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bigbaddragon
2007-06-24, 05:30 AM
Hail people.

I came up with idea to play a knight and take one level of cleric so I could qualify for divine feats, which are nice (divine vigor, divine might, divine armor...).

Since it would be just one cleric level I'm wondering what domains to take as a worshiper of Sovereign Host in Eberron. I would need something with granted power that is independent from cleric level because I'll take only one level.

Also since I'm going to be party's tripper/disarmer I'm also thinking about taking one level of marshal too for that minor aura that adds charisma to bull rush, trip, disarm and overrun attempts.

I would be grateful for any suggestions about this.

ocato
2007-06-24, 05:32 AM
Competition grants +1 to all opposed checks (grapple, trip, disarm, etc etc).

Iku Rex
2007-06-24, 05:44 AM
War is an obvious one, for Weapon Focus. Dol Arrah has favored weapon: longsword.

Luck is always useful. Helps keep you alive.

Charm gets you +4 Cha 1/day for one minute as a free action, which would be good for more Turn Undead and a better marshall aura.

bigbaddragon
2007-06-24, 06:39 AM
Iku Rex, where did you find charm domain?

Iku Rex
2007-06-24, 06:42 AM
Iku Rex, where did you find charm domain?Eberron Campaign Setting, Forgotten Realms Campaign Setting, Player's Guide to Faerun, Spell Compendium.

Skjaldbakka
2007-06-24, 06:47 AM
I was under the impression that temporarily boosted stats did not give extras uses of abilities that are per day (such as turn undead, or spells)

Iku Rex
2007-06-24, 07:01 AM
I was under the impression that temporarily boosted stats did not give extras uses of abilities that are per day (such as turn undead, or spells)Main 3.5 FAQ 06152007 page 11:


When a cleric has a temporary bonus to his Charisma
score, does it affect his turning check or turning damage?
Does it change the number of times he can turn or rebuke
per day?

Unless otherwise stated, a temporary bonus to an ability
score has the same effect as a permanent one. For example, a
cleric with a temporary +4 enhancement bonus to Charisma
(such as from eagle’s splendor) adds 2 to his turning check and
to his turning damage while the spell was in effect, since his
Charisma modifier is 2 points higher than it was before.
Things get a little stickier when talking about powers with
daily limits, such as turn/rebuke undead or lay on hands. (Hold
on, because this gets worse before it gets better.) In this case, a
change to the key ability score indeed affects the daily limit—
in the example above, the cleric would gain 2 additional
turn/rebuke attempts per day—but these aren’t just “free” uses.
Here’s why:
Assume the cleric above has a normal Charisma score of
12, granting him 4 turn attempts per day (3 + 1 for Cha bonus).
Casting eagle’s splendor increases his Charisma to 16, which
would grant 6 attempts per day. At the end of the spell,
however, his daily limit would drop back down to 4 attempts.
At that point, the player must compare the number of daily uses
expended to the daily limit to see if any still remain.
Here’s how that might work in play. Our cleric turns
undead twice, then casts eagle’s splendor right before a big
fight with a horde of zombies. During the duration of the spell,
he makes four more turning checks. When the spell ends, he
compares his new daily limit (4) to the number of attempts used
(6)—whoops, no turns left. Hope all the undead have been
destroyed, because even if the cleric cast eagle’s splendor
again, he wouldn’t have any more turning attempts available,
since he’s already used all 6 of his allotted attempts. If he could
increase his Charisma to 18, he’d “gain” one more turning
attempt (since he has now used 6 out of his allotted 7 daily
attempts), usable only during the duration of the Charismaboosting
effect.
The same is true of the paladin’s lay on hands ability. If the
paladin gains a temporary Charisma boost, her total capacity of
healing via lay on hands improves accordingly, but she must
keep track of the healing “used up” to see if any remains after
the boost ends.
Temporary ability reductions (such as penalties or damage)
work similarly. When applying a reduction, do the math as if a
bonus had just elapsed to see if any daily uses are left, and
reverse that when the reduction goes away to see what (if
anything) the character regains. If our cleric above is hit by
touch of idiocy and suffers a –4 penalty to Charisma, his daily
limit of turning attempts is reduced from 4 to 2; if he’s already
used 2 or more, he has none available as long as the spell’s
effect lasts.
This seems more complicated than it actually is. As long as
you remember that the important number to track is not uses
remaining, but uses expended, everything else should fall into
place.