Buy normal armor and a shield, and then buy a metamagic rod of lesser extend. Prepare two greater magic vestments a day and your AC jumps by 4. With full plate, a light shield(for casting spells) a ring of prot+1 and amulet of nat armor +1 and the spells I suggested your AC is 26 or 22 without the spells.
Here's the thing with armor though, there is no way I'm going to dodge a giants swing and prefer to not even get close to one. The reason I haven't gotten full plate is because of the weight (put me at a medium load) and the mere fact that I wouldn't be able to run if we needed to.
I'm sorry I'm such a pain in the butt. I am new to the cleric class. I just want to be off to a good start. I really really really appreciate the help and guidance from everyone.
__________________ "Paranoia is a lot like life insurance. Annoying, expensive, and rarely needed. And like life insurance, if you need it and you don't have it, it's too late already."
"This makes no sense at all. Your DM needs to be shot. With a hammer."
-quote from the Wizards web board
My I ask what? Pure cleric will be more effective than anything else(other than PrC).
Also, S@s: How do you want skill points to be figured out for those of us that gain int boosting items?
I, as a player, would echo the same sentiments as Evo -- cleric level 9 (and access to 5th level spells) would outstrip any other PrC, unless it also advanced spellcaster progression.
On the Int boosting item front, feel free to add in the Int bonus from level 1. (I don't mind extra skill points)
Does the rest of my stuff check out right? God I hope so, I feel like such a dork for messing up so much. Yeah, ya'll talked me into going into cleric 9 (if we live that long!)
1) Your skill points don't add up -- I calculate that you would have 44 total skill points (16+7*4). You have 36 pts in class skills and 12 in cross-class skills. So, 4 skill points need to be deducted.
2) Your spells should be 4+1/3+1/3+1/2+1
3) I think you have 1 extra feat. You should have 4 total feats - 1st/3rd/6th + human bonus.
4) Please add all costs and weights for each piece of equipment.
5) You don't have the mithralmist chainshirt anymore, so you can remove the info from your sheet.
6) I'm curious about the barricade buckler -- and this goes out as a question to all -- what can a 5' by 5' wall of force accomplish? (Not to be snarky, I'm actually trying to figure out what the benefits exactly are.)
7) Light mace and crossbow are non-MW items, so attacks should be +8/+3 for the mace and +7 for the crossbow.
Other than that, looks good -- you are going to be a healing machine.
I think a 5'x5' wall of force is just for cover purposes.
__________________ "Paranoia is a lot like life insurance. Annoying, expensive, and rarely needed. And like life insurance, if you need it and you don't have it, it's too late already."
"This makes no sense at all. Your DM needs to be shot. With a hammer."
-quote from the Wizards web board
So a 5'x5' wall probably won't give you full cover against a large creature, but you can at least get a bit of cover, maybe live a little longer.
__________________ "Paranoia is a lot like life insurance. Annoying, expensive, and rarely needed. And like life insurance, if you need it and you don't have it, it's too late already."
"This makes no sense at all. Your DM needs to be shot. With a hammer."
-quote from the Wizards web board
I'm a little concerned by the relative difficulty of healing damage to myself. Our mage can do so, but has to prep repair spells, which detracts from his offensive ability... Our warlock could use wands and scrolls of Repair...if anyone buys any (I probably will).
Are there any items that could be used by a non-caster that provide this though? Or, failing that, could an existing item that provides meat healing be converted into an item of repair, so I can handle some of my own needs? Or, failing those options, could an item that provides daily charges of healing be created using DMG guidelines?