Help designing a lethal healer

Straight Cleric. Take the Mysticism domain for the Charisma mod to saves. It also gives you Aspect of the Deity spell...

Lesser Aspect of the Deity
Defenders of the Faith, page 87
Transmutation [Good, Evil]
Level: Mysticism 3, Pal 4
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
When you cast this spell, your body changes into a form more like your deity’s (in a very limited fashion, of course). You gain an enhancement bonus (1d4+1 points) to your Charisma score. You also gain resistance 10 to two or three energy types: acid, cold, and electricity if you are good, cold and fire if you are evil.

Which handily boosts your Charisma further for 3.0's Divine Might...
 

log in or register to remove this ad

green slime said:
Straight Cleric. Take the Mysticism domain for the Charisma mod to saves.

<snip>

Which handily boosts your Charisma further for 3.0's Divine Might...
Isn't this still a prestige domain... ie. can only be taken by a PrC?

Mike
 
Last edited:

Okay, so I think I've settled on Paladin 1/Cleric 5, with the Strength and Sun domain (Mysticism is a prestige domain).

14 Str, 11 Dex, 16 Con, 10 Int, 18 Wis, 16 Cha.

Improved Init, Extend Spell, Craft Magic Arms and Armor, and Close-Quarter fighting.

Longsword, Full-plate, and a shield. Eventually, I'll enchant my armor with Ease :)

So... does that seems pretty good? I'll probably increase my dex at level 8, then focus on wisdom. And, probably Craft Wondrous Item at 9.

Anything really important I'm missing?

Thanks for all the help guys!

Calypso
 

Mysticism domain's been changed - it's not a prestige domain (complete divine) and the granted power is 1/day.

Spells are still nice though
 


calypso15 said:
Hey guys,

I need help designing a healer that can dish it out and take it in melee. The only other player is a thief/mage. (3.0 rules)

So... I was thinking about doing a Human Cleric 4/Paladin 2, with the strength and sun domains. The stats I rolled up are pretty damn good (18,16,14,14,12,10), and I think I can use any of the supplemental books.

My initial thought:

14 Str, 10 Dex, 14 Con, 12 Int, 18 Wis, 16 Cha. Monkey gripped greatsword with halfplate and a shield.

Thoughts/suggestions/disparaging remarks welcome!

Calypso

You could convince your DM to allow gestalt characters from UA, even if you are playing 3.0. They were designed for situations like yours.

A gestalt Cleric/Paladin would do the trick.

Andargor
 

Take Scribe Scroll instead of Craft Magic Arms & Armor. Magic Items may be hard to come across, but in a limited-gp campaign, a +1 to attack and damage or a +1 to AC isn't necessarily worth other things. Especially for a healing Cleric, you're going to want Scribe Scroll- it, essentially, gives you extra spells per day, which you NEED if you want to be able to heal and still take an active part in everything else. With a few extra Cure scrolls, you can afford to cast an Inflict Light Wounds or something. With a few extra Inflict scrolls, you can afford to cast another Cure Light Wounds. :-P

Scribe Scrolls is, in my opinion, invaluable for any cleric.
 

One of my favorite builds are the cle10/Contem10
are very easy to make.
Choice a L/G god with domains war or/and St ,mysticism and glory when takes the bonus domains, mysticism to grant cha to saves and glory for the 5 lvl domain spell
S14 don't worry with the buff spells you can improve it
D12 don't need more buy a plate mail
C14 for hit points
I10 don't need
W18 :)
C16 to improve your saves

The feats extend, persistent spell to make 24hours your buff spells

I hope that helps :)
 

For feats I'd recommend divine might and possibly extra smiting. If you're stuck with core deities I believe you could follow St Cuthbert as a paladin to get smiting. With divine might, smiting, and the strength domain you can pack quite a punch before you get the good cleric spells.
 

As a paladin player I recommend strongly against paladin/cleric combos unless you have strong character concept reasons for doing so. You are generally better off choosing Cleric/Fighter or straight Cleric.

If you are planning on mostly fighting you do not need a high Wis at all. A 14 or even a 13 is quite sufficient. Put that 18 into Str where it belongs. Putting a 16 into Cha will give you good use out of Divine feats if you want a paladin-style character.
 

Remove ads

Top