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Thread: Cleric help

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    Barbarian in the Playground
     
    Wraithy's Avatar

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    Default Cleric help

    In an upcoming campaign I'm playing a dwarven cleric (yeah, noone has ever thought of that before).
    sadly I've never been good at making spellcasters of any sort, I can play them, but making them is confusing (I've never been good with spell lists )
    To make things easy for myself I thought I'd cast a few buffs on myself before combat, jump in and smash things for a little, and leave a few spell slots filled with miscelanious spells that I can switch out for cures when necessary.
    The campaign starts out relatively low level (4th)

    Could I have some help choosing feats and spells? oh and my deity (its Eberron)

    I have access to the core books, the Eberron books, all of the Complete books, all of the Races of books except RoD, the spell compendium, and BoED.

    Thanks for any help
    Last edited by Wraithy; 2007-12-22 at 12:09 PM. Reason: I misspelled Eberron
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    Titan in the Playground
     
    Jack_Simth's Avatar

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    Default Re: Cleric help

    Let's see....

    You want a melee Dwarven Cleric-4? Okay.

    Dol Arrah (LG) Domains War and Sun (Halberd is a two-handed martial weapon - free proficiency from War domain)
    Stat Priority:
    Wis, Con, Str; Dex is useful, but not needed.

    Equipment:
    You want Fullplate (for the AC - and really, it doesn't cost you mobility, due to your Dwarf nature), a Halberd, a Longspear, a Wand of Cure Light Wounds (or a Wand of Lesser Vigor), a Cloak of Resistance +1, and miscalaneous stuff (including a Potion of Invisibility for when the going gets tough - this way, you can "get going" away).

    Already, you're attacking at +4+strength for 1d10+1.5*str with a x3 critical (+3+str for 1d8+1.5*str and reach with a x3 critical for the Longspear). Upgrading to a masterwork weapon increases the attack bonus by 1, but doesn't stack with the +1 attack from Magic Weapon.

    Spells (I'm assuming you get one bonus spell per spell level, for now):
    0 (5): Light, Detect Magic * 2, Read Magic, Guidance
    1 (4+1): Bless, Divine Favor *2, Magic Weapon, Magic Weapon (domain)
    2: (3+1): Aid, Bull's Strength*2, Spiritual Weapon (domain)

    Assuming you don't want to go the cheesy DMM(Persistent Spell) route, take Power Attack and whatever strikes your fancy. Take Quicken Spell at 9th level.

    At this point, Divine Favor gives you +1 attack/damage; as does Magic Weapon. Bless gives you and your allies +1 attack. All three of these stack, if you've got the time. Aid gives +1 attack (Morale, doesn't stack with Bless) and temporary HP. Bull's Strength gives you +2 attack and +3 damage (by way of raising your Strength by +4 while you're using a 2-handed weapon). Spiritual Weapon is just for when you've got something you don't want to close with.

    For most battles, you'll want to cast a single buff and wade in. If you happen to know you're standing just outside the doorway to the BBEG (or other really big, tough battle) you'll want to cast a few more.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

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    Orc in the Playground
     
    BardGuy

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    Default Re: Cleric help

    Your diety will probably be the soverign host, unless you are from the silver flame. Though you can worship any of the gods in the soverign host, I'd suggest Dol Arrah or Dol Dorn if you plan in being in melee. Cleric has a bunch of choices to split especially in domains and whatnot.

    Spells you should prepare:
    2nd level: Bull's strength, Augury (yes its divination it also helps you in a pinch, and can easily be switched to prepare cure moderate wounds keep 25 g in incense around its always helpful)
    1st level: Protection from Evil (awesome spell not only do you get a bonus vs. evil creatures you can 'rope them off' or be protected from all types of mind control), Sanctuary (if you need to run away or are low on health), Divine Favor (a +1 never hurt at this level)
    0 level:
    Light, Detect Magic, Create Water, Read Magic (helpful if you didn't pick draconic as your language), Virtue

    Now Domains are tricky, domains like war and strength are only good in core, and strength is only useful if you stay in cleric to 20. My personal favorites are magic, trickery, and travel. You can't get all of them but personally choose the best domains from your diety (or religion) of choice. Cleric needs to be within one alignment shift from their dieties so many domains are near impossible to get.

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    Barbarian in the Playground
     
    Wraithy's Avatar

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    Default Re: Cleric help

    luckily my DM and the Eberron Campaign setting are both unconcerned with cleric alignment, or any alignment for that matter.
    Technically you could get a CE cleric of Dol Arrah, in fact there's probably an adventure with one as the BBEG.
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    Orc in the Playground
     
    BardGuy

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    Default Re: Cleric help

    Well there have been weirder things like the head of the church of the silver flame is LE who uses his non-detection spell to hide it which makes me wonder if the silver flame is actually a LN church...

