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  1. - Top - End - #31
    Troll in the Playground
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    Default Re: Clericzilla, Domains/Feats/Buffs?

    Here's an attempt to create a clericzilla.

    At level 1, something like a barbarian except that you have fewer hit points, can heal, and use enlarge person instead of rage.
    Spoiler: level 1
    Show

    L1 Neutral Good Human Cloistered Cleric of Io[Spontaneous Strength, Travel Devotion, Knowledge]
    Str 16/Dex 14/Con 14/Int 8/Wis 14/Cha 14
    Human: Combat Reflexes
    L1: Improved Initiative
    5 Turn Undeads.
    80gp out of 125 gp = Longspear (5gp), Morningstar (5gp), Light Crossbow (35gp), 30 bolts (3gp), Studded leather (25gp), Heavy Wood Shield (7gp)
    Initiative: +6
    AC: 15
    Spells: 3/2+1
    Enlarged Longspear or Morningstar: +3 attack, 2d6+6 damage


    At level 6, persistent spells have begun to come online, but the second iterative has not. An average of 25 damage with a touch attack and AC:No is a solid frontliner.
    Spoiler: level 6
    Show

    L6 Neutral Good Human Cloistered Cleric of Io[Spontaneous Spell or Strength, Travel Devotion, Knowledge Devotion]
    Human: Extend Spell
    L1: Persistent Spell
    L3: DMM[Persistent Spell]
    L6: Southern Magician
    7=5+2(Reliquary Holy Symbol) Turn Undeads
    1 persistent spell/day
    <13k gp = Reliquary Holy Symbol(1k gp), Lesser Rod of Extend Spell(3k gp), Mithril Reinforced Chain Shirt (1k gp), Masterwork Chahar-Aina (225 gp), Masterwork dastana (175 gp), Item+2 Wis(4k gp), Psychic Reformation
    Initiative: +2
    AC: 27
    Spells: 5/4+1/4+1/3+1
    Extended Persistent Alter Self[Crucian], Extended Persistent Ice Axe, Extended Heroics[Power Attack], Divine Insight x3, Sense Weakness x1
    Enlarged Longspear: +5(=+3 base +4 Str -1 size +2 knowledge devotion -3 power attack) touch attack, 2d12+14 (=+6 spell, +2 knowledge Devotion, +6 power attack) damage


    At level 12 the cleric has blown through anything resembling balance with 4 touch attacks dealing an expected 300+ damage that brutalizes the monsters.
    Spoiler: level 12
    Show

    L12 Neutral Good Human Cloistered Cleric of Io[Spontaneous Spell or Strength, Travel Devotion, Knowledge Devotion]
    Human: Extend Spell
    L1: Persistent Spell
    L3: DMM[Persistent Spell]
    L6: Southern Magician
    L9: Extra Turning
    L12: Extra Turning
    21=5+2(Reliquary Holy Symbol)+4(Nightstick)+2(Eagle's Splendor)+8(Extra Turning) Turn Undeads
    3 persistent spells/day
    <88k gp = Reliquary Holy Symbol(1k gp), 2x Lesser Rod of Extend Spell(6k gp), Nightstick (7k gp), Rod of Extend Spell(11K), Mithril Reinforced Chain Shirt (1k gp), Masterwork Chahar-Aina (225 gp), Masterwork dastana (175 gp), Item+4 Wis(16K), Bead of Karma (20k gp)

    Initiative: +8
    AC: 37
    Spells: 6/6+1/5+1/5+1/4+1/3+1/2+1
    Extended Persistent Draconic Polymorph[War Troll], Extended Persistent Sun Scepter
    Extended Persistent Divine Power, Extended Persistent Lesser Holy Transformation
    Extended Persistent Righteous Might, Extended Persistent Righteous Wrath of the Faithful

    Extended Greater Mighty Wallop, Extendeded Greater Magic Weapon, Extended Magic Vestment
    Extended Heroics[Power Attack], Extended Heroics[Combat Reflexes], Extended Heorics[Improved Initiative]
    Extended Girallon's Blessing, Extended Fuse Arms

    Divine Insight x3, Sense Weakness, Surge of Fortune

    Strength 57=31(War Troll)+8(Draconic Polymorph)+6(Enhance)+4(Fuse Arms)+8(Righteous Might)

    Colossal Sun Scepter: +29/+29/+24/+19 (=+12 base +23 Str -1 size +3 knowledge devotion +4 enhance -12 power attack) touch attack, 8d6+65 (=+34 Str, +3 knowledge Devotion, +4 enhance, +24 power attack) +Disruption +Flaming Burst +Axiomatic damage +Dazing Blow (DC 27)


