Combat Cleric

GakToid

Explorer
I realize this has been done before, but I don't have access to Search. I appreciate your patience.

My time as DM is coming quickly to a close. Soon I'll pass on the torch to a fellow player and become a player myself. Which leaves me plenty of time to ponder what character I'd like to play next. (In between musings of how to further myself as a RBDM.)

I've settled on a melee focused cleric as my first choice. So, I went looking for a FR (we use 3.5 and FR) deity with the war domain and a two-handed favored weapon. You can imagine my surprise when the only one I found was Haela Brightaxe. (Does anyone else find it odd that Haela Brightaxe's favored weapon is a greatsword?)

So, one option is a dwarf cleric with a greatsword.
Another option would be to take a level or two of fighter and then the rest in cleric.

However, I have a couple reservations and concerns:
* I'm torn between sacrificing levels of spell casting -versus- gaining 16 BAB by level 20.
* I have no idea what feats to take. (Lightning reflexes, power attack, and scribe scroll seem like a good place to start.)
* I can't decide between human, dwarf, and half-orc.

What flavors of melee cleric have you found interesting?

(10 character levels, 32 point buy, most books allowed with approval)

-Gak Toid
 

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Clerics -- powerful

Clerics are immensely powerful. I would not bother multi-classing. Don't sweat the BAB=16 thing, remember, there are cleric spells that increase your BAB to fighter-like levels.

For a melee cleric, power attack seems a no brainer. If you are truly melee-focussed, you don't need to spend points getting a hugely high wisdom. Start off at 14, and with some items/powerups it will be 19 by the time you can cast 9th level spells. Meaning, you don't care about spell DC's, you will do mostly buff/healing. So, spend the points in Con/Str.

Eh, lightning reflexes. You are better off just maximing hit points; your reflex save will always be bad. Don't worry about it too much.

What other domain will you get/chose? Domains can be very useful for melee characters, luck and travel are no brainers (if available).

It's pretty hard to go wrong with a cleric. For melee, just pump up your constitution, grab some full plate, and have at it.

Dex=12, Wis=14, Ch=8, Int=8, Con=16, Str=16 with 2 to spare (before racial).

Just scattershot advice, good luck.
 

GakToid said:
Another option would be to take a level or two of fighter and then the rest in cleric.

However, I have a couple reservations and concerns:
* I'm torn between sacrificing levels of spell casting -versus- gaining 16 BAB by level 20.
* I have no idea what feats to take. (Lightning reflexes, power attack, and scribe scroll seem like a good place to start.)
* I can't decide between human, dwarf, and half-orc.

What flavors of melee cleric have you found interesting?

(10 character levels, 32 point buy, most books allowed with approval)

-Gak Toid

I'd go single-classed cleric. Your spells are going to more than make up for the BAB (at 10th lvl you already have access to Divine Power).

For race, pick dwarf. Since you'll be in heavy armor you have the same movement as a human or half-orc in the same, so the prmary disadvantage is nullified. And dwarves have way more benefits than the other two classes.

For feats, take Scribe Scroll (invaluable for clerics, with their access to all spells on the class list) and Power Attack. Lightning reflexes is a bit of a waste. You're a dwarf and a cleric - you're supposed to just stand in the middle of that fireball, grin and heal yourself :) If you aren't taking something with the War domain, pick up Martial Weapon Proficiency in a nice weapon and Weapon Focus too. For domains, for a combat cleric, I like Destruction and Strength myself (in which case Extra Smiting as a feat does not hurt at all).

