Equipment for a lvl 10 cleric

veers559

First Post
I created a lvl 10 cleric for this 3.5 group that i just started with. I need to know what type of equipment i need to get/buy for this character. I have 30000 gp but i can not spend more than 5000 gp on magical abilitities. So for example if you wanted a magic longsword, the longsword would cost 315GP for the sword itself and the masterwork value. You could then spend 5000GP in magic enhancements (so technically the value of the sword is 5315GP).


the character is a lvl 10 cleric with no diety with the domains of travel and war. any ideas? Please be specific!!!!!
 

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One (1) Bead of Karma (20,000gp), one (1) Metamagic Rod of Extend Spell, Lesser (3,000 gp), one (1) Pearl of Power l (1,000 gp)x2, and one (1) Pearl of Power ll (4,000).

Abandon all hopes for a useful weapon. Cast GMW instead. Focus your gp entirely on buying items that make you a better caster.
 
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Well, you could go caster only, but Clerics can cast in heavy armor and do get simple weapons as a class. The CODzilla is based on using a melee cleric to out fighter the fighter. Since the limit on magic enchantments is so small, try for a +2 Full Plate and +2 Heavy Shield for great AC. A couple different +1 weapons to get around different DR (slashing, bludgeoning). Periapt of Wisdom of course. Metamagic rod as mentioned upthread is good.

Jay
 

Why do you even need the +2 armor when you can cast Magic Vestment?

You don't even need a Periapt of Wisdom if you can get DMM: Persist.

Weapon wise, a casting of GMW and a Morningstar should help you with most enemies.

Feats would have to be: Extend Spell, Persist Spell, Divine Metamagic: Persist Spell, and Extra Turning. Throw in another feat if you're a human. Perhaps another Extra Turning?

Note: if you're going to do this, pick up Nightsticks. They cost 4,000 iirc, so you may have to ditch the Pearl of Power ll for it.
 
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these are the feats that i was thinking about for the cleric. i was thinking about a melee cleric. According to the group I have to get the items from the following books: PH, PH2, Complete Champion, Complete Divine, and Magic Item Compendium.

Feats
1st level
Power Attack
3rd level
Extend Spell
6th level
Persistent Spell
9th level
Devotion Feat (Travel)
Bonus Feat
Divine Metamagic
Bonus Feat
Weapon Focus (longsword)
Bonus Feat
Martial Weapon Proficiency (longsword)
 

I dunno, the last cleric I played was the sole healer, and we were not a party to use wands, scrolls, etc. I used 80% or so of my spells on healing. Since +2 armor is soooo cheap by 10th level, I figured it would be a good investment.

Your advice is really good, I was just presenting other options is all.

Jay
 

I'd get Extra Turning instead of Power Attack so as to make use of Divine Metamagic: Persist Spell.

Alternatively, grab Chain Spell so you can give your party Chained, Persisted buffs.
 
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Divine Metamagic is really great for buffing. I'll second that. I played Human just so I could take that Extra Turning one more time. Very useful.

Jay
 

I'll chime in with a broad generalization, which is that you shouldn't waste spell slots on highly conditional spells. For example, you shouldn't have "Remove Disease" as one of your daily spells unless you are nearly certain that you'll be interacting with diseased monsters. Same for Neutralize Poison, Lesser Restoration, Remove Curse, and probably many others. These are all spells that you will only cast if things go wrong and even then, only if they wrong in a specific way. And thus we come to my suggestion for magic items.

Buy scrolls... lots of scrolls for all the boring spells that you only need once in a blue moon (but when you need them, you really need them). Never put these spells on your daily list -- free that up for the spells that are your staples. That is, at the end of the day, you should have cast just about all of your daily spells, and it should be that way, every time. Why? Because you never cluttered up your daily list with spells that might get used. Every single spell should be useful 95% of the time.

For everything else, consider scrolls.

By doing this, you go from being a cleric operating at maybe 60% capacity to being a cleric operating at 90% capacity. Your fellow players will thank you.
 

IMO, lesser restoration isn't too bad of a spell to have prepared, once you have a few second level slots; there are lots of things that do ability damage (or inflict ability penalties -- one lesser restoration can take care of a 10 pt ray of enfeeblement), so it isn't that uncommon a thing to have come up. And if it turns out to not be needed, you just convert it to CMW. That said, it's always a good idea to have an emergency stash.

Oh, if your GM will let you buy partially charged wands, consider buying wands of things like remove disease, lesser restoration, and similar spells -- wands are 60% the cost of an equivalent number of scrolls, and IME, when the shadows and mummies show up, you may have a number of people needing things restored or removed.

Don't forget scrolls of things like water breathing or water walk, too -- clerics have access to a lot of conditional spells that can be really handy to have when the situations come up, and it always sucks to have to stop adventuring for a day so the cleric can wait to prepare the spell tomorrow. When the bad guy flees through or across some watery area, and you are faced with the choice of giving up the pursuit, stopping to have all the heavy armor types strip off their armor (and kill their AC), or risking the inevitably crappy Swim checks, it can be quite fun to bust out a scroll and have everyone simply run across the water.
 

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