    By level 20, you are dealing 130 damage/hit with 5 attacks/round against flatfooted touch ACs for 600+ damage/round. That's before you pull out a vorpal blade and Sense Weakness + Surge of Fortune for infinite damage against single-headed opponents.
    Spoiler: level 20
    Show

    L20 Neutral Good Human Cloistered Cleric of Io[Spontaneous Spell or Strength, Travel Devotion, Knowledge Devotion]
    Human: Extend Spell
    L1: Persistent Spell
    L3: DMM[Persistent Spell]
    L6: Southern Magician
    L9: Extra Turning
    L12: Extra Turning
    L15: Assume Supernatural Ability[Free Metamagic]
    L18: Easy Metamagic[Persistent Spell]
    24=5+2(Reliquary Holy Symbol)+4(Nightstick)+3(enhance)+2(Inner Beauty)+8(Extra Turning) Turn Undeads
    6 persistent spells/day

    <760k gp = Reliquary Holy Symbol(1k gp), 2x Lesser Rod of Extend Spell(6k gp), Nightstick (7k), Rod of Extend Spell(11K), Mithril Reinforced Chain Shirt (1k), Masterwork Chahar-Aina (225), Masterwork dastana (175), Item+6 Wis(36K), Item+6 Cha(36k), Bead of Karma (20k), Animated Shield+1(16k), Str+5(inherent), item+6 Con(36K)

    Initiative: +8
    AC: 52
    Spells: 6/6+1/5+1/5+1/4+1/3+1/2+1
    Extended Persistent Draconic Polymorph[War Troll], Extended Persistent Sun Scepter
    Extended Persistent Divine Power, Extended Persistent Elation
    Extended Persistent Divine Favor, Extended Persistent Righteous Wrath of the Faithful
    Extended Persistent Holy Star, Extended Persistent Greater Visage of the Deity
    Extended Persistent Greater Blink, Extended Persistent Miracle[Bite of the Werebear]
    Extended Persistent Holy Transformation, Extended Persistent Righteous Might

    Extended Greater Mighty Wallop, Extendeded Greater Magic Weapon, 2x Extended Magic Vestment
    Extended Heroics[Power Attack], Extended Heroics[Combat Reflexes], Extended Heorics[Improved Initiative]
    Extended Girallon's Blessing, Extended Fuse Arms

    Divine Insight, Sense Weakness, Surge of Fortune

    Strength 80=31(War Troll)+8(Draconic Polymorph)+16(Enhance)+4(Fuse Arms)+8(Righteous Might)+4(GVotD)+4(Holy Transformation)+5(inherent)

    Colossal Sun Scepter: +39/+39/+34/+29/+24 (=+20 base +35 Str -1 size +5 knowledge devotion +5 enhance -20 power attack) touch attack, 8d6+102 (=+52 Str, +5 knowledge Devotion, +5 enhance, +40 power attack) +Disruption +Flaming Burst +Axiomatic damage +Dazing Blow (DC 32)


    This is only moderately optimized, but this seems sufficient to illustrate the point. Clerics usually aren't optimized for damage, because they can do many other useful things instead.

  2. - Top - End - #32
    Ogre in the Playground
     
    Akal Saris's Avatar

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    Oct 2007

    Default Re: Clericzilla, Domains/Feats/Buffs?

    One thing that bugs me is that I've frequently seen clerics recommended as archers, but unless you're playing with flaws (for more feats) it's actually pretty hard to make a decent cleric archer compared with melee cleric builds.

    A melee cleric needs just one feat, power attack, and a source for a martial weapon (racial, PrC-granted proficiencies, war domain, etc.), and is going to be 'OK' from 1-6 and a beast from 7 onwards. Meanwhile an archer cleric generally is going to want point blank shot, precise shot, rapid shot, and probably zen archery, so it's quite hard to fit in the 'basic' archery feats when also doing a DMM build.

    Below is a sample cleric archer build, for reference/discussion (I was working on archery builds yesterday for fun):

    Elf Cloistered Cleric 10/Contemplative 10
    (Note: For players in Forgotten Realms where you must choose a deity, Labelas Enorath (Elven deity of time and magic) works well as a patron that could feasibly grant the Planning and Elf domains)
    Domains: Planning, Elf, [trade Knowledge domain for Knowledge Devotion feat, per Complete Champion)] The Undeath domain is arguably better for the build, but I find it a bit cheesy to channel positive energy and have the undeath domain, and you'd end up burning a feat on point blank shot either way.

    Feats:
    1: Point blank shot [domain]
    1: Extend spell [domain]
    1: knowledge devotion [trade Cloistered Cleric's Knowledge domain for feat, per Complete Champion]
    1: Persist spell
    3: DMM: Persist
    6: Extra Turning
    9: Quicken Spell
    12: Zen Archer
    15: Rapid Shot
    18: Holy Warrior
    (gets Precise through a +1 weapon ability)

    Obviously builds will differ by game based on the PrCs you might want to enter, the presence/absence of gear like Nightsticks, etc., but I think the build above gives a good idea of how crowded the feat competition is for a cleric archer.

