisdom 8-Charisma | +4 Concentration (Prevents spells from being interrupted while casting; also allows you to resist concentration checks versus disarm and instant death in legendary level areas) +4 Heal (This skill is used to determine your life threading effectiveness, but you may use healing kits as well) You must always save up the rest of your skill points to increase Weaponmaster class exclusive skills later. | Blooded (Qualifies you for Legendary Skill Affinity: Tumble at legendary levels, allowing you to take tumble as a class skill then. You will gain +6 AC by doing this because otherwise you would have to take tumble as a cross-class skill) Death Domain (Quasiclass requirement) Healing Domain (Quasiclass requirement) (Automatic) Armor proficiency (light) (Automatic) Armor proficiency (medium) (Automatic) Armor proficiency (Heavy) (Automatic) Shield proficiency |
2 | Cleric | +1 Concentration +1 Heal | ||
3 | Cleric | +1 Concentration +1 Heal | Weapon Focus Sickle (Weapon master requirement and your imposed weapon of choice due the quasiclass) | |
4 | Cleric | +1 Wisdom (As you level up, only increase Wisdom, as it defines your Threading DC and AB. It also enables your spells to land effectively during the first 30 levels, if you stack battletide and prayer save penalty) | +1 Concentration +1 Heal | |
5 | Cleric | +4 Intimidate (Base rank 4 Intimidate is a Weapon master requirement) +1 Concentration +1 Heal | ||
6 | Cleric | +1 Concentration +1 Heal | Dodge (Weapon master requirement) | |
7 | Cleric | +1 Concentration +1 Heal | ||
8 | Cleric | +1 Wisdom | +1 Concentration +1 Heal | |
9 | Cleric | +1 Concentration +1 Heal | Mobility (Weapon master requirement) | |
10 | Cleric | +1 Concentration +1 Heal | ||
11 | Cleric | +1 Concentration +1 Heal | ||
12 | Cleric | +1 Wisdom | +1 Concentration +1 Heal | Spring Attack (Weapon master requirement) |
13 | Cleric | +1 Concentration +1 Heal | ||
14 | Cleric | +1 Concentration +1 Heal | ||
15 | Cleric | +1 Concentration +1 Heal | Expertise (Weapon master requirement) | |
16 | Cleric | +1 Wisdom | +1 Concentration +1 Heal | |
17 | Cleric | +1 Concentration +1 Heal | ||
18 | Cleric | +1 Heal | Whirlwind Attack (Weapon master requirement) | |
19 | Cleric | +1 Heal | ||
20 | Cleric | +1 Wisdom | +1 Heal | |
21 | Weapon Master | +24 Listen (On Higher Ground, listen lowers the effective concealment of enemies for your attacks; at higher points of this skill (above 60) it is better than even blind fight) +24 Discipline (On Higher Ground, discipline prevents additional disabling abilities like weapon damage/slagging) +1 Heal | Intuitive Attack (this makes your sickle use your wisdom mod to determine AB - a much needed boost) | |
22 | Weapon Master | +1 Listen +1 Discipline +1 Heal | ||
23 | Weapon Master | +1 Listen +1 Discipline +1 Heal | ||
24 | Weapon Master | +1 Wisdom | +1 Listen +1 Discipline +1 Heal | Armor Skin (this one increases your survivability) |
25 | Weapon Master | +1 Listen +1 Discipline +1 Heal | | |
26 | Weapon Master | +1 Listen +1 Discipline +1 Heal | | |
27 | Weapon Master | +1 Listen +1 Discipline +1 Heal | Epic Fortitude (Fortitude saves usually prevent death effect, so this is a welcome boon) | |
28 | Weapon Master | +1 Wisdom | +1 Listen +1 Discipline +1 Heal | |
29 | Weapon Master | +1 Listen +1 Discipline +1 Heal | | |
30 | Weapon Master | +1 Listen +1 Discipline +1 Heal | Lifethreader status! Using the Lifethreading item while wielding a sickle will allow the Lifethreader to enter Lifethreading mode. In this mode, the Lifethreader will damage all nearby enemies and heal all nearby allies each round. Each round, a cleric spell memorized by the Lifethreader will be drained to fuel Lifethreading power. The maximum level of the cleric spell to be drained may be set by issuing the SIMTools commands !dam1 through !dam9. Great Wisdom I (Wisdom is your most important attribute) | |
