Help with a Cleric of Kord

sjmiller

Explorer
I am not sure if this is the right place to put this, but here goes.

I need some help creating a Cleric of Kord. Actually, I want some help remastering a character. I am trying to see what others would do with a character given a similar starting set. I read the boards here quite extensively, and it seems sometimes that my players and I are missing something when I see what others are doing. So, here's the challenge.

Using the rolls that were made (darn good ones too) and given below, make a 6th level Human Cleric of Kord. Use only the Core Books (PH, DMG, and MM) with the addition of a Talent at 1st level. The Talent (from Monte Cook's Arcana Evolved, I think), is Natural Swordsman. It gives the following bonus:
Benefit: The character gains a +1 competence bonus to damage rolls made from attacks with swords (short swords, longswords, greatswords, bastard swords, double-bladed swords, and so on). Further, if a foe attacks her with a sword, the character gains a +1 dodge bonus to Armor Class.
The attribute rolls are 17, 16, 15, 14, 14, 14. The only other requirement is the character should be single classed.

I am most curious to see what people would do with this, as it really helps me to understand the game. Knowing how others see the game often times helps me learn more about it.

Thanks!
 

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I'd want to know what the other characters in the party were, at least roughly. Particularly with clerics, it's nice to know if the party needs another front-line tank, or a medic, or a long-range artillery piece, or what.


Cheers,
Roger
 

The party is large, I can tell you that. They are:
An Elf Fighter specializing in mounted combat.
A Litorian Ranger/Litorian Racial Class who is Mr. Archery.
A matched pair of Loresong Faen Sorcerers.
A Grey Elf Wizard/Rogue who is pretty paranoid.
A High Elf Bard HEB (Hot Elf Babe) working towards being a Shadowdancer.
A High Elf Monk with a tendency towards suicidal creativity (the player is also not able to attend all the time).

Like I said, a big group. Except for the Bard, they are all 6th level.
 

If you're set on Cleric and set on Kord, I'd gear him up for frontlining for that party.

Str 17
Dex 14
Con 15
Int 14
Wis 16
Cha 14

Go for the best AC and resiliency you can, so probably full plate and shield. Take feats that allow you to pin down your enemies. Given that your allies all have high mobility and you don't, finding some way to extend the reach of your healing spells would probably not be a bad idea.
-blarg
 

Human Cleric6 (Kord)

S 18 (bumped from 17 at 4th level)
D 14
C 15
I 14
W 16
Ch 14

Domains: Strength and War (It's been a long time since I've played core pantheon, and I'm just going off the SRD here, but I think Kord offers the War domain with a greatsword as his favored weapon.)

Feats:
Human - Power Attack
Char1 - Cleave
Char3 - Brew Potion
Char6 - Great Cleave

Skills would be normal for a cleric... you'll have five maxed out skills, so go with concentration, Heal, Kn (Religion), Spellcraft, and a mix of Kn (Arcana) and Kn (The Planes). Or a flavor skill, like Perform, a Craft, or a Profession skill.

Equipment would be as a fighter (magical armor and weapons, probably full plate and a greatsword), and then a couple of Wands of Cure Light Wounds, plus half-cost potions with the Brew Potion feat. I'd give everybody in the party a few Potions of Cure Serious Wounds, and then explain to them that you'd be over there, killing the bad guys, and expecting them to drink the potions when they need it.

Spells would be all the self-buffs you can find. AC and Strength are going to be your two important bits here. Next level, you'll pick up Divine Power, which will make Great Cleave ever so much more entertaining.

Basically, you'd be playing a beatstick who gives people potions to rely on in the thick of a fight. With Complete XYZ material, I'd give the character something to heal from a distance, maybe a Lesser Metamagic Rod of Reach spell. I'd probably toss a couple of divine feats in there, most notably Divine Might and Divine Vigor (both of which are very Kord-appropriate).
 


SteelDraco said:
Human Cleric6 (Kord)

S 18 (bumped from 17 at 4th level)
D 14
C 15
I 14
W 16
Ch 14
I disagree. Clerics, tanking ones or not, need Wisdom far more than Str. On that note, switch those two around, and add the +1 modifier from 4th level to your Wisdom.

Other than that, looks good (however, it also doesn't look like you could go wrong here :p)

cheers,
--N
 

Edit- Yeah this was made with your party makeup in mind, and just using the core 3.


I was just making a half orc cleric of Kord last night for a one shot this weekend.

I'd got with a support fighter, helping to buff the party more so than himself. Play him up as being pretty self-suficient. Help to flank, and heal up the big guns if they get in over their heads.

Human Cleric of Kord (6th lvl)

Str - 16
Dex- 14
Con - 15
Int - 14
Wis - 18 (17+1 for 4th lvl)
Cha - 14

Domains- LUCK and STRENGTH

Feats- (using the core 3 books, feats for a cleric are mostly flavor
Human - MWP Greatsword (a solid melee weapon, as well as Kord favored weapon)
1st - Endurance (sleep in you breastplate so your always prepared for trouble)
3rd - Scribe Scroll (scribe lots of your situational spells, in order to daily focus on buffers)
6th - Rapid Reload or Imp. Initiative (depending on the role you see yourslef taking)


Weapons- Greatsword, light or heavy crossbow, light mace, dagger
Armor- Breastplate

Skills- Normal maxed for a cleric
 
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