Building a Desert-themed Cleric - Need Suggestions

well if you're 8th level, I'd op for brew potion over scribe scroll.

Only other divine casters (or use magic device check) can use the scrolls.
Anyone can use a potion for healing.

Reach spell, has always been a favoured of our clerics, being able to heal (or cast a cure on an undead) at 30' range.

Improved initiative is decent if you're looking to do more buffing and what not, so you can get them in before the combat starts, otherwise I'd probably look at something else. If you act last in the round, you may have an idea of who the heavy hitter is, or who already needs healing. Low initiatives have their advantages too.

If you're looking to be the 'beacon of light' type of healy/anti-undead cleric, I'd turn towards the turning feats especially given the sun domain's powers.

If you're looking for a bit of combat power as well, I would actually suggest the Hospitaler from Complete divine.

You do loose 3 caster levels throughout the 10 level prestige class, but in turn you get lay on hands, Remove disease, some combat bonus feats, and good base attack progression.

if you are looking at doing any kind of multiclassing / prestige classing where you loose caster levels, i would recommend 'Practiced Spellcaster' from Complete Arcane. You get up to 4 caster levels you missed 'back'. You don't get access to higher level spells, or more castings per day, but You're still casting your spells at the higher level.
 

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There are a lot of spell compendium spells which can be useful, and you might want to look into those if you can. Complete divine has a few prestige classes, at least one of which grants a third domain without losing caster levels.

Specifically interesting for healing purposes is the spell lesser vigor, and vigor (incidentally also druid spells at the same level) which are more effective than cure light wounds, though slower-acting (and thus not as much use in combat).

I wouldn't take the healing domain, it's no good.

Choose whether you want to go into melee or focus on archery. If you'll be the archer and behind-the-line buffer, then Zen Archery is very interesting. There's a Bow in the MIC which adjusts to your strength, allowing you to profit heavily from things like divine power even with a bow.

The celerity domain (CDiv) grants +10 untyped land speed bonus, very nice, and the 4th level spell is haste, which is brilliant.

If you're the dominating/hold person kind of cleric, then the Domination domain, which grants Spell Focus Enchantment, isn't bad.

The Elf Domain (granting Point Blank Shot) is a good one for archer builds...

anyways, there are many many options, and Complete Divine contains quite a few.
 

irdeggman said:
Should see if you can get a hold of Sandstorm. I am surprised if the DM doesn't already have it and is using it for such setting.

It has a lot of useful information on desert, drifts, wastes, etc survival.

There are also some good spells (the Sand Domain is a very theme positive one) too.
Seconded - Sandstorm is really good for creating any sort of desert themed character.
 

It has been suggested once, but the Radiant Servant of Pelor is hands down what you want: hands down. You said you wanted healing and turning. That IS Pelor.

Free empowered healings are RIDICULOUSLY good and with a high Charisma any undead you face will be destroyed (you'll have so many turning attempts unless you are fighting legions (and more legions) you have nothing to fear).

Feats:

Augment Healing
Reach Spell
Quicken Turning
Divine Metamagic

At higher levels take quicken spell, empower spell, extend spell, and persistent spell.

High Charisma is your friend - perhaps even more important than a high wisdom (because of divine metamagic). With divine power and all the other combat buffs, really all you need is a high constitution - which will be invaluable in a desert setting.

As you've never played table top before, there are a lot more rules in the book version than in the (MMO)RPG versions. Many DMs won't keep track of all of them, but if you're DM really wants to emphasize the environment and terrain, some of the previous suggestions are going to be difficult without the proper magical aid. You'll have endure elements which will be great for dealing with the heat, create water for thirst, and create food and water for starvation, but it is never the less a hindrance to wear any kind of metal armor. Having the survival skill would prove very useful but it is not worth level dipping for it. If you are in a party though, you can rely on your allies for that. Go with the ring of sustenance if you don't want to spend a 3rd level spell every day (that or rely on your survival skill compatriot to gather food) A decanter of endless water isn't a bad item either (in fact, you could use it to create an entire oasis - might bug your DM though).

Anyway, the point is, that you will need to compensate for the inability to wear metal armor. You could make armor out of alternative materials (like in Darksun) or you could go with leathers. This means favoring a more dex oriented character. A halfing isn't a bad idea as it gives you an extra +2 overall to your AC and with reach spell, the whole reduced movement is rendered moot. I will piggyback onto looking into Sandstorm - its a great resource for a desert themed game.

Finally, I'd recommend two other resources. CHeck out Arcana Unearthed if you want to get an Egyption like feel - they have a jackal race called sibecci (spelling?) that really fit the theme. Also, FR's has an entire pantheon modeled after the Egyption Gods.

Hope that helps.
 

Sorry,

Forgot a few more things. For a lightly armored high Wis chr, a monk's belt is invaluable. Instead of armor wear bracers of armor and a monk's belt and you might find that your AC is even better than it would have been with full plate on. I would not focus on any feats that give you combat bonuses as you have spells that can take care of any combat aspect you might want. For what kind of character you want, take feats that give you bonuses to healing, and spellcasting.

I recently picked up the Fiendish Codex II: Tyrants of Hell (not sure if your DM will allow it), but they have a Hellbred character race in there that you might find really appropriate for a desert setting. (They are usually lawful good but because of their hell curse can cast spells with the evil descriptor without penalty if not used in an evil way). This means you can use traditionally unavailable spells like death knell (or the mass death knell field spell from the Magic Compendium - a CRAZY SICK spell at higher levels).

At every opportunity increase your caster level (this brings up the illumian race from Races of Destiny that can get +2 to their caster level as a racial ability as another alternative for your racial choice).
 


One of the fundamental rules about building clerics is "Thou shalt not lose caster levels."

With respect, I'd have to disagree.

IMHO, the ONLY rule of PC design is to create the PC as you have envisioned him.

If that means the PC loses caster levels to take warrior levels or loses clerical caster levels to take arcane caster levels because "that is who he is," so be it.

Oh yeah, I second the Sandstorm idea- lots of good stuff.
 

I'm going to check with my DM, and see what he says about adapting the Radiant Servart of Pelor class to Radiant Servant of Ra. I think it goes in a direction I would enjoy. :)
 

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