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Help to whip up a nice L3 heal/buff Cleric
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<blockquote data-quote="nittanytbone" data-source="post: 3182547" data-attributes="member: 35709"><p>Divine Metamagic:</p><p></p><p>The two best options here are persistent and quicken spell.</p><p></p><p>Persistent is more powerful but doesn't get off the ground until level 7. Contrary to what one of the posters above wrote, persistent spell ONLY WORKS ON SPELLS OF RANGE PERSONAL. So, that means Divine Favor, and later Divine Power. So if you don't expect to get to level 7 for a long time for Divine Power, skip Persistent spell.</p><p></p><p>Quicken spell is also quite potent, and at lower levels it is nice to throw around quickened buffs.</p><p></p><p>Here's a few sample builds for you to consider:</p><p></p><p><strong>Dwarvish Hammer of Moradin</strong></p><p></p><p>Str 14+, Con 16, Dex 12, Wis 15+, Int 10+, Cha 6+ (you have such high point buy adjust as desired)</p><p></p><p>Take the racial substitution levels from Races of Stone at levels 1 and 4 (giving up turn undead to smite giants). Normally this is weaker than using Turn Undead to fuel Divine Metamagic, but at low levels its actually pretty potent.</p><p></p><p>Feats: Any combat related feats work great. If you have cha 12+, then Divine Vigor can be good at low levels (temp HP, bonus move speed).</p><p></p><p><strong>Elvish Cleric Archer</strong></p><p></p><p>Emphasize Dex for a low-level cleric archer. Otherwise, Wis 15+, con as high as you can get it.</p><p></p><p>Domain: Elf Domain and then either War (with the longbow) or Time (free Improved Initiative feat)</p><p></p><p>Feats: Point Blank Shot (Free with Elf Domain), Precise Shot (1), Rapid Shot (3); Then start on the Divine Metamagic or Divine feats. Use Divine Favor to gain even more bonuses on each shot, and with your domain you can cast Cat's Grace. For a higher level build, you can dump dex down lower and take Zen Archery to focus soley on Wisdom to hit.</p><p></p><p><strong>Human Divine Metamagicker</strong></p><p></p><p>For this build we're not using Persistent Spell, as that doesn't get off the ground until level 7.</p><p></p><p>Domain: Luck & Travel are great domains due to their granted abilities (and do to the spells on the Travel domain). For an undead destroying machine, Sun and Glory are strong (but not flexible).</p><p></p><p>Feats: Quicken Spell, DMM Quicken Spell, level 3 Open (Augment Healing, Craft Wondrous Item, Extra Turning, etc)</p><p></p><p>Very generic build, but quickening spells is very potent. The only downside is its a lot of investment for an ability usable 1-2 times/day.</p><p></p><p><strong>Human Melee Tank Machine</strong></p><p></p><p>Deity: Kord</p><p>Ability Scores: Str 14+, Dex 12, Con 14+, Int 10, Wis 15+, Cha 14</p><p>Domain: War and Strength, or War and Luck</p><p>Feats: Power Attack, Extend Spell, Persistent Spell, DMM Persistent Spell</p><p></p><p>Use a greatsword, cast Enlarge Person as your domain spell, and Persist Divine Favor until you get Divine Power. When enlarged, with 14 base str and divine favor, power attacking for -2, your damage should be 3d6+4 str+1 divine favor+4 PA = 19.5.</p><p></p><p>This build is quite devastating.</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 3182547, member: 35709"] Divine Metamagic: The two best options here are persistent and quicken spell. Persistent is more powerful but doesn't get off the ground until level 7. Contrary to what one of the posters above wrote, persistent spell ONLY WORKS ON SPELLS OF RANGE PERSONAL. So, that means Divine Favor, and later Divine Power. So if you don't expect to get to level 7 for a long time for Divine Power, skip Persistent spell. Quicken spell is also quite potent, and at lower levels it is nice to throw around quickened buffs. Here's a few sample builds for you to consider: [B]Dwarvish Hammer of Moradin[/B] Str 14+, Con 16, Dex 12, Wis 15+, Int 10+, Cha 6+ (you have such high point buy adjust as desired) Take the racial substitution levels from Races of Stone at levels 1 and 4 (giving up turn undead to smite giants). Normally this is weaker than using Turn Undead to fuel Divine Metamagic, but at low levels its actually pretty potent. Feats: Any combat related feats work great. If you have cha 12+, then Divine Vigor can be good at low levels (temp HP, bonus move speed). [B]Elvish Cleric Archer[/B] Emphasize Dex for a low-level cleric archer. Otherwise, Wis 15+, con as high as you can get it. Domain: Elf Domain and then either War (with the longbow) or Time (free Improved Initiative feat) Feats: Point Blank Shot (Free with Elf Domain), Precise Shot (1), Rapid Shot (3); Then start on the Divine Metamagic or Divine feats. Use Divine Favor to gain even more bonuses on each shot, and with your domain you can cast Cat's Grace. For a higher level build, you can dump dex down lower and take Zen Archery to focus soley on Wisdom to hit. [B]Human Divine Metamagicker[/B] For this build we're not using Persistent Spell, as that doesn't get off the ground until level 7. Domain: Luck & Travel are great domains due to their granted abilities (and do to the spells on the Travel domain). For an undead destroying machine, Sun and Glory are strong (but not flexible). Feats: Quicken Spell, DMM Quicken Spell, level 3 Open (Augment Healing, Craft Wondrous Item, Extra Turning, etc) Very generic build, but quickening spells is very potent. The only downside is its a lot of investment for an ability usable 1-2 times/day. [B]Human Melee Tank Machine[/B] Deity: Kord Ability Scores: Str 14+, Dex 12, Con 14+, Int 10, Wis 15+, Cha 14 Domain: War and Strength, or War and Luck Feats: Power Attack, Extend Spell, Persistent Spell, DMM Persistent Spell Use a greatsword, cast Enlarge Person as your domain spell, and Persist Divine Favor until you get Divine Power. When enlarged, with 14 base str and divine favor, power attacking for -2, your damage should be 3d6+4 str+1 divine favor+4 PA = 19.5. This build is quite devastating. [/QUOTE]
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