For stats with 32 point buy, I'd go:

Str 16 (raised to 18 at 4th and 8th lvl)
Dex 10 (and buy some Gloves of Dex+2)
Con 14 (goes to 16 as a dwarf)
Int 10
Wis 16
Cha 10 (drops to 8 as a dwarf)
 

This dwarven melee cleric has beaten down smackdown machine after smackdown machine. From Weretiger Ogre Barbarians to well.. ANYTHING. Feel free to loot ideas from it. :)

Code:
NAME: Bradduk Warhound
RACE: Dwarf
TYPE: Humanoid
LEVEL: 17th
CLASS: Cleric 17
ALIGNMENT: Neutral Evil
DEITY: Hextor
XP: 136,050
NEXT: 153,000
STATS:
PB	Net	 Base Race Level	Other
6 STR 14 (+2) 14	 --	 --
4 DEX 16 (+3) 12	 --	 --	 +4 Enhancement
8 CON 20 (+5) 15	 +2	 +1 8th +2 Enhancement	 
4 INT 13 (+1) 12	 --	 +1 4th
8 WIS 24 (+7) 15	 --	 +2 12th +6 Enhancement +1 Inherent
2 CHA 8 (-1) 10	 -2	 --
 
Init: +7 (+3 dex +4 Improved Init)
HD: 17d8+85
HP: 184 (99 +85)
AC: 33 (+3 dex +11 armor +5 shield +4 deflection)
Touch: 17 (+3 dex +4 deflection)
MOVE:
Arcane Fail%:
 
SAVES:
Fortitude +19 (+10 Clr +5 Con +4 Resistance)
Reflex	+12 (+5 Clr +3 Dex +4 Resistance)
Will	 +20 (+10 Clr +7 Wis +4 Resistance)
Modifiers:
+2 Against Spells/Spell-Like/Poison
 
ATTACK ROLLS:
BAB:	+12/7/2
Melee: +14/9/4
Ranged: +15/10/5
 
WEAPONS:
Weapon				 To Hit	 Damage	 Critical	Special
Rod of Flailing	 +17/12/7	 1d8+6 (5/4) x2		+2 To Disarms, Can Trip
			   -2								 TWF
				+25/20/15/10	+4 (+3/+1)		Divine Power
				+1						 Haste
				+5			+5		  Divine Favor
				+3		 2d6+6 (9/6)	Righteous Might
							2d6+15 (12/8) DP+RM
 
ARMOR
Type		Bonus Max DEX Armor Check Arcane Fail%	Special
+3 Full Plate +11	 +3		 -3		 25%		Medium Fortification
								Mithril
+3 Heavy Shield +5	 --		 -1		 10%		Animated
 
 
 
FEATS:
1 Power Attack
3 Quicken Spell
6 Combat Expertise
9 Improved Trip, +4 to Trips
12 Expotic Weapon Proficiency: Dire Flail
15 Improved Initiative
 
RACIAL TRAITS:
DWARF
-Not slowed by armor or weight
-Darkvision 60'
-Stonecunning, +2 search on stone, detect secret stone doors
-Weapon Familiarity: Waraxe, Urgosh
-Stability, +4 against being Tripped or Bullrushed
+2 to Saves against Posion, Spells, and Spell-Like effects
+1 attack against Goblinoids
+4 Dodge to AC against Giants
+2 to Appraise, Craft with Stone and Metal
 
CLASS FEATURES:
Cleric:
Rebuke Undead 2/day
War Domain: Weapon Focus and Weapon Prof with Heavy Flail
Destruction Domain: Smite 1/day. +4 Attack and +15 Damage
 
 
OTHER CLASS FEATURES
Cleric:
Spontaneous convert spells into Inflict
Spellcasting:
	Level	 Day	 Bonus		 DC
	 0th		6		---	 17
	 1st		5+1	 +2	 18
	 2nd		5+1	 +2			19
	 3rd		5+1	 +2			20
	 4th		4+1 +1		 21
	 5th		4+1 +1			 22
	 6th		3+1 +1			 23
	 7th		2+1	 +1			 24
	 8th		2+1		25
	 9th		1+1					 26
 
 
 
