Help w/ Cleric build


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R-Hero said:
Thanks to all, so far I have not really had time to study on it much, but I think a Complete Divine purchase is in order.
Absolutely. That and Spell Compendium are all my cleric ever needed.

For a truely great cleric, try the travel and luck domains. For feats, I would recommend Divine Spell Power at 6th, Quicken at 9th, and Divine Metamagic (quicken) at 12th. My cleric has never regreted casting more than one spell a round at CL+. Take a PrC that gives you Extra Turning feats.

IIWY, I wouldn't worry too much about being a "healer". Clerics are *always* healers; what you want to do is be more than that.
 

I keep throwing this idea out there every time the Favored Soul class gets mentioned and people keep liking it. So, here goes again:

Favored Soul 15/ Thaumaturgist 5.

You can take all the healing spells (1/level), most of the restore ____ spells (at most 2/level but many levels don't have any), the whole list of Summon Monster I-IX (1/level), and the appropriate Planar Ally spells. You will want Augment Healing as a feat. You will get Augment Summoning as a bonus to the Thaumaturgist class, so I recommending taking it at level 9 since the earliest you can get accessto Lesser Planar Ally is level 8.

But think about it. You have virtually an unlimited use of summoning or healing spells. No need to even get yourself dirty! Even if you do melee, your summonings should give you great flanking opportunities!

OR - Grab yourself a bow, because once you start summoning a few critters that have a spell duration of more than a round or two you'll just need to help them out by firing into the melee with your bow. [Precise Shot might be in order.] If you go this route, you would be wise to pick a deity that has the longbow as a favored weapon.

This build allows WIS to be a dump stat, because with the spells you are casting the spell DCs are essentially irrelevant. If you go the bow route, your STR can become a dump stat too - although if you dump it too much you'll go crossbow instead of bow and that'll really make your deity choices rather limited. :heh: But if you do it right ... by the end you'll be a summoning machine, a healing machine, a non-fighter with weapon focus and weapon specialization, and three types of energy resistance! [Not to mention that your summonings will be augmented and extended, you'll be eligible for a planar cohort, and your improved ally class ability can come in rather handy with those "impossible tasks" that DMs like to throw at parties.

I hope you like it.

Oh yeah ... your saves will pretty much rock. By the end you'll be at FORT +10, REF +10, and WILL +13 ... and that's just the bonuses not taking into account ability scores, cloak of resistance, etc. [Your CHA should be high, so Force of Personality from Complete Adventurer could be a boon - and it gives you more reason to make WIS a dump stat.
 
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I am going positive energy/team healer but a negative energy/tank-backup character sound fun. (As long as his enemies have a circulatory system, that is...i.e. not undead)

If you're considering a negative channeler, the single biggest problem is the inability to channel dure spells. When I last played a negative channeling cleric, the party sprang for several wands of lesser vigor. I prepared a couple of healing spells to tide us through battles and used the wands to heal everyone between fights.

The single biggest advantage of the negative channeler is the ability to command and create uindead. You'd be amazed at the number of situations where having a few skeletons kicking around is invaluable. Suspect a trap? Send in a skeleton to do the dirty work. Need something retrieved from a deep pool, send in a skeleton. Having trouble lugging around all that loot you've found, voila, instead porter. The ability to animate an opponent you've slain is also huge - drag the body to a desecrated area and animate it. I had an athach skeleton wandering around with me for awhile - it made for an incredible increase in the damage output of the party. And that's just skeletons. Consider the power of having a few shadows or even wraiths at your beck and call. Very nasty.
 


Radiant Servant of Pelor is by far the best clerical prestige class. You gain a lot and lose very little. I strongly recommend it. You will rule at destroying undead also.

I also recommend taking Extend Spell, Persistent Spell and then Divine Metamagic (Persistent Spell) along with lots of extra turning attempts. Quicken Turning is another nice one.

You can do crazy stuff like cast Mass Lesser Divine Vigor and have it be persistent with no spell level increase at the cost of only 7 Turn attempts. Basically give yourself and several allies Fast Healing 1 all day long. Not a combat breaker, but it removes the need for you to blow healing spells outside of combat. Since all it takes is a few minutes of rest for the party to be at full HP once again.
 

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