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toddex
2009-07-06, 06:40 AM
Is a cleric who specializes in the inflict spells decent? I dont expect to be putting out numbers like a power attacking duskblade but decent and reliable damage.

Eldariel
2009-07-06, 06:43 AM
Is a cleric who specializes in the inflict spells decent? I dont expect to be putting out numbers like a power attacking duskblade but decent and reliable damage.

They're really poor by and large; the amount of damage they deal is far less than you'd do with a simple HAMMER SMASH, and they are melee touch attacks, so you are no more safe Inflicting than Smashing. Harm is the singular exception, dealing enough damage to fell a moose.

Also, they are ineffective against a large number of creatures (Undead, Constructs, etc.). Unless you find ways to enhance the effects (Fell Draining [LibMort] sounds like a good metamagic to go with them, for example), I wouldn't bother.

toddex
2009-07-06, 06:47 AM
They're really poor by and large; the amount of damage they deal is far less than you'd do with a simple HAMMER SMASH, and they are melee touch attacks, so you are no more safe Inflicting than Smashing. Harm is the singular exception, dealing enough damage to fell a moose.

Also, they are ineffective against a large number of creatures (Undead, Constructs, etc.). Unless you find ways to enhance the effects (Fell Draining [LibMort] sounds like a good metamagic to go with them, for example), I wouldn't bother.


Afraid of that :( Oh well guess its melee divine metamagic persist cheese

Riffington
2009-07-06, 06:50 AM
If you bring along a bunch of undead, the versatility of harming your enemies/healing your minions (with mass causes, both at once) is nice. Then again, bringing an army with you is nice regardless of your class abilities.

Jack_Simth
2009-07-06, 07:02 AM
Afraid of that :( Oh well guess its melee divine metamagic persist cheese
If you're going that route, make sure to pick spells that will affect the entire party, rather than just you - that way, you're not outshining anyone. A list of handy ones:

Vigorous Circle(Spell Compendium, Clr 6; Fast Healing 3; can also use Mass Lesser Vigor, at lower-levels)
Holy Aura(PHB, Clr 8; +4 Deflection to AC, +4 Resistance to saves, SR 25 vs. opposite-aligned casters, immunity to possession and ongoing control enchantments; alternately, use whatever Aura is appropriate for your alignment)
Recitation(Spell Compendium, Clr 4; +2 Luck to AC, saves, and attack rolls; +3 for followers of your deity)
Elation(Book of Exalted Deeds, Clr 2; +2 Morale to Strength and Dex, +5 Move)
Righteous Wrath of the Faithful(Spell Compendium, Clr 5; +3 Morale to melee attack and damage; +1 attack on a full attack)

Also, don't forget:
Heroes' Feast(PHB, Clr 6; Immunity to Fear, Poison, some curatives, +1 Morale to Will saves, Attack rolls, and a little temp HP; Extend this once you're able, or just use two castings a day)
Greater Magic Weapon (PHB, Clr 4; +1/4th Caster Level Enhancement bonus to a weapon - lasts Hours/Level, you may want to Extend this)
Magic Vestments (PHB, Clr 3; +1/4th Caster Level Enhancement bonus to a shield or armor - lasts Hours/level, you may want to Extend this)

If you can get the full set, and convince everyone to get +Equivalents on their weapons/armor, rather than normal enhancement bonuses, you're putting the entire party at:
Saves: +4 Resistance, +2 Luck (+3, if they follow your deity); +1 Morale to Will, +1 Dex Bonus to Reflex
AC: +4 Deflection, +1 Dexterity Bonus, +2 Luck (+3, if they follow your deity), +variable Enhancement to Armor/Shield
Attack: +3 Morale, +1 Stat bonus, +2 Luck (+3, if they follow your deity), +variable Enhancement
Damage: +3 Morale, +1 Stat Bonus, +variable enhancement
Miscellaneous Abilities: Immunity to Fear, Poison, Possession, ongoing mental control, Fast Healing, some temp HP

Devils_Advocate
2009-07-06, 01:31 PM
Negative energy channeling Clerics spontaneously cast generally less useful spells than positive energy channeling Clerics, but they also get to command undead instead of just turning and destroying them. So it's not all bad.

And, as noted, inflict spells are actually good for healing if you've got undead minions. So Evil Clerics make good undead-leading necromancers.

Coidzor
2009-07-06, 01:52 PM
Is a cleric who specializes in the inflict spells decent? I dont expect to be putting out numbers like a power attacking duskblade but decent and reliable damage.

One of the most important things is that in order to get undead minions which are even close to being useful, one has to boost one's effective level for turning undead, due to the sheer number of HD even relatively weak undead have.

But being able to bend a few skellies to your will and turn them against the rest of the pack and even use 'em as porters/archers at lower levels can be useful.

Even nicer if you get a domain that allows rebuking/commanding of other types of creatures than undead.

Gorbash
2009-07-06, 02:06 PM
Another problem with Inflicter is that every inflict is will half. Since Clerics can't boost Wis that high (nor is recommended to take Spell Focuses, as Wizards do), since they have to worry about other stats too, that DC isn't going to be very high.