    I'll note that I've never played a 'real' clericzilla in practice. I've played a warpriest in PF though, which has a similar 'stack buffs and become a combat god' feel to it :P
    Handbooks: (Hosted on the new MixMax forums)
    [3.5] The Poison Handbook
    [3.5] (New) Master of Shrouds Handbook
    [3.5 Base Class] Healer's Handbook

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    Thanks to Strategos and Jumilk for the awesome Iron Chef trophies!

  3. - Top - End - #33
    Bugbear in the Playground
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    May 2021

    Default Re: Clericzilla, Domains/Feats/Buffs?

    It depends on your level of optimization. It's true if you're taking all those feats, it digs into your feat slots a lot (though I would point out that you have Quicken Spell, and that Extra Turning is only really necessary if you don't have Nightsticks). But the best Cleric Archer build is a Dweomerkeeper with the Spell Domain, meaning you can pick anyspell as part of your Mantle of Spells and pop all the [Combat] feats you want out of low-level spell slots. There's definitely a case to be made for the melee build, but it has more to do with the wider range of melee buffs than any major feat advantage. Personally, I think the ability to stand behind a wall of undead more than mitigates the reduced damage output.

  4. - Top - End - #34
    Ogre in the Playground
     
    Akal Saris's Avatar

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    Default Re: Clericzilla, Domains/Feats/Buffs?

    Yeah, I personally hate relying on nightsticks when planning a cleric character build, since (a) I personally don't think they should stack with each other based on a typical reading of the rules for magic items, and (b) most 'actual' games I've played in have had very few opportunities to obtain relatively obscure magical items, let alone multiple of them, so I tend to mistrust any character builds that rely overmuch on a specific magical item to function well. So I prefer to plan a persist build to have 7 or 14 TU uses without nightsticks, and then if nightsticks are available, then great! In that context, Quicken still has value to enable low-level buffs like divine favor, or for non-persistable spells like spiritual weapon.

    So your preferred build is Dweomerkeeper and choosing Anyspell, using it to emulate Heroics, and then extend/persist a few Heroics spells? That seems like a solid approach to avoid the feat crunch for the ranged build. From 12 onwards even just an extended Heroics would last for 4 hours, which is pretty solid, and 3rd level spell slots aren't a huge deal for most clerics.

    Yup, the wider range of melee buffs like Righteous Might and Bite of the Werebear are also good reasons to go for melee builds!
    Handbooks: (Hosted on the new MixMax forums)
    [3.5] The Poison Handbook
    [3.5] (New) Master of Shrouds Handbook
    [3.5 Base Class] Healer's Handbook

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    Thanks to Strategos and Jumilk for the awesome Iron Chef trophies!

  5. - Top - End - #35
    Bugbear in the Playground
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    May 2021

    Default Re: Clericzilla, Domains/Feats/Buffs?

    Quote Originally Posted by Akal Saris View Post
    Yeah, I personally hate relying on nightsticks when planning a cleric character build, since (a) I personally don't think they should stack with each other based on a typical reading of the rules for magic items, and (b) most 'actual' games I've played in have had very few opportunities to obtain relatively obscure magical items, let alone multiple of them, so I tend to mistrust any character builds that rely overmuch on a specific magical item to function well.
    That's exactly the sort of thing I was talking about when I said that optimal builds will vary tremendously with the optimization ceiling. Do Nightsticks stack? Are they freely available? Can turning from a domain fuel DMM? All of those are questions that influence the power of this type of build tremendously.

    In that context, Quicken still has value to enable low-level buffs like divine favor, or for non-persistable spells like spiritual weapon.
    But your build doesn't end up with DMM: Quicken. I'm skeptical that you're getting enough value out of divine favor to justify the 5th level spell slot, even if it isn't taking a standard action to cast.

    So your preferred build is Dweomerkeeper and choosing Anyspell, using it to emulate Heroics, and then extend/persist a few Heroics spells? That seems like a solid approach to avoid the feat crunch for the ranged build. From 12 onwards even just an extended Heroics would last for 4 hours, which is pretty solid, and 3rd level spell slots aren't a huge deal for most clerics.
    Well, again, I would shy away from "preferred". There are vanishingly few games where the all-out Dweomerkeeper build is appropriate, and in games at that power level I'd probably play something that's more of a traditional spellcaster instead, but that is the general idea. You can also stack Illumian's Aeshkrau sigil on top of everything else to turn your boosted-up STR score into a massive number of bonus spells (you can hit a STR score of something over a 100 with enough buffs, and that's ignoring greater consumptive field silliness).

