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Cleric Tweak Options
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<blockquote data-quote="Zaruthustran" data-source="post: 3136522" data-attributes="member: 1457"><p>This character's greatest strength is her huge Wisdom, meaning she's got high save DCs. I'd go with that, and take spell focus: enchantment (sanctuary, command, hold person, calm emotions), necromancy (cause fear, blindness/deafness, poison), or evocation (sound burst, flame strike). Then go ahead and take Extra Turning and a Divine feat or two (Heighten Spell and Divine Metamagic is a good combo).</p><p></p><p>Your biggest weakness is your low con, so consider taking Divine Vigor. Plan on running with Aid and Bear's Endurance. Try to grab a cloak of displacement and ring of evasion ASAP, and familiarise yourself with the rules for withdrawing from combat.</p><p></p><p>For domains, go with Protection and Good. You'll need the Protection, and the Good domain list includes Holy Smite, Blade Barrier, and Holy Word, all of which will benefit from your high spell DCs. The +1 caster level for Good spells means your Pro from Evil will last just a bit longer and might get a bit more damage from Smite and Word. Consider picking up the Consecrate Spell feat, which lets you make any spell Good.</p><p></p><p>For skills, I suggest going with your list and scattering a couple points to Know: the planes and Know: history. You have a high Int, so might as well throw a couple points in those two skills so you can attempt those skill checks (or at the least, Aid Another someone else's check). Also consider investing in Heal, so as to help patients with poison or disease saves.</p><p></p><p>-z</p><p></p><p>As an aside for the Tower Shield concept, remember that anyone can use a tower shield. You just have to be willing to deal with the nonproficiency penalty.</p><p></p><p></p><p></p><p>For a casting cleric the attack penalty won't matter at all, and you can just ditch the shield (move action, or as part of a move since you have +2 BAB) when doing anything requiring a str- or dex- based skill check. The worst thing is that if you start the combat wearing your shield, you'll take its armor check penalty (a whopping -10) on your Initiative check. So if you want to use a shield plan on carrying it on your back and readying it (move action or part of move) during your first turn--AFTER combat starts.</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 3136522, member: 1457"] This character's greatest strength is her huge Wisdom, meaning she's got high save DCs. I'd go with that, and take spell focus: enchantment (sanctuary, command, hold person, calm emotions), necromancy (cause fear, blindness/deafness, poison), or evocation (sound burst, flame strike). Then go ahead and take Extra Turning and a Divine feat or two (Heighten Spell and Divine Metamagic is a good combo). Your biggest weakness is your low con, so consider taking Divine Vigor. Plan on running with Aid and Bear's Endurance. Try to grab a cloak of displacement and ring of evasion ASAP, and familiarise yourself with the rules for withdrawing from combat. For domains, go with Protection and Good. You'll need the Protection, and the Good domain list includes Holy Smite, Blade Barrier, and Holy Word, all of which will benefit from your high spell DCs. The +1 caster level for Good spells means your Pro from Evil will last just a bit longer and might get a bit more damage from Smite and Word. Consider picking up the Consecrate Spell feat, which lets you make any spell Good. For skills, I suggest going with your list and scattering a couple points to Know: the planes and Know: history. You have a high Int, so might as well throw a couple points in those two skills so you can attempt those skill checks (or at the least, Aid Another someone else's check). Also consider investing in Heal, so as to help patients with poison or disease saves. -z As an aside for the Tower Shield concept, remember that anyone can use a tower shield. You just have to be willing to deal with the nonproficiency penalty. For a casting cleric the attack penalty won't matter at all, and you can just ditch the shield (move action, or as part of a move since you have +2 BAB) when doing anything requiring a str- or dex- based skill check. The worst thing is that if you start the combat wearing your shield, you'll take its armor check penalty (a whopping -10) on your Initiative check. So if you want to use a shield plan on carrying it on your back and readying it (move action or part of move) during your first turn--AFTER combat starts. [/QUOTE]
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