Hello,
I am working on a Cloistered Cleric build in 3.5. I have a lot of it worked out, but there is some wiggle room regarding feats (and stats). I wondered if anyone could give me their advice or suggestions.
Currently, I'm building a level 1 but planning a level 10 character. I'm going for the bookish type, trying to discover secrets mankind wasn't meant to know. I worship Baccob, and took Magic and Trickery domains. I rolled stats (very well), and allocated as follows
Str 10
Dex 16
Con 17
Int 12
Wis 18
Cha 9
Should I futz with the numbers here (ie, am I right to believe that Wis > Con > Dex > Int > Str > Cha, for a Cloistered Cleric)? Also, I can use the aging rules to pull a 20 Wis to start, but I end up with a total bonus of +9 rather than +10; is this worth it? It may look something like this:
Str 6
Dex 9
Con 14
Int 18
Wis 20
Cha 12
That fits the character concept better, but it might hinder me later on; thoughs?
Now on to Feats. The DM wants a mostly core game, but says he will approve feats (so these will be reviewed by him). I have four concepts of feats I want to take in my first 10 or so levels. These are rough, and in no particular order.
All four models share Craft Wonderous Item and Craft Contingent Spell; I feel these are going to be handy, especially in a game world without an abundance of high level magic items (or high level humanoids to make them). If you disagree, let me know.
Feats Plan A (chain touch buffs and ray debuffs):
divine ward CL 5th *PH2
chain spell 1 metamagic *CArc +3
divine metamagic - *CDiv
residual magic spellcraft 12 *CMage
knowledge devotion Know(any) 5 *CC
Feats Plan B (quicken! a lot of quicken...):
quicken spell - PHB +4
divine metamagic - *CDiv
residual magic spellcraft 12 *CMage
extra turning - PHB
??? - Free
Feats Plan C (DMM Persist cheese, but I'll have at MOST 14 turn attempts):
extend spell - PHB +1
persistant spell extend spell *CAr +6
divine metamagic - *CDiv
residual magic spellcraft 12 *CMage
invisible spell 1 metamagic *City +0!
Feats Plan D (turning just gives +4 to all saves, with other fun feats):
Divine Fortune CL 5th *PH2
leadership Lvl 6 PHB
knowledge devotion Know(any) 5 *CC
invisible spell 1 metamagic *City +0!
Trickery Devotion - *CC
Any preferences or advice on these, or suggestions for alternate feats I haven't considered?
Thanks everybody!
I am working on a Cloistered Cleric build in 3.5. I have a lot of it worked out, but there is some wiggle room regarding feats (and stats). I wondered if anyone could give me their advice or suggestions.
Currently, I'm building a level 1 but planning a level 10 character. I'm going for the bookish type, trying to discover secrets mankind wasn't meant to know. I worship Baccob, and took Magic and Trickery domains. I rolled stats (very well), and allocated as follows
Str 10
Dex 16
Con 17
Int 12
Wis 18
Cha 9
Should I futz with the numbers here (ie, am I right to believe that Wis > Con > Dex > Int > Str > Cha, for a Cloistered Cleric)? Also, I can use the aging rules to pull a 20 Wis to start, but I end up with a total bonus of +9 rather than +10; is this worth it? It may look something like this:
Str 6
Dex 9
Con 14
Int 18
Wis 20
Cha 12
That fits the character concept better, but it might hinder me later on; thoughs?
Now on to Feats. The DM wants a mostly core game, but says he will approve feats (so these will be reviewed by him). I have four concepts of feats I want to take in my first 10 or so levels. These are rough, and in no particular order.
All four models share Craft Wonderous Item and Craft Contingent Spell; I feel these are going to be handy, especially in a game world without an abundance of high level magic items (or high level humanoids to make them). If you disagree, let me know.
Feats Plan A (chain touch buffs and ray debuffs):
divine ward CL 5th *PH2
chain spell 1 metamagic *CArc +3
divine metamagic - *CDiv
residual magic spellcraft 12 *CMage
knowledge devotion Know(any) 5 *CC
Feats Plan B (quicken! a lot of quicken...):
quicken spell - PHB +4
divine metamagic - *CDiv
residual magic spellcraft 12 *CMage
extra turning - PHB
??? - Free
Feats Plan C (DMM Persist cheese, but I'll have at MOST 14 turn attempts):
extend spell - PHB +1
persistant spell extend spell *CAr +6
divine metamagic - *CDiv
residual magic spellcraft 12 *CMage
invisible spell 1 metamagic *City +0!
Feats Plan D (turning just gives +4 to all saves, with other fun feats):
Divine Fortune CL 5th *PH2
leadership Lvl 6 PHB
knowledge devotion Know(any) 5 *CC
invisible spell 1 metamagic *City +0!
Trickery Devotion - *CC
Any preferences or advice on these, or suggestions for alternate feats I haven't considered?
Thanks everybody!