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Cor Leonis
2012-02-21, 05:43 PM
Okay. I've been searching, but I cannot find the answers I'm looking for.

What spells should I put on my cleric of Mystra's Mantle of Spells?

MoS1 - 3rd level or lower -*?
MoS2 - 4th level or lower -*?
MoS3 - 5th level or lower -*?
MoS4 - 7th level or lower -*Greater Dispel Magic
MoS5 - 8th level or lower -*Limited Wish

Here's my character's information. Please bear with my obscure formatting:
Namis Pendius / ClCl3 ChIq2 Dwkr5
Humanoid (Human) / Lawful Good
Male / Aged 18 / 6'1" / 202 lbs.
Mystra / Magic, Rune, & Inquisition

-Hit Points: +69 / +69
(+39 [8d6, 2d8], +30 [3*10])
-Armor Class: (+10, +1, +0)
+11 Full, +10 Touch, +11 Flat-Footed

Full Attack: +7 {-2}
(+4d6, +2 or +3) [19-20/*2]

Str: 14+2
Dex: 10+0 * / * Ref: +2 (+2, +0)
Con: 16+3 * / * Fort: +7 (+4, +3)
Int: 18+4
Wis: 20+5 * / * Will: +15 (+10, +5)
Cha: 18+4

Walk Speed: +30ft. (*4)
Carrying Capacity:
-Light: +0 lbs. to +58 lbs.
-Medium: +59 lbs. to +116 lbs.
-Heavy: +117 lbs. to +175 lbs.
Carrying: Light (42 lbs.)

Initiative: +0 (+0)
Grapple: +6 (+4, +2)
Base Attack Bonus: +4

-Armor: [Red Tunic]
Size: Medium (1 lbs.)
Material: Cloth
Magical Armor Enhancements:
(+1 Enhancement / Light Fortification)
Hardness: +2 (+0, +2)
Hit Points: +11/+11 (+1, +10)

-Weapon: [Heavy Bastard Sword]
Size: Large (24 lbs.)
Material: Gold (Masterwork)
Magical Weapon Enhancements: N/A
Hardness: +10 (+10)
Hit Points: +10/+10 (+5*2)
Attack Roll: +7 {-2}
(+BAB, +3 [+2, +1]) (19-20/*2)
Damage Roll: (+4d6, +2 or +3)
(+2 or +3 [+2{*1.5}])

-Money: 818 GP

-On Hand: (42 lbs.)
Large Gold Bastard Sword, +1 Tunic,
Bag Of Holding Type I, Nightstick (*3), Reliquary Holy Symbol, Spell Component Pouch, Strongarm Bracers.

-Bag Of Holding: (23 of 250 lbs.)
Bedroll, Rod Of Bodily Restoration (+3), Trail Rations (*10), Waterskin.

-Languages: (+Race, +4)
(Aquan, Celestial, Common, Elven, Sylvan).

-Skill Points: +119
(+60[10*6],+16[8*2],+30[6*5],+13)
-Skill Point Limit: +13 (+10, +3)

Concentration (+17 [+13, +3 Con, +1])
Collector Of Stories (Skill Trick)
K. {Arcana} (+18 [+12, +4 Int, +2])
K. {Architecture} (+6 [+1, +4 Int, +1])
K. {Dungeon} (+16 [+11, +4 Int, +1])
K. {Geography} (+7 [+2, +4 Int, +1])
K. {History} (+10 [+5, +4 Int, +1])
K. {Local} (+16 [+11, +4 Int, +1])
K. {Nature} (+18 [+13, +4 Int, +1])
K. {Nobility} (+7 [+2, +4 Int, +1])
K. {Planes} (+18 [+13, +4 Int, +1])
K. {Psionics} (+15 [+10, +4 Int, +1])
K. {Religion} (+18 [+9, +4 Int, +5])
Spellcraft (+19 [+13, +4 Int, +2])
Swift Concentration (Skill Trick)

-Traits:
Absent-Minded
* *(+1 on all Knowledge skill checks /
* * -1 on all Spot and Listen skill checks).
Focused
* *(+1 on all Concentration skill checks /
* * -1 on all Spot and Listen skill checks).

-Flaws:
Inattentive
* *(-4 on all Spot and Listen skill checks).
Murky-Eyed
* *(Roll twice against concealment /
* * Take the worse of the two rolls).

-Cloistered Cleric Class Features:
Weapon And Armor Proficiency
* *(All Simple Weapons / Light Armor).
Aura (Ex)
* *(Has an aura corresponding to deity's
* * alignment / Moderate good aura).
Spells
* *(Must have a Wisdom score equal to
* * at least 10 + the spell level / The DC
* * for a saving throw against the spell
* * is [10 + S.L.+ Wisdom modifier] /
* * Cannot cast chaotic or evil spells).
Deity and Domains
* *(Mystra / Magic Domain /*
* * Rune Domain / Knowledge Domain /
* * Traded Knowledge for devotion feat).
Spontaneous Casting
* *(Can spontaneously cast "cure" spells
* * by sacrificing a prepared spell of
* * equal or higher spell level / Cannot
* * sacrifice Domain spell slots).
Turn Undead (Su)
* *(Can turn or destroy undead / May
* * turn undead a number of times per
* * day equal to [3+Charisma modifier]).
Lore (Ex) {+9 [3+4+2]}
* *(Special knowledge check / Bonus
* * equal to [Cloistered cleric level +
* * Intelligence modifier] / Used for
* * information about local notable
* * people, legendary items, or
* * noteworthy places / A successful
* * check will not reveal the powers of a
* * magic item but may give a hint as to
* * its general function / May not take
* * 10 or take 20 on this check).

