Amiria
2011-02-14, 01:49 PM
Campaign: RHoD in a homebrewed setting
Level: 8
Race: Human
Alignment: LG
Domains: Herald1, Travel
Feats (4): Extra Turning (1st), Divine Spell Power (3rd), Travel Devotion (1st), ??? (6th)
Attributes: Str 14, Dex 13, Con 14, Int 132, Wis 20, Cha 14
Codzilla isn't wanted. We already have enough competent melee characters in the group and the cohort shouldn't outshine the main PCs there.
In need some opinions for the feat at 6th level (maybe also the one at 9th level, she should get there close before the end of the campaign).
Also, what are good spells at the relevant levels for a supporter / controller type of cleric ?
I often use these spells so far:
1st = Bless, Sanctuary
2nd = Elation, Hold Person, Silence
3rd = Dispel Magic, Invisibility Purge, Resist Energy (Mass) (SC)
4th = Recitation (SC), Wall of Sand (SC)
1 + 2
1 = Granted Power: You gain the ability to add your Charisma modifier to your armor class. This extraordinary ability is a free action that can be invoked for a total time of 1 round per day per cleric level. Knowledge (Nobility) and Perform are Class Skills.
Domain Spells: 1st = Herald's Call (SC); 2nd = Enthrall, 3rd = Tongues, 4th = Sending, 5th = Greater Command, 6th = Heroes' Feast, 7th = Repulsion, 8th = Power Word Stun, 9th = Miracle
2 = has more skill points (like Int 16) thanks to house rules
Level: 8
Race: Human
Alignment: LG
Domains: Herald1, Travel
Feats (4): Extra Turning (1st), Divine Spell Power (3rd), Travel Devotion (1st), ??? (6th)
Attributes: Str 14, Dex 13, Con 14, Int 132, Wis 20, Cha 14
Codzilla isn't wanted. We already have enough competent melee characters in the group and the cohort shouldn't outshine the main PCs there.
In need some opinions for the feat at 6th level (maybe also the one at 9th level, she should get there close before the end of the campaign).
Also, what are good spells at the relevant levels for a supporter / controller type of cleric ?
I often use these spells so far:
1st = Bless, Sanctuary
2nd = Elation, Hold Person, Silence
3rd = Dispel Magic, Invisibility Purge, Resist Energy (Mass) (SC)
4th = Recitation (SC), Wall of Sand (SC)
1 + 2
1 = Granted Power: You gain the ability to add your Charisma modifier to your armor class. This extraordinary ability is a free action that can be invoked for a total time of 1 round per day per cleric level. Knowledge (Nobility) and Perform are Class Skills.
Domain Spells: 1st = Herald's Call (SC); 2nd = Enthrall, 3rd = Tongues, 4th = Sending, 5th = Greater Command, 6th = Heroes' Feast, 7th = Repulsion, 8th = Power Word Stun, 9th = Miracle
2 = has more skill points (like Int 16) thanks to house rules