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Creating a 4th Level Cleric
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<blockquote data-quote="Elder-Basilisk" data-source="post: 340483" data-attributes="member: 3146"><p>Hmm. I guess my advice will differ slightly from other posters.</p><p></p><p>First, resist the temptation to take combat casting. Combat casting is good for clerics with an int penalty who want to put points into something other than concentration. You will probably find that </p><p>#1 you don't cast defensively that often</p><p>and</p><p>#2 when you do, your concentration score is already quite good. By the time you're 8th level, you'll have +13 concentration (assuming you max the skill).</p><p></p><p>If you don't think that's good enough, I'd recommend skill focus: concentration. Sure it's +2 instead of +4 but very significantly, it applies to all concentration checks--not just casting defensively. Odds are that before long you'll be making as many concentration checks because someone readied an action to disrupt your spell as you do for casting defensively. Combat casting doesn't help against that but skill focus does. Furthermore, the DCs for combat casting are pretty static. 15+spell level isn't bad compared to the 21+spell level that's the average result of a 5th level wizard trying to disrupt your spell with a magic missile. If you're going to spend a feat to get a bonus make sure it applies where it's most needed.</p><p></p><p>Check with your DM before you take skill focus as well. A lot of DMs house rule skill focus to 3 points (like in WoT and IIRC Star Wars). If your DM does that then skill focus wins over combat casting hands down.</p><p></p><p>Second, I noticed in your stat block that you have iron will for your cleric. I wouldn't do that. Ordinarily, I recommend that everyone take iron will but as a cleric, will is a strong save for you and you get your wisdom bonus to it as well. If you must get a save feat go for Great Fortitude (since fort save effects are as deadly as will saves and your con won't go up as quickly as your wisdom) or Lightning Reflexes (since the damage avoided by making those saves will add up). However, if I were playing the character, I would ditch it for something like either Quicken Turning (from DotF--it lets you turn undead (at a penalty and still cast your spells) or Divine Vigor (from DotF--it adds 10' to your movement and +2 to your con; if you're the heavily armored tank cleric, this will help you get to where you need to heal the quickest), or Power Attack (setting you up for cleave and/or divine might (which would be worth it if either your DM allows it as a free action or you boost your charisma to 16+ through Eagle's Splendor or a cloak of charisma, etc.)</p><p></p><p>Third, I see that you've put together quite an efficient set of stats. If you do decide to add points anywhere, I would recommend taking them from intelligence rather than strength. Intelligence doesn't get a cleric anything other than skill points and if you're not aiming for a prestige class, you can make do with two or four skill points per level. (My elf archer cleric (Elf and War domains, favored weapon longbow) in RttToEE is making do with 2 skill points/level and I've been able to spread the points out to be good at a lot of different things).</p><p></p><p>I'd also join the group of recommendations against multiclassing unless you really want to play an almost paladin cleric (in which case, a level or two of fighter or paladin is in order). You'll really be a more effective healer with more spells and higher level ones than with the benefits of multiclassing. And you can be a pretty effective fighter with those spells too (Divine Favor+Divine Might generally means dead bad guys).</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 340483, member: 3146"] Hmm. I guess my advice will differ slightly from other posters. First, resist the temptation to take combat casting. Combat casting is good for clerics with an int penalty who want to put points into something other than concentration. You will probably find that #1 you don't cast defensively that often and #2 when you do, your concentration score is already quite good. By the time you're 8th level, you'll have +13 concentration (assuming you max the skill). If you don't think that's good enough, I'd recommend skill focus: concentration. Sure it's +2 instead of +4 but very significantly, it applies to all concentration checks--not just casting defensively. Odds are that before long you'll be making as many concentration checks because someone readied an action to disrupt your spell as you do for casting defensively. Combat casting doesn't help against that but skill focus does. Furthermore, the DCs for combat casting are pretty static. 15+spell level isn't bad compared to the 21+spell level that's the average result of a 5th level wizard trying to disrupt your spell with a magic missile. If you're going to spend a feat to get a bonus make sure it applies where it's most needed. Check with your DM before you take skill focus as well. A lot of DMs house rule skill focus to 3 points (like in WoT and IIRC Star Wars). If your DM does that then skill focus wins over combat casting hands down. Second, I noticed in your stat block that you have iron will for your cleric. I wouldn't do that. Ordinarily, I recommend that everyone take iron will but as a cleric, will is a strong save for you and you get your wisdom bonus to it as well. If you must get a save feat go for Great Fortitude (since fort save effects are as deadly as will saves and your con won't go up as quickly as your wisdom) or Lightning Reflexes (since the damage avoided by making those saves will add up). However, if I were playing the character, I would ditch it for something like either Quicken Turning (from DotF--it lets you turn undead (at a penalty and still cast your spells) or Divine Vigor (from DotF--it adds 10' to your movement and +2 to your con; if you're the heavily armored tank cleric, this will help you get to where you need to heal the quickest), or Power Attack (setting you up for cleave and/or divine might (which would be worth it if either your DM allows it as a free action or you boost your charisma to 16+ through Eagle's Splendor or a cloak of charisma, etc.) Third, I see that you've put together quite an efficient set of stats. If you do decide to add points anywhere, I would recommend taking them from intelligence rather than strength. Intelligence doesn't get a cleric anything other than skill points and if you're not aiming for a prestige class, you can make do with two or four skill points per level. (My elf archer cleric (Elf and War domains, favored weapon longbow) in RttToEE is making do with 2 skill points/level and I've been able to spread the points out to be good at a lot of different things). I'd also join the group of recommendations against multiclassing unless you really want to play an almost paladin cleric (in which case, a level or two of fighter or paladin is in order). You'll really be a more effective healer with more spells and higher level ones than with the benefits of multiclassing. And you can be a pretty effective fighter with those spells too (Divine Favor+Divine Might generally means dead bad guys). [/QUOTE]
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