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3.0 - Cleric as Holy Warrior
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<blockquote data-quote="Elder-Basilisk" data-source="post: 3241514" data-attributes="member: 3146"><p>How big a deal less than a 15 wisdom is will depend upon how long the campaign runs.</p><p></p><p>My usual answer is: 15 wisdom guarantees you a bonus 3rd level spell at level 5 and, with a +2 periapt, gives you a bonus 4th level spell at level 7. That's a big deal. But, when you start at 7th level, it may not be quite as big a deal as it would be starting from level 1. After all, it's only one level to 8th level where you get to the same spot. Long term, however, a 15 wisdom allows you to reach a 20 base wisdom at level 20 (rather than having an odd stat point to put somewhere). And it's quite nice to get that bonus 5th, 6th, or 7th level slot (depending upon the strength of your periapt) at level 12+.</p><p></p><p>If you anticipate the campaign being relatively short--ending around 12th level or so, you can probably afford to start with the 14 wisdom (though the first level will hurt). However, if you anticipate the campaign going long-term, I would go with the 15 wisdom.</p><p></p><p>The 12 Con is a risk that I would prefer not taking--especially as a melee character likely to use a two-handed weapon (and thus forgoe a shield). You don't ever want to count on an endurance to keep your hit points up (though it's still a good idea). Spells can get dispelled or you can roll poorly on the d4+1. Con 14 is the way to go unless you can afford higher.</p><p></p><p>In 3.0, Expertise wasn't all that special anyway. In 3.5, the feats it leads to (Improved Trip, etc) are much better.</p><p></p><p>WRT the domain spells, ask yourself what you're going to do with the spell slots. If you have good choices at every spell level, in some ways, it doesn't matter if your second domain has another option. My anticipation would see the usual layout as:</p><p></p><p>Strength and War: 1. Endure Elements 2. Bull's Strength 3. Magic Vestment 4. Divine Power 5. Flame Strike 6. Blade Barrier</p><p></p><p>Options 1. Magic weapon--worthless when you have real magic weapons. 2. Spiritual Weapon--not very good in 3.0; 3. Magic Vestment 4. Spell Immunity 5 Righteous Might (not too spiffy in 3.0 but OK) 6. Stoneskin</p><p></p><p>Strength and Destruction: 1. Inflict Light Wounds. 2. Bull's strength (for a friend) 3. Magic Vestment 4. Empowered Bull's Strength 5. Righteous Might (or extended and empowered Bull's Strength--one for everyone in the party) 6. Harm</p><p></p><p>Options: 1. Endure Elements--not bad but not great. 2. Shatter--situationally useful. Generally not. 3. Contagion--not particularly good, but it is another option. 4. Inflict Critical Wounds. Competitive with Spell Immunity but not with a 3.0 empowered bull's strength. 5. Circle of Doom. (Flame Strike it's not--unless you have undead minions which doesn't sound like your style). 6. Stoneskin A solid choice and competitive with harm. After this, destruction and strength both have a long list of REALLY good spells.</p><p></p><p>War and Destruction: 1. Inflict Light Wounds 2. Shatter 3. Magic Vestment 4 Divine Power 5 Flame Strike 6. Harm</p><p></p><p>Options: 1 Magic weapon 2. Spiritual Weapon 3. Contagion 4. Inflict Critical Wounds 5. Circle of Doom 6. Blade Barrier</p><p></p><p>On the whole, I think you have good options for nearly all your domain slots whichever combination of domains you pick, but the strength and war offers slightly better options at low levels with the destruction and strength combo offering the best options at high levels (13+). Destruction and War seems like the weakest combo both in the short and long term.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 3241514, member: 3146"] How big a deal less than a 15 wisdom is will depend upon how long the campaign runs. My usual answer is: 15 wisdom guarantees you a bonus 3rd level spell at level 5 and, with a +2 periapt, gives you a bonus 4th level spell at level 7. That's a big deal. But, when you start at 7th level, it may not be quite as big a deal as it would be starting from level 1. After all, it's only one level to 8th level where you get to the same spot. Long term, however, a 15 wisdom allows you to reach a 20 base wisdom at level 20 (rather than having an odd stat point to put somewhere). And it's quite nice to get that bonus 5th, 6th, or 7th level slot (depending upon the strength of your periapt) at level 12+. If you anticipate the campaign being relatively short--ending around 12th level or so, you can probably afford to start with the 14 wisdom (though the first level will hurt). However, if you anticipate the campaign going long-term, I would go with the 15 wisdom. The 12 Con is a risk that I would prefer not taking--especially as a melee character likely to use a two-handed weapon (and thus forgoe a shield). You don't ever want to count on an endurance to keep your hit points up (though it's still a good idea). Spells can get dispelled or you can roll poorly on the d4+1. Con 14 is the way to go unless you can afford higher. In 3.0, Expertise wasn't all that special anyway. In 3.5, the feats it leads to (Improved Trip, etc) are much better. WRT the domain spells, ask yourself what you're going to do with the spell slots. If you have good choices at every spell level, in some ways, it doesn't matter if your second domain has another option. My anticipation would see the usual layout as: Strength and War: 1. Endure Elements 2. Bull's Strength 3. Magic Vestment 4. Divine Power 5. Flame Strike 6. Blade Barrier Options 1. Magic weapon--worthless when you have real magic weapons. 2. Spiritual Weapon--not very good in 3.0; 3. Magic Vestment 4. Spell Immunity 5 Righteous Might (not too spiffy in 3.0 but OK) 6. Stoneskin Strength and Destruction: 1. Inflict Light Wounds. 2. Bull's strength (for a friend) 3. Magic Vestment 4. Empowered Bull's Strength 5. Righteous Might (or extended and empowered Bull's Strength--one for everyone in the party) 6. Harm Options: 1. Endure Elements--not bad but not great. 2. Shatter--situationally useful. Generally not. 3. Contagion--not particularly good, but it is another option. 4. Inflict Critical Wounds. Competitive with Spell Immunity but not with a 3.0 empowered bull's strength. 5. Circle of Doom. (Flame Strike it's not--unless you have undead minions which doesn't sound like your style). 6. Stoneskin A solid choice and competitive with harm. After this, destruction and strength both have a long list of REALLY good spells. War and Destruction: 1. Inflict Light Wounds 2. Shatter 3. Magic Vestment 4 Divine Power 5 Flame Strike 6. Harm Options: 1 Magic weapon 2. Spiritual Weapon 3. Contagion 4. Inflict Critical Wounds 5. Circle of Doom 6. Blade Barrier On the whole, I think you have good options for nearly all your domain slots whichever combination of domains you pick, but the strength and war offers slightly better options at low levels with the destruction and strength combo offering the best options at high levels (13+). Destruction and War seems like the weakest combo both in the short and long term. [/QUOTE]
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