-Church Inquisitor Class Features:
Detect Evil (Sp)
* *(Can use detect evil at will).
Inquisition Domain
* *(Gains the Inquisition Domain's spells
* * and power regardless of deity choice).
Spells Per Day [Cloistered Cleric]
* *(Continues in spell progression in a
* * divine spellcasting class taken).
Immune To Charms (Ex)
* *(Immune to charm spells and effects).

-Dweomerkeeper Class Features:
Spells Per Day [Cloistered Cleric]
* *(Continues in spell progression in a
* * spellcasting class previously taken).
Mantle Of Spells {3}
* *(Can spontaneously cast any spell
* * enchanted to the mantle / Works
* * like a cleric's spontaneous casting /
* * Has 3 spells enchanted to mantle /
* * spell 1 / s2 / s3).
Arcane Sight (Su)
* *(Can use arcane sight at will /
* * Duration is concentration instead).
Supernatural Spell (Su) {1/day}
* *(Use standard action to cast any
* * prepared spell as a supernatural
* * ability instead / Spell does not
* * require components / Spell does not
* * provoke attacks of opportunity /
* * Spell ignores spell resistance / Spell
* * chosen must be a standard action or
* * lower to use this ability on it).

-Bonus Feats:
[1st] Extend Spell
* *(Double a spell's duration / +1 S.L. )
[Human] Persistent Spell
* *(24 hour spell duration / Must be
* * personal or fixed range / +6 S.L. )
[Flaw] Magical Training (Sorcerer)
* *(Can cast three 0-level arcane spells
* * per day as a sorcerer / Knows only
* * two cantrips of choice / Save DC for
* * spells are 10 + Charisma modifier /
* * Arcane Mark & Prestidigitation).
[Flaw] Education
* *(All Knowledge skills are permanent
* * class skills / Gain +1 bonus on two
* * Knowledge skills [Arcana & Religion]).
[Domain] Scribe Scroll
* *(Can create a scroll of any spell you
* * know / One day for each 1,000 gp in*
* * base price / Base price of a scroll is
* * [spell level * caster level * 25] GP /
* * Must spend 4% of base price in XP /
* * Must spend half base in materials /
* * Granted power of the Rune Domain).
[Domain] Knowledge Devotion
* *(Add Knowledge skill of choice to class
* * skills [Nature] / Roll appropriate
* * skill check for a +1 to +5 insight
* * bonus to attack and damage rolls /
* * Less than or equal to 15 for +1 /
* * 16-25 for +2 / 26-30 for +3 /
* * 31-35 for +4 / 36 or more for +5 /
* * Lost Knowledge Domain for devotion).
[Quest] Skill Focus (K. {Religion})
* *(+3 bonus with selected skill /
* * Obtained from Frog God's Fane).
[3rd] D.M.M. (Persistent Spell)
* *(Able to trade turning attempts for
* * one metamagic feat / Must spend
* * 1+S.L. in turning attempts to work).
[6th] Initiate Of Mystra
* *(Can cast spells within a dead magic
* * zone or an antimagic field / In a dead
* * magic zone, make a caster level check
* * against a DC [20 + S.L.] / In an*
* * antimagic field, make a caster level
* * check against a DC [11 + the caster
* * level of the antimagic field] / Adds
* * new spells to your cleric spell list).
[9th] E.W.P. (Heavy Bastard Sword)
* *(Able to use weapon without penalty).My plans for leveling are as follows:
Cloistered Cleric 3 / Church Inquisitor 2 / Dweomerkeeper 5 / Contemplative 1 / Dweomerkeeper +5 / Divine Oracle 4.

I plan on taking the Spell Domain with Contemplative. My 12th level bonus feat will be Extraordinary Spell Aim. My 15th level bonus feat will be Quicken Spell. As for my 18th bonus feat, I am not sure.There you go. My character is pretty much complete; I just need advice for my first three Mantle of Spells spells (and, to a lesser extent, a bonus feat for 18th level).

Any advice is appreciated, and thank you all in advance.

kabreras
2012-04-21, 04:25 PM
Im right on the building of a deomerkeeper cleric (with southern magician) and also wondering what spells i should put on the mantle at for the 1st level.

Hesitate from PHB2 look like a good candidate as its an immediate action to save time.

Or build a neutral cleric with inflict and put a heal of a sort on the mantle...

Damn too many choise as a cleric !