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Buying the Best Cleric
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<blockquote data-quote="Hammerhead" data-source="post: 237891" data-attributes="member: 73"><p>Get a ring of counterspelling or two, and load dispel magic and or greater dispel into them. </p><p></p><p>The bead of karma from the necklace of prayer beads is a good idea. +4 caster level means you'd have +5 divine favors and greater magic weapons.</p><p></p><p>Persistent spell is an amazing feat. You could have that +5 to attack and damage from divine favor running all the time. Even if you start in medias ras, you'd still probably have the spell up assuming you had a chance to prepare spells at the beginning of the day. If you extend some buff spells that last an hour per level, you could have those going 24/7 too.</p><p></p><p>For a one shot, one use items are more efficient than permanent ones. Lots of scrolls should be the way to go.</p><p></p><p>Blade Barrier is overrated. It has a full round casting time, making it a dicey spell early in combat. In the first round, you'd probably activate your boots of speed then do something else. If you try to open with Blade Barrier, you'll be a sitting duck for a whole round. And later on, your teammates will be in melee with the enemies, so you'll probably hit them too. Besides, even with a maxed concentration, someone will smack you hard enough to end your spell, since it requires concentration. Flamestrike is pretty nice though. If you want massive evocations, take some flamestrikes, or buy a staff of flamestrike and searing light at level 15. Flamestrike is the equal to similar wizard spells in everything put area - and you still have the advantage that 1/2 the damage is divine so it gets through resistances.</p><p></p><p>Deathward, Freedom of Movement, and Spell Immunity are all really nice. Have several scrolls. Also, have enough scrolls to delay poison everyone. I think a good spell Immunity is Magic Missile (no save, no resist damage), Enervation (no save, negative levels that screw both your fighting and spell casting), and a open slot. Either of the 3rd level evocations could go in here. At the climax of an adventure, I lucked out and picked Lightning bolt, of which the main villain had a wand. </p><p></p><p>Don't bother with Charisma. Smack those undead around with two things: your battle axe, or searing light spells. </p><p></p><p>Even with a low charisma, it might be interesting to take Leadership. Have a spellcasting cohort and equip them with a wand of dispel magic or greater dispeling. Every round that spellcasting enemies seem possible, have them ready action to counterspell. If someone tries to cast a dispel, it will be blocked automatically, and the dispel can work against any spell.</p></blockquote><p></p>
[QUOTE="Hammerhead, post: 237891, member: 73"] Get a ring of counterspelling or two, and load dispel magic and or greater dispel into them. The bead of karma from the necklace of prayer beads is a good idea. +4 caster level means you'd have +5 divine favors and greater magic weapons. Persistent spell is an amazing feat. You could have that +5 to attack and damage from divine favor running all the time. Even if you start in medias ras, you'd still probably have the spell up assuming you had a chance to prepare spells at the beginning of the day. If you extend some buff spells that last an hour per level, you could have those going 24/7 too. For a one shot, one use items are more efficient than permanent ones. Lots of scrolls should be the way to go. Blade Barrier is overrated. It has a full round casting time, making it a dicey spell early in combat. In the first round, you'd probably activate your boots of speed then do something else. If you try to open with Blade Barrier, you'll be a sitting duck for a whole round. And later on, your teammates will be in melee with the enemies, so you'll probably hit them too. Besides, even with a maxed concentration, someone will smack you hard enough to end your spell, since it requires concentration. Flamestrike is pretty nice though. If you want massive evocations, take some flamestrikes, or buy a staff of flamestrike and searing light at level 15. Flamestrike is the equal to similar wizard spells in everything put area - and you still have the advantage that 1/2 the damage is divine so it gets through resistances. Deathward, Freedom of Movement, and Spell Immunity are all really nice. Have several scrolls. Also, have enough scrolls to delay poison everyone. I think a good spell Immunity is Magic Missile (no save, no resist damage), Enervation (no save, negative levels that screw both your fighting and spell casting), and a open slot. Either of the 3rd level evocations could go in here. At the climax of an adventure, I lucked out and picked Lightning bolt, of which the main villain had a wand. Don't bother with Charisma. Smack those undead around with two things: your battle axe, or searing light spells. Even with a low charisma, it might be interesting to take Leadership. Have a spellcasting cohort and equip them with a wand of dispel magic or greater dispeling. Every round that spellcasting enemies seem possible, have them ready action to counterspell. If someone tries to cast a dispel, it will be blocked automatically, and the dispel can work against any spell. [/QUOTE]
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