nittanytbone
First Post
Doug McCrae said:With so many strength and size boosts - Bull's Strength, Divine Power, Righteous Might, Enlarge Person (Strength domain) - you could go for a trip build. Improved Trip is one of the best combat feats in core. Take the feats Combat Expertise (requires 13 int), Improved Trip and EWP: Spiked Chain.
I agree but the problem IMHO is that INT is one of the few dump stats for a cleric. Also, trip builds tend to be feat intensive, and clerics don't have many feats. At a minimum you're looking at Combat Expertise and Improved Trip. You also need EWP Spiked Chain and Combat Reflexes to really top off the package, and to get good mileage out of Combat Reflexes you need 14+ DEX.
My favorite tripping cleric looks something like:
Rogue 1 (for trapfinding and SP, and a bonus feat with the UA variant) --> Cloistered Cleric 2 (for saves & SP as well as spells, obviously) --> Human Paragon 3 (for a feat, reducing MAD, skills, and the weapon proficiency) --> Church Inquisitor (for the SP -- search is in class!). Top off with Divine Oracle, more Cloistered Cleric, or any other full casting PrC. Such a class can get great synergy out of a high INT and only loses one or two caster levels. If you can get trapfinding some other way (perhaps the kobold domain or a PrC) then the Rogue level can be dispensed with.
Its a double -- perhaps triple threat -- covering the skill monkey base very well and potentially covering the divine caster and/or melee bases.
But for a straight martial front-line tank type? I don't think bumping INT up to 13 or 14 is worth the payoff, myself. Especially given that clerics lack a good weapon to trip with and often don't max out DEX.