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<blockquote data-quote="daTim" data-source="post: 387093" data-attributes="member: 1797"><p>Hello all I am making a cleric for our local game which we are running City of the Spider Queen. I just wanted to post it here and see if anyone else had recomendations for how to make him more effective in turning, casting or in melee (his forte I hope) Thanks for the input!</p><p></p><p>Cleric 10 of Helm</p><p>Str: 13, Dex: 13, Con: 14, Wis: 20 (effective 22 with spell casting prodigy) Int: 10, Chr: 22</p><p></p><p>AC: 22 (10+9 from +1 fullplate, +1 dex, +2 from large steel shield)</p><p>Buffed AC: 27 (+3 and +3 on fullplate and large shield) </p><p></p><p>Saves: Fort +11, Ref +5, Will +14</p><p></p><p>Attacks +10/+5 melee 1d10+2 (17-20x2) </p><p> +12/+7 melee 1d10+4 with GMW</p><p> +15/+10 melee 1d10+7 with GMW and Bulls Str avg roll</p><p> 1d10+14 with Divine Might feat used</p><p>Damage and attacks continue to go up with more buff spells...</p><p></p><p>Feats: Extend spell (from Planning Domain), Scribe Scroll, Spell Casting Prodigy, Exotic Weapon Proficiency: Bastard Sword, Power Attack, Divine Might</p><p></p><p>Possesions: +1 Keen Ghost Touch Bastard Sword, +1 Fullplate of Command, +2 cloak of Resistance, Eyes of the Eagle, Chime of Opening, Wand of Cure Moderate Wounds, Periapt of Wisdom +2</p><p></p><p>Every morning I will cast the following spells to last me all day: Greater Magic Weapon on my bastard sword, Magic Vestments on my Shield and Armor, Bulls Strength, Endurance and Fox's Cunning. When melee is joined I can use my divine might feat for +6-8 (depending on fox cunning roll) to damage, and Strength domain for even more damage. Also clerics have plenty of other short term buffing spells to help me in combat. </p><p></p><p>Thats all I can think to include now, if anymore is needed I'll be checking up on this every so often. And again I appreciate any comments or suggestions.</p><p></p><p>(Edit: added AC)</p></blockquote><p></p>
[QUOTE="daTim, post: 387093, member: 1797"] Hello all I am making a cleric for our local game which we are running City of the Spider Queen. I just wanted to post it here and see if anyone else had recomendations for how to make him more effective in turning, casting or in melee (his forte I hope) Thanks for the input! Cleric 10 of Helm Str: 13, Dex: 13, Con: 14, Wis: 20 (effective 22 with spell casting prodigy) Int: 10, Chr: 22 AC: 22 (10+9 from +1 fullplate, +1 dex, +2 from large steel shield) Buffed AC: 27 (+3 and +3 on fullplate and large shield) Saves: Fort +11, Ref +5, Will +14 Attacks +10/+5 melee 1d10+2 (17-20x2) +12/+7 melee 1d10+4 with GMW +15/+10 melee 1d10+7 with GMW and Bulls Str avg roll 1d10+14 with Divine Might feat used Damage and attacks continue to go up with more buff spells... Feats: Extend spell (from Planning Domain), Scribe Scroll, Spell Casting Prodigy, Exotic Weapon Proficiency: Bastard Sword, Power Attack, Divine Might Possesions: +1 Keen Ghost Touch Bastard Sword, +1 Fullplate of Command, +2 cloak of Resistance, Eyes of the Eagle, Chime of Opening, Wand of Cure Moderate Wounds, Periapt of Wisdom +2 Every morning I will cast the following spells to last me all day: Greater Magic Weapon on my bastard sword, Magic Vestments on my Shield and Armor, Bulls Strength, Endurance and Fox's Cunning. When melee is joined I can use my divine might feat for +6-8 (depending on fox cunning roll) to damage, and Strength domain for even more damage. Also clerics have plenty of other short term buffing spells to help me in combat. Thats all I can think to include now, if anymore is needed I'll be checking up on this every so often. And again I appreciate any comments or suggestions. (Edit: added AC) [/QUOTE]
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