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Building a Desert-themed Cleric - Need Suggestions
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<blockquote data-quote="nittanytbone" data-source="post: 3936737" data-attributes="member: 35709"><p>I have to disagree with the above poster on class makeup.</p><p></p><p>One of the fundamental rules about building clerics is "Thou shalt not lose caster levels." Mystic theurge (or any other dual-caster build for the most part) is a trap. Dipping "just one level" of that fighter class to get a feat or something is a trap. The only loss in caster level that is worth it, rarely, is a 1 level rogue dip for cloistered clerics so that they can gain trapfinding and search/disable device as class skills -- and there are better ways to do it than that, too!</p><p></p><p>Really, as long as you have no lost caster levels and decent attribute distribution (max wisdom, 14 CON, and decent CHA if relying on turning/DMM) you'll be quite effective.</p><p></p><p>I do agree that Luck, Travel, and Magic are among the best core domains though. The elemental domains -- not so much, not unless elementals/dragons/giants of certain types figure very heavily into the game and thus turning/rebuking them is important. The war domain is ok if you can get MWP with a decent weapon (greatsword or longbow come to mind). Basically, in a domain, I look for two things -- access to good spells not normally on the cleric list and a unique, useful granted power. That's why Travel usually tops my favorite list.</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 3936737, member: 35709"] I have to disagree with the above poster on class makeup. One of the fundamental rules about building clerics is "Thou shalt not lose caster levels." Mystic theurge (or any other dual-caster build for the most part) is a trap. Dipping "just one level" of that fighter class to get a feat or something is a trap. The only loss in caster level that is worth it, rarely, is a 1 level rogue dip for cloistered clerics so that they can gain trapfinding and search/disable device as class skills -- and there are better ways to do it than that, too! Really, as long as you have no lost caster levels and decent attribute distribution (max wisdom, 14 CON, and decent CHA if relying on turning/DMM) you'll be quite effective. I do agree that Luck, Travel, and Magic are among the best core domains though. The elemental domains -- not so much, not unless elementals/dragons/giants of certain types figure very heavily into the game and thus turning/rebuking them is important. The war domain is ok if you can get MWP with a decent weapon (greatsword or longbow come to mind). Basically, in a domain, I look for two things -- access to good spells not normally on the cleric list and a unique, useful granted power. That's why Travel usually tops my favorite list. [/QUOTE]
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Building a Desert-themed Cleric - Need Suggestions
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