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View Full Version : help Magic/Travel cleric build pliz!!



acelegna
2011-05-13, 07:35 PM
Ok, so I want to make a cleric with the Travel/Magic Domains... He's kinda inspired by Xellos from Slayers http://dreamuniverse.files.wordpress.com/2008/09/xellos1.jpg but obviously not a demon lord.

So: Human (or whatever) cleric (Travel/Magic). What can be a good build for him?? Prestige Classes?? I might not want to multiclass but Im open to suggestions. Please let me know. Thanks

Greenish
2011-05-13, 07:36 PM
What do you want to do with it?

acelegna
2011-05-13, 08:08 PM
Hmm.....i guess cast divine/arcane spells as a supporting role and help with traveling (teleport, etc). Mainly support, NOT combat

Lateral
2011-05-13, 09:01 PM
Firstly, be a Cloistered Cleric (UA). In exchange for lower BAB and hit dice (which won't matter too much), you get more skills and skill points, and the Knowledge domain for free. Great for support PCs.

Take Persistent Spell and Divine Metamagic: Persistent Spell. Now you can spend turning attempts to persist your buffs for free. Find some good buff spells and a source of extra turning. (Nightsticks are the most common choice.)

Having Magic domain is nice, since it lets you use arcane items as well as divine. Prepare a few instant win spells for back-up, use most of your slots to buff the party, and have fun.

For prestige classes, there are a lot of good choices. Contemplative is nice, I've heard.

Urpriest
2011-05-13, 11:06 PM
Dweomerkeeper is powerful enough to be considered broken, but if you limit the cheese (for example, don't exploit the ability to cast things as supernatural abilities in order to avoid XP costs) then it can be merely solidly powerful. It requires Magic domain, so it's not bad choice for a cleric like yours. Requires a level of an arcane class or further cheese in order to enter though.

acelegna
2011-05-14, 10:17 AM
Thanks guys for the help!! So far, I made this:

Race: Half Elf (counts as Human for Dweomerkeeper)
God: Mystra

1 Closter Cleric/Divine Magician - Domain (Magic, Knowledge), Extend Spell
2 CC/DM
3 CC/DM - Exotic WP (Shuriken)
4 CC/DM
5 CC/DM
6 Wizard - Scribe Scroll, Persistent Spell
7 Seeker of Misty Isle -Extra Domain (Travel)
8 Dweomerkeeper -Improved Familiar (Pseudodragon or Air Elemental)
9 Dweomerkeeper -Divine Metamagic
10 Dweomerkeeper
11 Dweomerkeeper
12 Dweomerkeeper -Quicken Spell, Twin Spell


I was going to take a level in Contemplative (Extra domain: Spell) but I figured having 4 domains was a little excesive (plus, Spell and Magic are very similar). I might be wrong.

What do you guys think?? Anything you would change? Please let me know ;)

Urpriest
2011-05-14, 11:21 AM
The Spell domain is actually pretty nice because it gives you access to Anyspell. Since you worship Mystra, I believe the Initiate of Mystra feat would also do that.

Also, pretty sure you don't have the Arcane Spellcaster Level for that Improved Familiar.

acelegna
2011-05-14, 12:45 PM
The Divine Magician variant allows me to add arcane spells to my cleric list. So most likely, I count as a 7th level arcane caster at level 7 (considering I chose Arcane Spells in my Seeker of Misty Isle spell advancement)

Initiate of Mystra is acutally looking very sweet!! I prefer it rather that Spell Domain

acelegna
2011-05-21, 08:32 AM
OK guys, thanks for the enormous help so far!!

Final question: I now have 5 lvls of Dweomerkeeper in which i need to choose between advancing in Wizard spells or Cleric spells. Which one should I go for??

Keep in mind:
-Im NOT close combat
-Party lacks cleric/healer/wizard/sorcerer
-Domains: Knowledge, Magic, Travel
-Could be nice to chuck a Fireball every now and then :P
-Mainly supporter/buffer/caster

Tvtyrant
2011-05-21, 01:22 PM
Does it stack with your cleric casting if you take wizard spells? Because if not Cleric... Cleric has (http://www.d20srd.org/srd/spells/flameStrike.htm)a (http://www.d20srd.org/srd/spells/bladeBarrier.htm)few (http://www.d20srd.org/srd/spells/harm.htm)good (http://www.d20srd.org/srd/spells/insectPlague.htm)damage (http://www.d20srd.org/srd/spells/spiritualWeapon.htm)spells. Cometfall is a great one for damage and trip; it is none capped and can be metamagicked pretty well.

Incanur
2011-05-21, 02:19 PM
Cometfall is a great one for damage and trip; it is none capped and can be metamagicked pretty well.

It caps at 15d6 and allows a Reflex for half damage and no trip. Cometfall also requires at least 40 feet of vertical space. It's a solid blasting spell but nothing too exciting in terms of power.

acelegna
2011-05-21, 02:22 PM
Does it stack with your cleric casting if you take wizard spells? Because if not Cleric... Cleric has (http://www.d20srd.org/srd/spells/flameStrike.htm)a (http://www.d20srd.org/srd/spells/bladeBarrier.htm)few (http://www.d20srd.org/srd/spells/harm.htm)good (http://www.d20srd.org/srd/spells/insectPlague.htm)damage (http://www.d20srd.org/srd/spells/spiritualWeapon.htm)spells. Cometfall is a great one for damage and trip; it is none capped and can be metamagicked pretty well.

Because Divine Magician allows me to add/gain wizard spells as I level up a spell level (along with the 1 Wizard level I took), i figure (as well as my DM) that when casting arcane spells, I can cast arcane spells as a 1st level Wizard with a CL 6 (1 Wizard, 5 Divine Magician)

Considering that, would advancing in Cleric spells still be better that Wizard spells??

acelegna
2011-05-21, 02:26 PM
Ooops!!....just read in The Divine Magician Handbook (http://brilliantgameologists.com/boards/index.php?topic=8344.0) that they are indeed Divine.