cleric spell selection

fl8m

First Post
I'm making 2 16th level clerics to battle a 25th level rogue and a 25th lvl fighter/weapon master. any ideas on what spell selection i should give them? the rogues saves are amazingly good and the fighter is a melee machine. obviously 2 16th level npc's aren't going to be much of a challenge but i don't want to just let them be walked all over by the pc's.
 

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Here is an oddball idea:


Heightened (8th level) Sanctuary + SF/GSF (abjuration)


That's a Will save DC 22+Wis modifier in order to attack the clerics. (Which is probably a bad save for your PCs.) Then just summon a bunch of creatures for about 5 minutes. Should give your players the bloodbath they want. ;)
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You can also add in some Created Greater Undead, Greater Planar Ally, Animate Objects, Antilife Shell, Blade Barrier (defensively), and Wall of Stone.
 

Depends what you want to do to them.

I'd say you could kill them both in a couple of rounds, if you wanted to do so.

Antilife Shell will hedge them out. A quick Wind Wall will keep those pesky ranged attacks away.

Then use an Animal Domain cleric to summon a Creeping Doom. That should take care of the rogue (the fighter has probably taken some kind of DR feat by now.)

Then toss out some Heightened Hold Person spells until the fighter is out of it and Coup De Grace him.

Quick, neat, and simple.

Or you could use Greater Planar Ally and summon up something sufficiently nasty...

The possibilities will depend only on what you want to do to them. Clerics are arguably the best class in 3e and you're sending two of them, at high level, after two non-magical types.
 

Do you plan to have the clerics in a position to go toe-to-toe with the party?

If so, a 16th level cleric can become a pretty ugly combat machine with the right spells (Righteous Might comes to mind, along with all the AC buffs). If you're really brutal, and haven't house ruled Harm, one attack can potentially get rid of a whole lot of hit points as well.

The domains of the clerics are highly relevant factors. Knowledge domain will let them know all about the PCs in advance, and plan accordingly, for example. That's when clerics are the most dangerous, as their flexibility in choosing spells effectively multiplies their ability to prepare.

NRG
 

my money is on the clerics. A persistent/extend buffing session makes it so they are nigh invulnerable. By 16th level they dang well better have armor of fortificaiton, so the rogues sneak attacks are now moot. Then add in attack spells and it just be ugly. If the rogue and fighter have insane epic SR items it might go poorly for the clerics, otherwise the clerics should jsut grinf the rogue and fighter up.

Good tactics are already mentioned above, but add in harm, with a quickened cause modeate wounds for an up close fighter. Or heck harm at range is only an 8th level spell with the right metamagic feat.

Check the cleric save or die list, destruction does 10d6 on a save and is a fort save, two of those at the rogue and the rogue is likely by-by.

Metagame, and rightfully so. Read up on augry, divinaiton, and the host of other God is on my speed dial spells. Every cleric I know casts those spells as a routine in the morning to help prepare for the day.

If i had my books I'd give you tons more ideas, but I'm drawing a blank now.
 


cleric spells my choices

Harm, Greater dispelling, brian spider (DOTF), Destruction
possibly storm rage (FRCS)

AoE the greater dispelling to take down potions/spell efect on the other two

brian spider the fighter and "suggest" to him once per roudn to be your friend and to attack the rogue

if that dont work
Harm/ Quicken inflict light wounds the fighter or the rogue

if it looks as if you are gonna get flanked drop a fly (travel doamin or a storm rage (8th i think)

if you wanna get cheesy drop a favor of ilmater and monstrous regen (both MOF) and be nigh invulneable

those are my opinions off hand, of course i would change tactics if i were prepping for an adventure
 

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