clockworkjoe said:
I'm thinking about playing a cleric/rogue type 11th level for a game. Neutral alignment emphasis on stealth, trap removal, and as high level of clerical magic as possible with those special abilities. Sneak attack is nice but not necessary. What clerical domains, prestige classes, etc work for this idea?
Race: Halfling
+2 Dex, -2 Str
Small size: +1 AC, +1 to attack, +4 to Hide, 20' base speed (-6 to Jump)
+1 to all saves, +2 to saves vs. fear
+1 to attack with thrown weapons & slings
Skills: +2 Climb, +2 Jump, +2 Listen, +2 Move Silently
Favored class: Rogue
Rogue 4/Cleric 7 (1st level is Rogue)
Deity: Boccob
Domains: Trickery - Bluff, Disguise and Hide are class skills;
Magic - can use Wizards magic items (no need for Use Magic Device skill)
32 point buy stats: STR 12, DEX 14, CON 14, INT 14, WIS 14, CHA 12
modified by race: STR 10, DEX 16, CON 14, INT 14, WIS 14, CHA 12
modified by ability increases: STR 10, DEX 16, CON 14, INT 14, WIS 16, CHA 12
with equipment: STR 10, DEX 18, CON 14, INT 14, WIS 16, CHA 12
Feats: Weapon Finesse, Quick Draw (for thrown weapons), Point Blank Shot,
Rapid Shot
Class features: Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1,
Uncanny Dodge, Turn Undead (4/day)
Spells per day: 0th - 6; 1st - 5+1; 2nd - 4+1; 3rd - 3+1; 4th - 1+1
Equipment: Buckler +2 (so can cast spells and use sling), Mithril Shirt +2,
Rapier +1, Sling +1, Amulet of Natural Armor +1, Cloak of Resistance +1,
Ring of Protection +1, Gloves of Dexterity +2.
Cost: 4,165+5,100+2,320+2,300+2,000+1,000+2,000+4,000=20,885gp
HP: 6+3.5*3+4.5*7+11*2=70
BAB: +8
Attacks: rapier +1 with finesse: +14/+9; sling +1: +15/+10 or +13/+13/+8 with Rapid Shot
Saves: Fort +10, Ref +12, Will +11 (includes Cloak of Protection +1)
AC: 10+3(shield)+6(shirt)+4(Dex)+1(size)+1(amulet)+1(ring)=26
Skill points: (8+2)*7+(2+2)*7=98
Code:
Skills Rank Ability Race Synergy Total
====== ==== ======= ==== ======= =====
Balance 0 +4 +2 6
Bluff 14 +1 15
Climb 0 +0 +2 2
Diplomacy 0 +1 +4 5
Disable Device 14 +2 16
Disguise 0 +1 +2 3
Heal 5 +3 8
Hide 14 +4 +4 22
Initimidate 0 +1 +2 3
Jump 0 +0 -4 +2 3
Knowledge (Religion) 5 +2 7 (+2 to Turn Undead checks)
Listen 0 +3 +2 5
Move Silently 14 +4 +2 20
Search 14 +2 16
Sense Motive 5 +3 8
Sleight of Hand 0 +3 +2 5
Tumble 13 +4 17
Comments: The character's spellcasting isn't top notch, but the skills
you specified are. Tumble and +2d6 sneak attack combined with rapier
attacks at +14/+9 and AC 26 make the character a good secondary combatant.
The sling (with sneak attack if opponents flat-footed) is useful when
you're sitting back throwing spells and want to do some direct damage.