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Altering the cleric to fit a non-war god
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<blockquote data-quote="Tar Markvar" data-source="post: 305214" data-attributes="member: 2859"><p><strong>From Someone Who's Played This Very Cleric</strong></p><p></p><p>I played a cleric of Fharlanghan for 10 levels, so hopefully I can give some advice. You can do this without changing the cleric class. The cleric is only one of the most versatile classes in the game.</p><p></p><p>Ability Scores: Dex and Intelligence were my best scores (other than Wisdom, of course). A cleric of travel in heavy armor and made nigh-immobile is just silly. You want to be able to move... hell, the Freedom of Movement ability given by the Travel domain might just make you wriggle free of that heavy armor. Make sure your Dex is high enough for the Mobility tree of feats, and that it gives you a decent Dodge bonus to AC. Make Intelligence high enough that you can get the Expertise feats if you want. If you want to be Mr. Mobile Not-Gonna-Get-Hit cleric, Strength is a dump stat.</p><p></p><p>Skills: Heal, Knowledge (Religion), and Wilderness Lore (a class skill if you take the Travel domain). If you can spare the points (which you really can't), drop some into Climb, Spot or Listen, or Jump.</p><p></p><p>Feats: As a human, my starting feats were Dodge and Mobility. I then took Brew Potion and Craft Wand, but I regretted that. If I were to do it all again, I'd get Spring Attack and Expertise. The idea is to make it so that as long as you know what's going on, you're almost impossible to hit in combat, and those who try to hit you will never get more than their one partial attack. For an added bonus, get Improved Initiative, so that your flat-footed round will be over more quickly. </p><p></p><p>Spells: Always take "Spontaneous Cure" and "Turn Undead". You'll be a NG cleric, so you won't have the option, but I was True Neutral. If you have the option of taking the Positive Energy Channeling, do so. </p><p></p><p>Domains: I took Travel and Luck, both great Domains. I saved the party multiple times by using Dimension Door to get behind a nuking enemy wizard and putting my dagger to his throat. Protection is good, too, but as a Neutral cleric, my character was more interested in having Luck on his side.</p><p></p><p>Weapons: Crossbow. Love it. Your Dex will be higher than your Strength by far, most likely, so things like crossbows and thrown weapons are for you. You won't get a Str bonus to damage, but you wouldn't get that for your melee weapons either most likely, and you'll have a much better chance to hit with missile weapons. A crossbow is also great for hitting things from the back lines, which is where you should be. Grab yourself a masterwork or magical quarterstaff, too. Why Q-staff? It's Fharley's favored weapon. Role-play.</p><p></p><p>Armor: Chain shirt. It's about as good as it gets in light armor. Grab yourself a light shield if you need one. </p><p></p><p>Prestige class: Go for Contemplative from <em>Defenders of the Faith</em>. You'll get a free Prestige Domain, which should be Celerity. The Celerity domain gives you an effective +2 Dex, if I remember correctly, and it will give you access to Haste-family spells as domain spells. Fharlanghan smiles on you. You'll give up Turn Undead progression, and your Hit Die will drop to d6, but that's fine... You weren't Turning Undead that much anyway, and no one can hit you to begin with.</p><p></p><p>So now you have a fast, dextrous, smart, and mobile cleric with a crossbow and light armor. You'll be able to apply a +1 to any one enemy, gain a +4 AC bonus against attacks of opportunity made when you're moving through someone's threat range, make Spring Attacks to force attackers to make a greater-than-5' step (thereby forfieting their full attack), skim to-hit bonuses to add to your AC, and gain a +4 to your Initiative to make sure your Dodge bonuses count. As long as you're not flat-footed or caught in a corner, you should be nearly unhittable. Not to mention that the Travel domain gives you essentially your level in rounds of Freedom of Movement, which even dispells Paralysis, and in no time you'll be flying, teleporting, and Air-Walking.</p><p></p><p>All without futzing with the Cleric class itself.</p><p></p><p>-Tar</p></blockquote><p></p>
[QUOTE="Tar Markvar, post: 305214, member: 2859"] [b]From Someone Who's Played This Very Cleric[/b] I played a cleric of Fharlanghan for 10 levels, so hopefully I can give some advice. You can do this without changing the cleric class. The cleric is only one of the most versatile classes in the game. Ability Scores: Dex and Intelligence were my best scores (other than Wisdom, of course). A cleric of travel in heavy armor and made nigh-immobile is just silly. You want to be able to move... hell, the Freedom of Movement ability given by the Travel domain might just make you wriggle free of that heavy armor. Make sure your Dex is high enough for the Mobility tree of feats, and that it gives you a decent Dodge bonus to AC. Make Intelligence high enough that you can get the Expertise feats if you want. If you want to be Mr. Mobile Not-Gonna-Get-Hit cleric, Strength is a dump stat. Skills: Heal, Knowledge (Religion), and Wilderness Lore (a class skill if you take the Travel domain). If you can spare the points (which you really can't), drop some into Climb, Spot or Listen, or Jump. Feats: As a human, my starting feats were Dodge and Mobility. I then took Brew Potion and Craft Wand, but I regretted that. If I were to do it all again, I'd get Spring Attack and Expertise. The idea is to make it so that as long as you know what's going on, you're almost impossible to hit in combat, and those who try to hit you will never get more than their one partial attack. For an added bonus, get Improved Initiative, so that your flat-footed round will be over more quickly. Spells: Always take "Spontaneous Cure" and "Turn Undead". You'll be a NG cleric, so you won't have the option, but I was True Neutral. If you have the option of taking the Positive Energy Channeling, do so. Domains: I took Travel and Luck, both great Domains. I saved the party multiple times by using Dimension Door to get behind a nuking enemy wizard and putting my dagger to his throat. Protection is good, too, but as a Neutral cleric, my character was more interested in having Luck on his side. Weapons: Crossbow. Love it. Your Dex will be higher than your Strength by far, most likely, so things like crossbows and thrown weapons are for you. You won't get a Str bonus to damage, but you wouldn't get that for your melee weapons either most likely, and you'll have a much better chance to hit with missile weapons. A crossbow is also great for hitting things from the back lines, which is where you should be. Grab yourself a masterwork or magical quarterstaff, too. Why Q-staff? It's Fharley's favored weapon. Role-play. Armor: Chain shirt. It's about as good as it gets in light armor. Grab yourself a light shield if you need one. Prestige class: Go for Contemplative from [i]Defenders of the Faith[/i]. You'll get a free Prestige Domain, which should be Celerity. The Celerity domain gives you an effective +2 Dex, if I remember correctly, and it will give you access to Haste-family spells as domain spells. Fharlanghan smiles on you. You'll give up Turn Undead progression, and your Hit Die will drop to d6, but that's fine... You weren't Turning Undead that much anyway, and no one can hit you to begin with. So now you have a fast, dextrous, smart, and mobile cleric with a crossbow and light armor. You'll be able to apply a +1 to any one enemy, gain a +4 AC bonus against attacks of opportunity made when you're moving through someone's threat range, make Spring Attacks to force attackers to make a greater-than-5' step (thereby forfieting their full attack), skim to-hit bonuses to add to your AC, and gain a +4 to your Initiative to make sure your Dodge bonuses count. As long as you're not flat-footed or caught in a corner, you should be nearly unhittable. Not to mention that the Travel domain gives you essentially your level in rounds of Freedom of Movement, which even dispells Paralysis, and in no time you'll be flying, teleporting, and Air-Walking. All without futzing with the Cleric class itself. -Tar [/QUOTE]
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