31 | Cleric | +1 Heal | ||
32 | Cleric | +1 | +1 Heal | |
33 | Cleric | +1 Heal | Great Wisdom II Great Wisdom III | |
34 | Cleric | +1 Heal | ||
35 | Cleric | +1 Heal | Lifethreading healing is further by 0.5. (it will always be 0.5 higher than the damage multiplier) | |
36 | Cleric | +1 Wisdom | +1 Heal | Great Wisdom IV Great Wisdom V |
37 | Weapon Master | |||
38 | Weapon Master | +1 Listen +1 Discipline +1 Heal | Lifethreading power increased to 1.5! | |
39 | Weapon Master | +1 Listen +1 Discipline +1 Heal | Great Wisdom VI | |
40 | Weapon Master | +1 Wisdom | +1 Listen +1 Discipline +1 Heal | Epic Weapon Focus Sickle (Additional AB never hurts) Lifethreading radius increases! Lifethreading magical damage becomes available. You may toggle between these with the !damsl, !damma |
41 | Cleric | +1 Heal +X Craft Armor (On Higher Ground, CA increases your AC for every 40 skill ranks including skill bonuses) +X Craft Weapon (On Higher Ground, CW increases your AB for every 40 skill ranks including skill bonuses) +X Parry (On Higher Ground, parry grants partial immunity to the damage from critical hits) Notes: * You can only take level 41 after you become immortal. Use !level to level up. * You will gain lots of skill points at this level due gnome adding 2 skill points per level retroactively. | ||
42 | Cleric | +1 Wisdom | +1 Heal +1 Parry +45 Tumble (Tumble gives +1 AC for every 5 ranks spent in the skill. As a tank, AC is vital to survival and thus it is wise to raise tumble to 60 ranks for a total of +12 AC) | Legendary Skill Affinity: Tumble (You will be able to take tumble as a class skill, effectively allowing you to gain +12 AC from tumble instead of +6 AC by taking it as a cross-class skill) |
43 | Cleric | +1 | ||
44 | Cleric | +1 Wisdom | +1 | |
45 | Cleric | +1 | Lightning Reflexes (While it seem an odd choice, in HG this feat opens up another Legendary Reflexes, which is superior to Epic Reflexes) Lifethreading power increased to 2! | |
46 | Cleric | +1 Wisdom | +1 | |
47 | Cleric | +5 Tumble | ||
48 | Cleric | +1 Wisdom | +1 | Legendary reflexes (this feat grants a massive +7 to reflex saves - which is quite welcome against dragon breath) |
49 | Cleric | +1 | ||
50 | Cleric | +1 Wisdom | +1 | Lifethreading radius increases! |
51 | Cleric | +1 | Great Wisdom VII | |
52 | Cleric | +1 Wisdom | +5 Tumble | |
53 | Cleric | +1 | Lifethreading power increased to 2.5! | |
54 | Cleric | +1 Wisdom | +1 | Great Wisdom VIII |
55 | Cleric | +1 | ||
56 | Cleric | +1 Wisdom | +1 | |
57 | Cleric | +5 Tumble | Great Wisdom IX | |
58 | Cleric | +1 | ||
59 | Cleric | +1 | ||
60 | Cleric | +1 Wisdom | +1 | Great Wisdom X Lifethreading power increased to 3! Lifethreading radius increases! |
Special Build-Enhancing (non-Gear) Items:
Artifact: There are special items in the game known as artifacts. If you can acquire one, I recommend applying the (affordable) Saves Artifact (Tymora's Lucky Charm) to your character. This is because it helps rounding up all saving throws to 60+ due a +3 bonus to all saves. Besides that, once per day you may cast a CL 60 Greater restoration effect with +20 to all skills, enalbing you to get back to a fight right away after being rezed.
Otherwise, the dexterity artifact (Pyramid Energy) is also a good choice because it increases your Threading Shot DC and your AB by 1 and absolute feat immunity. You must be level 55 to use an ability enhancing artifact, and you can only use 1 ability enhancing artifact ever on a character. However this artifact is much more expensive, and should be left out for a real caster cleric (which is fine if you plan into reincarnating into one).