MEMORIZATION:
0th:
1st: Bless, Command, Divine Favor, Entropic Shield, Obscuring Mist,Shield of 
Faith, Sanctuary, *Magic Weapon.
2nd: Align Weapon x2, Bear's Endurance, Bull's Strength, Remove Paralysis, 
Hold Person, *Shatter
3rd: Bestow Curse, Deeper Darkness, Dispel Magic, Protection From 
Elements, Remove Blindness/Deafness, Invisibility Purge, *Magic Vestaments
4th: Dismissal, Freedom of Movement, Magic Weapon, Greater x2, Toungues, 
*Divine Power
5th: Righteous Might, Spell Resistance, True Seeing, Quickened Divine Favor, 
*Flamestrike
6th: Heal, Dispel Magic, Greater x2, Quickened Bear's Endurance. *Harm
7th: Word of Chaos, Blasphemy x2, *Power Word: Blind
8th: Summon Monster VIII, Quicked Divine Power, *Earthquake
9th: Energy Drain, *Implosion
 
 
SKILLS: (60 Cleric Points)
Concentration +25 (20 ranks +5 Con)
Diplomacy +7 (8 ranks -1 Cha)
Knowledge: Religion +6 (5 ranks +1 Int)
Speak Langauge	 (2 Ranks)
Listen				 +9 (2.5 rank +7 Wis)
Spellcraft +21 (20 ranks +1 Int)
 
LANGUAGES: Common, Dwarven, Infernal, Abbysal
 
 
EQUIPMENT:
HEAD&EYES ->
CLOAK	 ->
NECK	 -> Periapt of Wisdom +6	 (36,000 gp)
ARMOR	 -> +3 Mithril Full Plate
			 of Fortification (Med) (46,500 gp)
ROBE	 ->
VEST	 -> Holy Symbol, silver		 (25 gp)
BRACERS ->
GLOVES	-> Gloves of Dex +4		 (16,000 gp)
RING 1	->
RING 2	->
BELT	 ->
BOOTS	 -> Boots of Speed			(12,000 gp)
BACKPACK -> Heward's Handy Haversack (2,000 gp)
WEAPON (R)-> Rod of Flailing		 (40,000 gp)
WEAPON (L)-> Locked Gauntlet				(8 gp)
IOUN STONE-> Pink Rhomboid (+2 Con)	 (8,000 gp)
			 Orange		(+1 CL)	 30,000 gp)
SHIELD	-> +3 Animated Heavy Shield (25,159 gp)
 
STORED EQUIPMENT:
Potion of Fly (2/3)				 (2,250 gp)
Scroll of Heal (CL 15)				 (2,250 gp)
Scroll Righteous Might				 (1,125 gp)
Scroll Divine Power				 (700 gp)
Material Components: True Seeing		 (250 gp)
Bead of Karma						 (20,000 gp)
 
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Doesn't Torm have the war domain? That would open up your options more than a little I think.

Well, anyway, I would only play a dwarf if you want to play a dwarf. Humans make perfectly viable combat clerics and even elves can make decent ones (although it's easier to make a good elf archer cleric than a good elf melee cleric).

Domains:
War: This is a good domain but isn't necessary. The difference between a longsword and a heavy mace is only 19-20 vs 20 crit. The difference between a spear or quarterstaff and a greatsword is somewhat greater (but not if your DM allows the Spikes spell from DotF).

Strength: This is a very good domain for a combat cleric as it includes Enlarge Person and Righteous Might. The domain power actually is superior to the destruction domain power after level 8 (since it applies to all attacks in a full attack action rather than just one and eventually grants a higher bonus to hit with only a slight hit on the damage bonus (if using a two handed weapon)).

Destruction is another interesting choice.

Family also is a good choice as the protective AC boosting power can be very helpful in melee.

Alignment domains are an oft-overlooked choice as well. Not only do they enable you to make Holy/Unholy/Axiomatic/Anarchic weapons, they also grant area effect spells that can be targetted at ground zero without any risk.

The Sun domain is also a good choice. Fire Shield is a very useful spell for a melee cleric and the Greater Turning ability is useful also.