  6. - Top - End - #36
    Bugbear in the Playground
     
    RangerGuy

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    Jul 2018

    Default Re: Clericzilla, Domains/Feats/Buffs?

    Quote Originally Posted by Khedrac View Post
    I think you will find that Darg is correct - the "Same source doesn't stack" rule applies regardless of type - the "type" stacking rules only apply to bonuses from different sources.
    You will need a specific rule quote allowing them to stack, "untyped" bonuses stacking is not relevant here.
    Quick side note: this is good stuff and I wish more people realized it.

    Quote Originally Posted by Anthrowhale View Post
    Aside from persistent spell, clerics also have some brutal combo spells. Consider for example Sense Weakness (= your next critical autoconfirms) and Surge of Fortune (=your next attack is an automatic 20) combined with a vorpal weapon. That kills great wyrm prismatic dragons.
    That is a nasty combo...thanks for bringing it to my attention

    Quote Originally Posted by AnimeTheCat View Post
    A different thread, that got derailed from the OP
    Sometimes you need to do a standard disclaimer on a post: "I'm optimizing a fighter because I want to play a fighter...those that would ask why or try to tell me why it's the worst class in 3.x need not apply reply."

    That being said, Radiant Servant of Pelor is also a PrC that grants extra domains, and Superior Resistance is another spell candidate that I didn't see posted that will prevent needing to buy an item for a resistance bonus to saving throws.
    Last edited by RNightstalker; 2021-09-10 at 09:07 PM.

  7. - Top - End - #37
    Bugbear in the Playground
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    Default Re: Clericzilla, Domains/Feats/Buffs?

    People are probably not mentioning superior resistance because it's a generically good Cleric spell that doesn't really have anything to do with what a Cleric Archer does. It's duration is already 24 hours, so every Cleric is going to use any 6th level slots that aren't otherwise spoken for it, regardless of whether they are a DMM self-buffer, a necromancy-based minionmancer, or a straight caster Cleric.

  8. - Top - End - #38
    Bugbear in the Playground
     
    RangerGuy

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    Default Re: Clericzilla, Domains/Feats/Buffs?

    Quote Originally Posted by RandomPeasant View Post
    It's duration is already 24 hours,
    Thanks for the reminder, it was always cast for me, not by my player lol.

  9. - Top - End - #39
    Ogre in the Playground
    Join Date
    Dec 2010

    smile Re: Clericzilla, Domains/Feats/Buffs?

    Quote Originally Posted by Akal Saris View Post
    One thing that bugs me is that I've frequently seen clerics recommended as archers, but unless you're playing with flaws (for more feats) it's actually pretty hard to make a decent cleric archer compared with melee cleric builds.
    This is true, but note that it's true regardless of HOW you try to build your archer since archery in 3.5 takes such a huge investment in build resources. Clerics tend to do it better, since Clerics also have 9th level spells to fall back on.

    The best archer in high-OP games is probably Archivist because it can more easily do stuff like this: https://forums.giantitp.com/showthre...t-optimization

  10. - Top - End - #40
    Bugbear in the Playground
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    May 2021

    Default Re: Clericzilla, Domains/Feats/Buffs?

    The term Cleric Archer is historical. The original "Cleric that out-fights a Fighter" (from back in the 3.0 days) was formulated as an archer. I'd try to find the original thread, but I'm pretty sure it was on the old WotC boards, and is long gone.

  11. - Top - End - #41
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: Clericzilla, Domains/Feats/Buffs?

    Quote Originally Posted by RandomPeasant View Post
    The term Cleric Archer is historical. The original "Cleric that out-fights a Fighter" (from back in the 3.0 days) was formulated as an archer. I'd try to find the original thread, but I'm pretty sure it was on the old WotC boards, and is long gone.
    They nerfed divine favor, rightous might and persistent spell.

  12. - Top - End - #42
    Ogre in the Playground
     
    Akal Saris's Avatar

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    Default Re: Clericzilla, Domains/Feats/Buffs?

    Quote Originally Posted by RandomPeasant View Post
    The term Cleric Archer is historical. The original "Cleric that out-fights a Fighter" (from back in the 3.0 days) was formulated as an archer. I'd try to find the original thread, but I'm pretty sure it was on the old WotC boards, and is long gone.
    Interesting, I didn't know that!

    By the way, I saw your responses to my comments earlier, all of which were good points. Personally, I really like making sure that any build I play takes advantage of swift actions as much as possible, so I may over-value quicken spell simply because it fits my playstyle well.
    Handbooks: (Hosted on the new MixMax forums)
    [3.5] The Poison Handbook
    [3.5] (New) Master of Shrouds Handbook
    [3.5 Base Class] Healer's Handbook

    Trophies!
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    Thanks to Strategos and Jumilk for the awesome Iron Chef trophies!

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