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Cleric of Fharlanghn
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<blockquote data-quote="Jack Simth" data-source="post: 3556539" data-attributes="member: 29252"><p>It is bestable by DMM: Persistent Spell. But DMs tend to be alergic to chedder.</p><p></p><p>There's lots of things you can do.</p><p></p><p>You want mechanical optimization? Pretty simple, clerics are difficult to go overly wrong with.</p><p></p><p>What role do you want to fill? </p><p></p><p>Healing? Divine Metamagic (Persistant Spell) Mass Lesser Vigor makes the FIGHTER a powerful character (once you have DM complicity in it, anyway - endurance run, lots and lots of mooks; and it can be tricky to make the Fighter shine without crippling the Wizard after about level 10 or so, and that's one of the ways to do it). Cheese-free, get a Wand of Cure Light Wounds for outside combat, and take the Positive Energy Channeling side. Fharlanghn's neutral, himself.</p><p></p><p>Melee/Archery? Quicken Spell, and clerical buffs. There's a lot of "Me Thog, you pancake" cleric spells to make the Fighter jealous... for 1 round/level. There's also Magic Vestments and (Greater) Magic Weapon to save coin for Wisdom boosters.</p><p></p><p>Buffing? Reach spell (for some) and clerical buffs. There's lots of other-buff spells on the cleric list.</p><p></p><p>Sneaking? Well, wrong domains for that....</p><p></p><p>Or should I say "What do you want to be <em>today</em>?" There's really only one or two needed feats for any given specialty; most of it is dominated by your spell selection, which you can change, daily. Don't dump strength too badly, and you can play around in melee. Quicken spell lets you cast without fear of AoO's (as does Concentration... for the most part). Fullplate and a shield are good investments. </p><p></p><p>What kind of flavor do you want? I'm personally fond of the cleric of Fharlanghn that goes around making travel easier - Summon Monster III (Celestial Dire Badger) leaves a useable tunnel in anything softer than solid rock (it's in the description) - and by a curious quirk of RAW, a Celestial Dire Badger understands common (no language specified, Int 3, understands common by default - but take Celestial anyway, just to pacify your DM). Useful for things like widening roads, flattening hills, or carving shelters. If you get a little higher up, combine Wall of Stone with Stone Shape, and carry stone tiles to seed the wall. Make a stone hut wherever you stop for the night, and use Stone Shape to carve Fharlanghn's symbol on the side (and get tiles for the next one). Also works for bridges. </p><p></p><p>Basic build? Pure Cleric. Nothing else is much needed, really. If there's not a Wizard in the party, take Scribe Scroll for all those nifty "next day" spells so you don't need to prepare them (if you have a Wizard, convince him to collaberate on scrolls with you); Craft Wondrous Item and Craft Wand are handy in campaigns where you can't go shopping (but again, ideally convince the Wizard to take them, and collaberate). Quicken spell is really handy - it can be used for a lot of things - as can Reach Spell.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 3556539, member: 29252"] It is bestable by DMM: Persistent Spell. But DMs tend to be alergic to chedder. There's lots of things you can do. You want mechanical optimization? Pretty simple, clerics are difficult to go overly wrong with. What role do you want to fill? Healing? Divine Metamagic (Persistant Spell) Mass Lesser Vigor makes the FIGHTER a powerful character (once you have DM complicity in it, anyway - endurance run, lots and lots of mooks; and it can be tricky to make the Fighter shine without crippling the Wizard after about level 10 or so, and that's one of the ways to do it). Cheese-free, get a Wand of Cure Light Wounds for outside combat, and take the Positive Energy Channeling side. Fharlanghn's neutral, himself. Melee/Archery? Quicken Spell, and clerical buffs. There's a lot of "Me Thog, you pancake" cleric spells to make the Fighter jealous... for 1 round/level. There's also Magic Vestments and (Greater) Magic Weapon to save coin for Wisdom boosters. Buffing? Reach spell (for some) and clerical buffs. There's lots of other-buff spells on the cleric list. Sneaking? Well, wrong domains for that.... Or should I say "What do you want to be [i]today[/i]?" There's really only one or two needed feats for any given specialty; most of it is dominated by your spell selection, which you can change, daily. Don't dump strength too badly, and you can play around in melee. Quicken spell lets you cast without fear of AoO's (as does Concentration... for the most part). Fullplate and a shield are good investments. What kind of flavor do you want? I'm personally fond of the cleric of Fharlanghn that goes around making travel easier - Summon Monster III (Celestial Dire Badger) leaves a useable tunnel in anything softer than solid rock (it's in the description) - and by a curious quirk of RAW, a Celestial Dire Badger understands common (no language specified, Int 3, understands common by default - but take Celestial anyway, just to pacify your DM). Useful for things like widening roads, flattening hills, or carving shelters. If you get a little higher up, combine Wall of Stone with Stone Shape, and carry stone tiles to seed the wall. Make a stone hut wherever you stop for the night, and use Stone Shape to carve Fharlanghn's symbol on the side (and get tiles for the next one). Also works for bridges. Basic build? Pure Cleric. Nothing else is much needed, really. If there's not a Wizard in the party, take Scribe Scroll for all those nifty "next day" spells so you don't need to prepare them (if you have a Wizard, convince him to collaberate on scrolls with you); Craft Wondrous Item and Craft Wand are handy in campaigns where you can't go shopping (but again, ideally convince the Wizard to take them, and collaberate). Quicken spell is really handy - it can be used for a lot of things - as can Reach Spell. [/QUOTE]
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