Help me build an elven cleric 5 (PHB/SRD only)

:D

Why not? It's an elf, after all, agile and nimble.

Tumble doesn't have to mean doing backflips and rolling on the floor. ;)

Bye
Thanee
 

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You guys said:
This is hopefully a joke, if you want to make a melee-capable character, that is no option.
Well, that's certainly an option. Seems odd for someone with the Strength domain, personally.

See, that's why I asked the experts for help. I'm so married to using Weapon Finesse that I'm willing to shoot myself in the foot just to be able to use it.

I'm not so sure I really need Cleave. I'm sold on Power Attack now, but maybe I'd be better off taking Combat Reflexes or Improved Initiative. Over the long run, Cleave would pay off, but I just don't see it being too useful in a one-shot game. Maybe I can be convinced though.
 

Power Attack and Cleave are about the most useful combat-related feats for low levels.

Just make sure, that you move into a position (5-ft. step or Tumble, if necessary), when attacking a weak or damaged opponent, from where you can also hit another opponent with Cleave then. I'm quite sure it'll pay off... a lot. :)

Weapon Finesse is surely nice, but if you cannot deal any damage, hitting is rather pointless, really. To be decent in melee, you should be able to do both - hit and deal damage.

Improved Initiative is a good feat (not as good as Cleave, tho), but the above character already has a very decent initiative at +3.

Bye
Thanee
 

Thanee said:
:D

Why not? It's an elf, after all, agile and nimble.

Tumble doesn't have to mean doing backflips and rolling on the floor. ;)

Bye
Thanee
True enough. I'm just used to the full plate Clerics. Normally, a tumbling Cleric would be somewhat equivalent to a ball bearing...
 

The best I could do on my lunch break. Good defensive fighter, plenty of options to buff yourself or your friends. Kinda munchkinny, but not grotesque.

Father Mota H'Sarc
Medium-size Humanoid
Elf Clr5
Hit Dice: 5d8+5 (31hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 24 (+1 Dex, +9 Armor, +2 Shield, +1 Deflection, +1 Natural), touch 12, flat-footed 23
Base Attack/Grapple: +3/+4
Attack: Longsword +6 (1d8+2)
Full Attack: Longsword +6 (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Turn Undead
Special Qualities: Low-light vision, Elf Blood, Feat of Strength, Protective Ward
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 13, Dex 12 (10), Con 12 (14), Int 11, Wis 16 (15), Cha 8

Skills (16): Knowledge: Religion +4, Concentration +12, Heal +7
Feats: Weapon Focus (Longsword), Combat Casting (Replace this with Spell Thematics if your DM will let you take it)

Feat of Strength: Add your cleric level to your strength as an enhancement bonus for 1 round.
Protective Ward: Add your cleric level to touched creature's next saving throw. Discharges after 1 hour.

Wealth: 9000 gp

+1 Full Plate (2650)
+1 Longsword (2315)
Heavy Steel Shield (20)
Amulet of Natural Armor +1 (1000)
Ring of Protection +1 (2000)
Pearl of Power - 1st (1000)

1st level (4)
Command: One subject obeys selected command for 1 round.
Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Obscuring Mist: Fog surrounds you.

2nd level (3)
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Hold Person: Paralyzes one humanoid for 1 round/level.
Spiritual Weapon: Magic weapon attacks on its own.

3rd level (2)
Dispel Magic: Cancels spells and magical effects.
Searing Light: Ray deals 1d8/two levels damage, more against undead.

Domain Spells
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
 

Thanee said:
Power Attack and Cleave are about the most useful combat-related feats for low levels.

Just make sure, that you move into a position (5-ft. step or Tumble, if necessary), when attacking a weak or damaged opponent, from where you can also hit another opponent with Cleave then. I'm quite sure it'll pay off... a lot. :)

Weapon Finesse is surely nice, but if you cannot deal any damage, hitting is rather pointless, really. To be decent in melee, you should be able to do both - hit and deal damage.

Improved Initiative is a good feat (not as good as Cleave, tho), but the above character already has a very decent initiative at +3.

Bye
Thanee
Those are my thoughts too. Combat Reflexes is nice too, though. It's hit-or-miss as far as usefulness, though (pun unavoidable...).
 

Both of these people use longswords in their builds -- I'd go for warhammer for flavor reasons.
 

Warhammer needs a feat, tho. ;)

And I actually picked the Longsword/Longbow for flavor reasons (also Elven Chain, wooden Shield/Holy Symbol). All in all, very elvish. :D

Bye
Thanee
 

Spider said:
The best I could do on my lunch break. Good defensive fighter, plenty of options to buff yourself or your friends. Kinda munchkinny, but not grotesque.
I'm not sure why it's munchkinny, but. You might take Skill Focus (Concentration) instead of Combat Casting (I learned that from from Thanee!). It's more useful. And is +1 to hit really worth it? Maybe Weapon Focus goes well with Power Attack so sacrificing the BAB isn't as bad.
 

Weapon Finesse=trying to take advantage of the elf's high Dex. Plus I've never used it for a character before. I'm over it now. Really.

Anyway, would it be worth the effort to take Two-Weapon Fighting and get an additional attack? I'm thinking that us all being 5th level and having one attack per round each is going to hurt badly.

OK, so the ranger will be able to Rapid Shot two arrows a round, but I'm trying to keep up with his damage output.
 

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