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General Tabletop Discussion
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3.5 Cloistered Cleric design advice
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<blockquote data-quote="ScottB" data-source="post: 4918798" data-attributes="member: 30614"><p>Hello,</p><p></p><p>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.</p><p></p><p>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</p><p></p><p>Str 10</p><p>Dex 16</p><p>Con 17</p><p>Int 12</p><p>Wis 18</p><p>Cha 9</p><p></p><p>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:</p><p></p><p>Str 6</p><p>Dex 9</p><p>Con 14</p><p>Int 18</p><p>Wis 20</p><p>Cha 12</p><p></p><p>That fits the character concept better, but it might hinder me later on; thoughs?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Feats Plan A (chain touch buffs and ray debuffs):</p><p>divine ward CL 5th *PH2</p><p>chain spell 1 metamagic *CArc +3</p><p>divine metamagic - *CDiv</p><p>residual magic spellcraft 12 *CMage </p><p>knowledge devotion Know(any) 5 *CC</p><p></p><p>Feats Plan B (quicken! a lot of quicken...):</p><p>quicken spell - PHB +4</p><p>divine metamagic - *CDiv</p><p>residual magic spellcraft 12 *CMage </p><p>extra turning - PHB</p><p>??? - Free</p><p></p><p>Feats Plan C (DMM Persist cheese, but I'll have at MOST 14 turn attempts):</p><p>extend spell - PHB +1</p><p>persistant spell extend spell *CAr +6</p><p>divine metamagic - *CDiv</p><p>residual magic spellcraft 12 *CMage </p><p>invisible spell 1 metamagic *City +0!</p><p></p><p>Feats Plan D (turning just gives +4 to all saves, with other fun feats):</p><p>Divine Fortune CL 5th *PH2</p><p>leadership Lvl 6 PHB</p><p>knowledge devotion Know(any) 5 *CC</p><p>invisible spell 1 metamagic *City +0!</p><p>Trickery Devotion - *CC</p><p></p><p>Any preferences or advice on these, or suggestions for alternate feats I haven't considered?</p><p></p><p>Thanks everybody!</p></blockquote><p></p>
[QUOTE="ScottB, post: 4918798, member: 30614"] 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! [/QUOTE]
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