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Good (great) Stats, making the cleric
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<blockquote data-quote="Celebrim" data-source="post: 339622" data-attributes="member: 4937"><p>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.</p><p></p><p>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).</p><p></p><p>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:</p><p></p><p>STR: 17, CON: 15, DEX: 10, INT: 14, WIS: 18, CHR: 17</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 339622, member: 4937"] 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. [/QUOTE]
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