Good (great) Stats, making the cleric

Oogar

First Post
Time to make a Cleric, 4th level (PHB only ..... though good suggestions from outside will be considered). Stats in decending order, but move em at will......

18
17
17
15
14
9

And 1 bonus point from being 4th level.......

Go!

For those who want too much information, party is not very balanced. Monk, Barbarian, Bard. I would like to make a cleric shine, as no one in the games I run ever does.
 

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If I were your DM, my eyebrows would probably arch upon seeing these stats.

This will be an uber-statted character. If your DM's fine with it, by all means go ahead. I think the stats are too high...
 

Dwarven Cleric

Str 17
Con 18 (20 for dwarf)
Dex 14
Int 9
Wis 17 (18 at 4th)
Cha 15 (13 for dwarf)

Cleric gets crappy skill points and skill selection anyway so Int is not a big deal. I would dump all points into Concentration and Knowledge (Religion).

Feats
Combat Casting (1st)
Weapon Focus (3rd)
*or*
Extra Turning (3rd)
*or*
Splat-feat from DotF

Domains
Depends what kind of Cleric you want. For a militant cleric go for Strength and Retribution. For pure cheese Travel, Magic, and Luck are your best options.

Your hit points will be fantastic
8 hp (max at 1st level)
4.5*3 = 13 hp more + 20 hp from CON = 41 hp (at 4th!)

One of the major drawbacks is raw speed, it'll be 15 ft if you're wearing heavy armor. I suggest picking up Boots of Striding and Springing ASAP.
 

Personally, I agree on the stats statement. They use a very odd method, and those were the rolls. I have no problem with playing something lower, myself.

Dwarf looks nice, and kinda what I fear might happen to me, but not a surprise. any other suggestions?
 

The above works pretty well for a hack and slash campaign, and you've maxed out his combat ability about as well as you can, but no skill points is going to kill you in an actual RP campaign. If your campaign is more RP/story/problem solving driven, you not only can afford to de-tank you probably need to to survive.

I'd use the bonus point from being 4th level to raise the 9 to a 10, then put it in Dex. Tank out on armor (Full Plate or something) and don't worry about your Dex anyway (except for reflex saves which you have other ways of handling like Endure Elements).

Go human for the bonus feat and extra skills and avoid lowering your Chr (which is probably your second most important attr as a cleric). Set your stats too:

STR: 17, CON: 15, DEX: 10, INT: 14, WIS: 18, CHR: 17

Obviously the above dwarven cleric is going to kick your butt, but you are going to be alot more versital and capable of doing your primary job - which is primarily protecting and healing everyone else. You are also probably going to have a good diplomacy skill, and between you and the bard you should be able to handle any social situation.

Take whatever good domains suit your style and demeanor. I suggest: Air, Earth, Fire, Water, Sun, Death, Renewal, Travel, Time, Knowledge, Magic, Storm, Ocean, War, Family, and the like. I'd avoid domains with spell lists drawn almost entirely from the cleric list. You'd rather have access to nifty arcane spells like Fly, Fire Shield, and so forth. Avoid domains with very limited bonuses like Healing, Good, Evil, Law, Chaos, Protection, Strength, and so forth unless you have a good RP reason for doing so.

For feats, Spell Casting Prodigy at 1st level is great (and your DM allows it). Combat Casting always helps out. Take advantage of your high INT to pick up Expertise and maybe latter Close Quarters Fighting. The combination of your generally high AC and Expertise means that you can be a defensive wall when you need to be (covering your buds while they quaff potions and such). For combat power, get Extend Spell followed by Persistant Spell for those all day Divine Favors. If you can spare it, take Combat Reflexes and Improved Initiative (because an early turn against undead can be the difference between life and death). Take Extra Turning at some point to gain access to the DoF feats, but do keep in mind that some prestige classes give Extra Turning for free if you are planning to take a prestige class.

If you can fit it, and its a generally low magic world, item creation feats like brew potion, craft wand, and create wonderous item can be a big help.
 

Oogar said:
Time to make a Cleric, 4th level (PHB only ..... though good suggestions from outside will be considered). Stats in decending order, but move em at will......

18
17
17
15
14
9

And 1 bonus point from being 4th level.......

Go!

For those who want too much information, party is not very balanced. Monk, Barbarian, Bard. I would like to make a cleric shine, as no one in the games I run ever does.

The Right Reverend Reginald Lovejoy, male human Clr4: CR 4; Size M (5 ft., 11 in. tall); HD 4d8+16; hp 36; Init +3 (-1 Dex, +4 Improved initiative); Spd 20 ft.; AC 19 (-1 Dex, +8 masterwork full plate, +2 large steel shield); Attack +6 heavy mace, or +2 light crossbow; SV Fort +8, Ref +0, Will +8; AL NG; Str 14, Dex 9, Con 18, Int 15, Wis 18, Cha 17.

Languages Spoken: Common, Celestial.

Skill points: Clr 35
Skills and feats: Concentration +11, Knowledge (religion) +9, Knowledge (undead) +7, Heal +11, Diplomacy +10; Combat casting, Improved initiative, Scribe scroll.

Possessions of note: masterwork full plate, masterwork heavy mace, assorted divine scrolls (make some).

Cleric Domains: Healing, Sun.
Cleric Spells Per Day: 5/5+1/4+1.

That'll keep 'em alive, and he'll kick butt in melee too.
 
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Want to do something WEIRD?

Do a Cleric with Knowledge and Madness as his domains, pump up Knowledge (Planes) and take the Alienist class at the earliest possible opportunity.

Stats would do something like this:

STR:17
DEX:9 + 1 for 4th = 10
CON:17
INT:14
WIS:18
CHA:15

The debate has been done a bit back, and IIRC Monte Cook said that Madness was balanced as a core domain. The character will definitely be fun to play - think of somebody worshipping Strange Beasties From Beyond The Void, slowly tipping ever deeper into madness...

That would be a Cleric to remember.
 

Make a dwarven cleric with the War domain. High physical stats, then boost yourself to battle readiness. Works well at higher levels (say 6+). Forget charisma, as it's mostly used for turning, and you're about kickin arse, not turning.

When the character is working the spells just supplement the primary attacks, which are through the two-handed weapon. Divine favor is number one spell. Weapon focus, quicken spell, empower spell (for those Bull's Strengths and Endurances) are good feats. Combat Casting isn't since you'll want to cast the spells before combat, not during it.
 

Elven Cleric
18, 17, 17, 15, 14, 9
St: 14
Dx: 20
Cn: 15
Int: 9
Ws: 18
Ch: 17

Feats: Pt Blank Shot, Precise Shot/Rapid Shot

Get a mighty composite longbow and rain death with divine favor.

Worship Ehlonna and pick up Plant and Sun Domains (or Animal if you have a druid who can cast GMF, as an animal companion always helps)

Wear light armor and take at least one rank of tumble cross class.
 

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