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


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Well, I wasn't 100% serious about that either, because if you don't care about the spells that much, you might as well take 2 or more levels in Fighter. And you said you wanted a Cleric, so.
 

moritheil said:
IMC the party mage did that. Both dogs died - one of them to a spear, the other one when it wandered away from camp while there was a monster stalking the party.
See, that's a good use of a 25gp.
 

Well, I wasn't 100% serious about that either, because if you don't care about the spells that much, you might as well take 2 or more levels in Fighter. And you said you wanted a Cleric, so.

We'll need the healing and buffing capabilities of a cleric, but with a wizard, a rogue and an archer/ranger as teammates, my cleric will find himself in melee. Probably alone. I'm thinking it may be worth it to trade up 3rd level spell slots (one + domain spell) for the extra oomph one level of fighter will give me. Or just learn to run real fast.
 

Well, with Ftr 2/Clr 3, you still have 2nd level spells and an extra bonus feat and more hit points.
 

I dunno. I mean, by giving up those 3rd level spells, you're potentially giving up a +1 AC and 6d8+10hp worth of healing. Seems like the only benefit you'd actually see would be that extra feat (since you've already good a good weapon, heavy armor, and shield proficiency).

Spider
 

Cleric Elven

Hello,

I think one of the best way to play an elven cleric is to use Bow at your main weapon. After all, the bow is one of the core weapon of the elven society, why not use it as a cleric. If you don't have much HP this will be more easy to attack from behind and you'll have a good dexterity to improve your AC.

If you don't have fighter in the group to take on the melee this just too bad, your group should use more stealth tactics.

BTW if you dont have a choice to make a melee cleric, you MUST have the domain War and get martial proficiency and weapon focus with your weapon deity for free !! this very nice :)
 

Good build, Spider! Some comments/problems:

Spider said:
Skills (16): Knowledge: Religion +4, Concentration +12, Heal +7
You'll want a higher Know(Religion) rank, so you get the +2 when turning UD. Also, if you really are committed to improving your concentration check, take Skill Focus (concentration) instead. (Personally, I'd skip the feat.)

I'd recommend this slight tweak:

Skills (16): Knowledge: Religion (5 ranks) +5, Concentration (8 ranks) +12, Heal (3 ranks) +6


Spider said:
Feats: Weapon Focus (Longsword), Combat Casting (Replace this with Spell Thematics if your DM will let you take it)

Ahhhh! That list of feats makes me cringe. ;) YMMV, of course.

At level 5, you are still dealing with UD that can be turned, so some of those feats can be useful.....but "PHB only" really limits that. Improved Turning still might be an idea.

As a cleric, you're probably going to want to be away from the front lines.....consider going the archer route. My own Clr 14 started off at level 4 that way, and it worked well; I was available for healing since I wasn't tied up in the front lines, I could provide missile support, or I could move to the right tactical location to cast a spell.

If that's convinced you, then try Point-Blank Shot and Precise Shot (you'll often be firing into melee).


Spider said:
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.

Yoowch. For an elven cleric to take the Strength domain....shudder!

Think about Luck and Travel instead. The powers are killer, and the spell lists (esp. 3rd level!) are great!

Spider said:
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)

The Amulet of Nat. Armor +1 costs 2000gp...and you're really better off with a magical shield anyway (1,170gp). I'd ditch the Ring of Protection in favor of a Cloak of Resistance +1.....you want your saves higher than they are. After alll, you are the guy the other PCs go to when they fail their saves!

And definately switch out that longsword +1. Get a masterwork one instead, forget all about wanting a Warhammer, and spring for a Long Comp Bow (Str +1).

So my list would be:
+1 Full Plate (2650)
MW Longsword (315)
+1 Comp (Str +1) Longbow (2,500)
+1 Heavy Steel Shield (1170)
Cloak of Resistance +1 (1000)
Pearl of Power - 1st (1000)

...and spend the remainder on a partially charged Wand of Cure Light Wounds (20 charges, with some gp left over)
 

Spider said:
I dunno. I mean, by giving up those 3rd level spells, you're potentially giving up a +1 AC and 6d8+10hp worth of healing. Seems like the only benefit you'd actually see would be that extra feat (since you've already good a good weapon, heavy armor, and shield proficiency).

Spider
See, I'd agree with you, but I don't think he's making a dedicated healer either. He wants to be effective in melee, and the extra feat helps for that.
 

As a cleric, you're probably going to want to be away from the front lines.

In this particular case, the cleric IS the front line. The rest of the group consists of a wizard, a rogue and an archery ranger.

Think about Luck and Travel instead. The powers are killer, and the spell lists (esp. 3rd level!) are great!

None of my options of patron deity for this game give me this combination of domains (homebrew with a small set of gods to choose from).

I'm not looking for longevity for this character. I'm going to use it for a single 5-hour game session next Saturday. I just want to have fun with it and survive the session.

Now I'm toying with the idea of a cleric4/fighter1 or cleric3/fighter2. I would just roll up a paladin and be done with it, but the game doesn't sound like it's going to be conducive to a paladin's code of conduct.
 

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