Magic Domain shouldn't be overlooked either. The ability to use wizard wands and scrolls (with sufficient intelligence) allows for some potentially very useful combinations (such as the shield spell with your two handed weapon (and without the cost of an animated shield). It also allows for great flexibility in item creation.

Feats:

Power Attack is obvious.

Divine Might is also good if you have a good charisma.

Weapon Focus is another obvious feat although it may be a bit boring.

depending upon your other stats, Combat Reflexes, Cleave, Combat Expertise, Improved Trip, Improved Sunder, and Combat Brute (CWH) could be useful. A spring attacking cleric would be unusual but an elf Fighter 1/Cleric of Correllon 9 with Dodge, Mobility, Spring Attack, Power Attack, and Divine Might could use a wand of Expeditious Retreat and then spring in and out of combat delivering devastating Power Attacking blows.

Item Creation: Craft Wondrous Item and Craft Magic Arms and Armor are both potentially great ways of ensuring that you (and maybe your party) are properly equipped. Their usefulness, however, will depend upon the campaign.

Stats: I'd recommend getting at least a 15 int (allowing for a modified 18 at 12th level (22 with +4 periapt)). Everything else depends upon the character you want.

Human Tormite cleric
Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 10

A less melee-centric build would go for 12 dex and 12 charisma or even 12 int or 14 charisma.

Dwarf Cleric of Haela Brightaxe
Str 14, Dex 10, Con 18, Int 10, Wis 15, Cha 8
You could drop the con and increase the strength for a more melee focussed build or even dump mental stats to get a real combat monster. Dropping your dex and making up for it with better gloves of dexterity is another possibility.

Elf Cleric of Corellon
Str 14, Dex 16, Con 12, Int 12, Wis 15, Cha 10

The 12 int is to use second level scrolls. If you're willing to rely upon a headband or just use wands, you could go up to an 18 dex.
 

If persistent spell is allowed, definitely get it. Having Divine Power, Divine Favor, and Righteous Might up at all times is so nice some have even called it broken.
 


I'm not sure which arena that's for, but it looks like a sheet I've seen all over the place at RPOL (link in sig). IF so, the character was likely created at 13th-16th level, and thus didn't have to suffer thorough several levels of an unusable feat.

The +4 deflection to AC is probably from shield of faith. If the arena he's in allows preparation rounds or precst spells, it will be gauranteed to be up in every fight, and so might as well be listed in the stat block.
 

two said:
Clerics are immensely powerful. I would not bother multi-classing. Don't sweat the BAB=16 thing, remember, there are cleric spells that increase your BAB to fighter-like levels.

For a melee cleric, power attack seems a no brainer. If you are truly melee-focussed, you don't need to spend points getting a hugely high wisdom. Start off at 14, and with some items/powerups it will be 19 by the time you can cast 9th level spells. Meaning, you don't care about spell DC's, you will do mostly buff/healing. So, spend the points in Con/Str.

I concur. There is no necessity to have a better than 14 Wis if you plan on specializing in melee. You do not need the extra spells and the DCs are not important. I would just get items to boost the Wis, use your levelling stat boosts on either Str or Con. You can get your Wis up to 19 with a +4 item and a book when necessary.
 

Are PrCs from the Book of Exalted Deeds allowed? If so, and if you don't mind playing Lawful Good, I recommend taking levels in the Fist of Raziel. You can change the name to Fist of [Militant, Warlike, Evil-Smiting LG Diety] (in FR, it would probably be Torm) for better campaign fit.

Fist of Raziel gives +10 BAB and +9 divine spellcasting levels over 10 levels. If you go Cleric 10/Fist of Raziel 10, you would have +17 BAB and cast spells as a 19th-level cleric. In addition, you get your own personal Magic Circle against Evil (wards out pesky mind-controlling spells nicely), +2d6 Holy damage with each strike, and a host of other Evil-smiting goodness.
 

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