Pandect: (short for Pandect of Darkest Secrets) There are certain books in the game called Pandects that grant your character a specific extra feat (or feats). I recommend using the Pandect of Armor Crafting because it will help you get to skill rank 80, gain +1 effective ac. You must be level 56 to use a Pandect, and you can only read 1 Pandect ever on a character.
Tome: (short for Wondrous Tome of Ancient Lore) There are certain tomes in the game that can grant a character a specific Epic Spell Focus. I urge you to read the Transmutation tome because Epic Spell Focus (ESF): Transmutation will grant you the Instruments of Faith Epic Spell - granting to all players in the party a +16 enhancement (the highest party wide bonus available). You must be level 41 to use a Tome, and you can only read 1 Tome ever on a character.
Dragon Blood: As an open subrace character you may drink a dragon's blood to gain a free feat. Drinking a Blood of Ssssy'is grants combat casting (which is marginally useful). If you can get a blood for free before level 3, you may drink Blood of Dachy gaining the dodge feat - in which case you may pick Great fortitude on level 3 and Great Wisdom on level 27 and Legendary Fortitude on level 42 - increasing this build's fortitude save by 5! It's worthwhile using a reincarnation for it.
Gear Guidelines:
Armor Class: Armor, Natural, Deflection, and Dodge should always be covered as high as possible. High AC is vital to survival.
Ability Bonuses: Always try to fit in +12 to Strength, +12 to dexterity, +12 to constitution, and +12 to wisdom from items. You can relax on Strength after level 21 and may complement ay stat with spells
Immunities: Try to have all immunities listed on this piece of gear Touch of the Grave
Mord/Breach Immunity: There are certain items in higher ground with immunity to Mordenkainen's Disjunction or Breach spells. You will only be able to use these if you are level 40 or above, at a minimum (some items require level 60 or a specific accomplishment in the game to wear). If you know that a legendary level area contains Mord, I strongly recommend forgoing other gear in favor of Mord immunity. Breach is less important to cover, because you don't rely on most spells it removes.
There is a ring that drops 100% of the time in the desert areas called Bauphin's Bulwark that will grant immortal characters immunity to Mordenkainen's Disjunction.
Spell Slots: Any item with high level Cleric spell slots is a good choice, unless it impairs your tanking ability too much.
Weapons: You must wield sickles. Wiki page
Spell Guide:
Under construction
Extra Playing Tips:
I will try to list the major difficulties I can here and explain how to best cope with them.
Without innate critical immunity you will be susceptible to devastating critical from certain enemies. As an evil cleric you may equip a special ring to avoid those effects or you can ask if anyone in party can provide you with critical immunity (a bard with the epic spell, Dirge of the Deathless) before you try to tank such an enemy (typically a boss or mini-boss). Your maxed parry skill helps alleviate critical hit damage.
Your strength score of 24 (26 with +14 strength from gear) will make you susceptible to knockdown attacks from Pit Fiends (a monster in hell) and some other monsters. If you have a bard in your party, try to stay inside a Bard's UUU circle (A bard epic standing for Unbowed, Unbent, Unbroken). A similar thing can be said for your dexterity, 4 points higher. Worst case scenario use the Foundation of stone spell to avoid KD effects.
Also, if you can become a demigod, the best choice of a demigod artifact to use is The Serpent's Coil, which can increase your resistance to knockdown attacks.
Reincarnation Suggestions:
Once you get to level 40 and beyond, you will begin to encounter different methods of acquiring new unlockable subraces, more powerful than the standard (called "open") subraces.
If you decide to reincarnate, I recommend you use a subrace that gives you more wisdom, or at least improves Strength/Dexterity/Intelligence scores. It might be worth using a different build in such cases tough (specially a 20/20 class breakdown for increased damage multiplier ~33% more lifethreading damage).
On top of that, you can reincarnate into a completely different build, like a caster Cleric, Battle cleric, Divine slinger or even Turner Cleric. Keep in mind the threader is probably the most fun of these to play before you reach level 60, between ignoring SR and having the highest damage.