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    Seffbasilisk's Avatar

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    Default Re: Cleric help

    So you ARE using the Ebberon Campaign Setting? If so, I'd advocate taking the Warforged domain. This way you can rebuke or potentially control the constructs you run across (even Warforged.)
    Life is a gamble, roll the dice. If your life is like cards, rig the deck.

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    Barbarian in the Playground
     
    Wraithy's Avatar

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    Default Re: Cleric help

    I don't think the origional campaign was set in Eberron, its just being adapted by our DM, so I doupt there'll be a large number of constructs.
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    Barbarian in the Playground
     
    Wraithy's Avatar

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    Default Re: Cleric help

    I find the deities of Eberron are uninspiring, I'll probably just follow an ideal.
    What domains would fit a self buffing cleric?
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    Iku Rex's Avatar

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    Default Re: Cleric help

    Dwarf Cleric 4

    Dwarven cleric substitution levels 1 and 4 (RoS).
    (Smite Giants and Hammer Specialist)

    If 28 PB

    Str 14
    Dex 10
    Con 15
    Int 10
    Wis 16
    Cha 8
    +2 Con, -2 Cha, +1 Con level 4

    Domains: War domain (Warhammer) and Fire Devotion (CCha) feat.

    There's no deity with those domains in the main Eberron book, but you could say they represent your character's "spiritual inclinations", or that your character maintains the traditions of an ancient dwarven deity (Tharmekhûl from Races of Stone) now commonly though of as an aspect of Onatar. War is needed for Holy Warrior, but Fire Devotion can be replaced by another domain, especially if you decide not to worship a specific deity.

    Feats: Improved Toughness (CWar), Power Attack

    Make sure you get feats needed for future PrCs. You'll want Holy Warrior (CCHa) and maybe an item creation feat (Wondrous Item or Arms and Armor) later.

    Basic items:
    MW Large Steel Shield +1
    MW Full Plate +1
    MW Warhammer
    Wand of Cure Light Wounds (to be a good healbot - maybe make the rest of the party pay for it)
    Ranged weapon

    Gauntlets of War (CCha) should be on your to-buy list.

    Lv 2 (2-1+1+1*): Elation (BoED) (2x?), Animalistic Power (PHBII), Spiritual Weapon, (-1 spell due to substitution)

    Lv 1 (3+1+1*): Bless, Sanctuary, Protection from Evil, Foundation of Stone (SC, flavor), Magic Weapon*

    In a chance encounter you buff the entire party with elation or bless, then enter melee. If you expect trouble you can use animalistic power or protection from evil for extra bonuses. Use foundation of stone if the party has a good position and dosn't have to move. Keep in mind that you can't cast many spells with your warhammer in hand. Save the Fire Devotion for important battles.

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    Barbarian in the Playground
     
    Wraithy's Avatar

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    Default Re: Cleric help

    I've finally gotten around to making the character.

    14 str, 12 dex, 16 con, 10 int, 17 wis, 10 cha

    Pure cleric, war and healing domains, no actual deity. (War domain granting me use of a dwarven waraxe, I think thats allowed)

    Feats: Improved Toughness, Improved Power (healing domain).
    Improved power (depending on the accuracy of crystal keep) changes the range of my healing spells from touch to close a number of times per day equal to my cleric lvl.

    Spells:
    Zero-level Cleric spells: 5 per day
    (5): Light, Detect Magic * 2, Read Magic, Guidance
    First-level Cleric spells: 4 (3+1) per day +1 from a domain:
    (4+1): Bless, Divine Favor *2, Magic Weapon, Magic Weapon (domain)
    Second-level Cleric spells: 3 (2+1) per day +1 from a domain:
    (3+1): Aid, Bull's Strength*2, Spiritual Weapon (domain)

    Have I made any huge mistakes here?
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    Bugbear in the Playground
     
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    Default Re: Cleric help

    war domain grants you proficiency and focus in your deities chosen weapon.

    Without a deity, no chosen weapon. You will need a lenient DM for this one =)

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    Barbarian in the Playground
     
    Wraithy's Avatar

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    Default Re: Cleric help

    Yeah, my DM is OK with it.
    I've never liked the way deities are dealt with in other campaign settings, its far too direct, the Eberron system has far more possibilities, especially without the one-step alignment restriction for clerics.
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    Pixie in the Playground
     
    Imp

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    confused Re: Cleric help

    Quote Originally Posted by Wraithy View Post
    I don't think the origional campaign was set in Eberron, its just being adapted by our DM, so I doupt there'll be a large number of constructs.
    Errr actually Wraithy it is an Eberron campaign, I don't know where you you got the idea that it wasn't or why I was "adapting it" haha

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    Barbarian in the Playground
     
    Wraithy's Avatar

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    Default Re: Cleric help

    erm.... ahh.... shuddup
    *hides in a corner*
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    Horny Halfing Avatar by Anna Molly

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