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[3.0e] Charger Cleric Build

Numion

First Post
Hi!

I'm starting in a new campaign that allows about all the books we have for character building (most WotC 3.0e and Malhavoc). I've chosen to play a cleric who specialises in BIG charges. I'll combine Headlong Rush (double damage on a charge) feat from Races of Faerun with Rhinohide armor for triple damage on charges. Because the DM allows a race of ECL of 1 or 2 for free I'm taking Grey Orc from Races of Faerun (gotta be orc to get the headlong rush). So thats the basic concept: Charging Grey Orc Cleric. I'm looking for a little advice here ..

This is what I've come up with:

Domains:

Time (from FRCS) & Magic. This allows for 3.0e Haste, Time Stop, and magic allows me to use Wizard spell trigger items, like a wand of shield. Wand of shield might be important to protect me during and after charges. (And I've munched that I'll get +21 AC from Holy Star (magic of faerun), Shield and Haste at higher levels).

I chose to not use the War domain, even though that means no martial weapons, because Time and Magic are much better otherwise.

At 5th level I'll multiclass for one level of Fighter (cleric favored class) to get the Headlong Rush (BAB +4 required) feat, and get Martial Weapon proficiency.

Then I'll start using Falchion for those über-charges.

So thats the plan:

Levels 1-4: Cleric, use Greataxe and Comp. Longbow which are racial weapons for Grey Orcs
Level 5: 1 Fighter level, take Headlong Rush, start charging!
Levels 6-20+ Cleric, maybe Divine Disciple for 3rd domain or other PrC

For feats I've thought: quicken / extend & persistant, power attack, close quarters fighting.

Reasoning for this build:

Class is cleric because fighters to-hit bonuses just don't cut at higher levels .. divine power & favor make a big difference. And clerics cannot be killed easily.

Charging is the chosen method because melee types lose to archers because they don't get full attacks as often. The solution here is that each charge counts as three hits, maybe four hits with critical (12-20 threat range with falchion). Thats the real ultimate power.

But now I'll need your help. I'm not that familiar with all material, so I'd be happy to hear your comments and suggestions. Any good feats or PrCs you could recommend?. My last character was a cleric archer, which worked well, so I'm confident that cleric is the way to go here. We're starting at level 1, so this really is long-term planning! Thanks in advance.
 

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hehe - you're talkin' to one of the two right guys. ;)

I'd go either the a) Shield-Charge route, or the b) unarmed-charge route.

a) involves high CHA (grey orc'll hurt there, I think) and getting Divine Might, Improved Shield Bash and Shield Charge, and Divine Shield (all DotF).

b) involves Sandals of Tiger's Leap (S&F) and Flying Kick (OA). If you're monk 7, add Mantis Leap (S&F). Also use Ring of Might (4,000 gp) (Magic of Faerun) if you want Improved Unarmed Strike and d8 unarmed strikes without needing a level of monk.

Personally, it's a lot easier to go with the unarmed attack goodness, but it does push you towards monk quite a ways. Either way, with the multipliers, you'll do such hideous damage, it'll take the fun out of playing for you and your group.

So have fun! Knock yourself out! ;) <--evil wink
 

reapersaurus said:
a) involves high CHA (grey orc'll hurt there, I think) and getting Divine Might, Improved Shield Bash and Shield Charge, and Divine Shield (all DotF).

Even without the Divine Feats (although they're great if you can pull off a high Cha), the Shield Charge synergises nicely with the Rhino Hide and the Headlong Rush.

Don't forget the Power Lunge feat to up your Str bonus on a charge as well, and either Righteous Might or an Amulet of Growth (Savage Species) to up your size to Large, since Headlong Rush provokes an AoO - you want to be making those Shield Charges with 10 foot reach.

At some point look into using a Ritual (from Savage Species) to acquire the Tauric template, so you can use Spirited Charge as well to up your multiplier.

Look into the Lion's Charge spell (Drd1, Sor/Wiz2) from Savage Species. You won't be able to cast it, so find out about getting it built into an item or a bunch of potions...

-Hyp.
 

Hypersmurf said:
At some point look into using a Ritual (from Savage Species) to acquire the Tauric template, so you can use Spirited Charge as well to up your multiplier.
-Hyp.

and if its a flying creature you use for the template, you can do a diving charge to get an additional multiplier.
 

jabberwocky said:
and if its a flying creature you use for the template, you can do a diving charge to get an additional multiplier.

No point - you can only make claw or talon attacks, and that costs you all your shield or lance goodness.

-Hyp.
 

Hypersmurf said:
No point - you can only make claw or talon attacks, and that costs you all your shield or lance goodness.

-Hyp.

Wow, I don't think I had seen that clause before. I think I had just read it as not allowing bite attacks on a dive. So air elementals, as an example, can't do diving charges? How very counter intuitive. I think I'll just stick with my (mistaken) earlier reading of how it works.
 

reapersaurus said:
a) involves high CHA (grey orc'll hurt there, I think) and getting Divine Might, Improved Shield Bash and Shield Charge, and Divine Shield (all DotF).

Thanks for the suggestions! I loaned my Defenders of the Faith to the DM, so could you give a rough outline of what those feats do? No copyright violations, just an outline.

b) involves Sandals of Tiger's Leap (S&F) and Flying Kick (OA). If you're monk 7, add Mantis Leap (S&F). Also use Ring of Might (4,000 gp) (Magic of Faerun) if you want Improved Unarmed Strike and d8 unarmed strikes without needing a level of monk.

We don't have Oriental Adventures, but I gather that all those feats multiply damage for a total of x4? The problem would IMO be that while the damage is ok, monks to hit bonuses aren't high enough.

So have fun! Knock yourself out! ;) <--evil wink


Well, the DM asked for this, so I'll deliver ;)
 

Shield Charge does doubles damage when charging with a shield (prereq IMpr Shield Bash). Divine Shield gets an enhancement bonus to the shield = CHA bonus. Divine Might gets bonus to damage = CHA bonus.

The unarmed attack build doesn't use Monk, unless you go for Mantis Leap. Just stick with Flying Kick and the Sandals and you're doing x3 damage on a charge. Of course throw in all the cleric good stuff, especially Enlarge Self and Power Lunge and Hyp's other suggestions. (I hoped he'd add his 2 cents)

Where's Jeremy now? ;)

Just be aware that if you execute these strategies right, no DM can compete without cheating, basically, much less other PC's. At least that's how they'll feel.
In my opinion, anyone who says they want to see powerful characters and tell you to make one, REALLY haven't thought about the problems it can cause when done effectively.
 

This is your specialty. I've been watching, but didn't want to step in. The key to build is of course, stacking multipliers. Getting your Charisma in their twice is fun, but multiplying the end number by 3 or 4 before crits is the real eye-opener.

And I second Reaper's note. Playing these in a game will have no benefit for anyone. You'll have fun the first 1 or 2 times you do it, but after that, you're DM will be sick of it, your allies will be sick of it, and the game will become like a video game you enabled the cheats on. Yeah, you'll win, but you'll either get no satisfaction from it, get nerfed til you shed fuzz, or both. ;)

They are fun excercises in creativity and resources, but ultimately not for use in real games. :)
 

Jeremy said:
This is your specialty. I've been watching, but didn't want to step in. The key to build is of course, stacking multipliers. Getting your Charisma in their twice is fun, but multiplying the end number by 3 or 4 before crits is the real eye-opener.

'course, if you can pull off a Cha bonus of around +10, that might be worth sacrificing a multiplier or two :)

-Hyp.
 

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