I've never played a cleric, and now I need a 20th level one for a one-shot. Help.

I've played a Clr 20 for a while (up from low level!). The best configuration, IMNSHO, is a Clr based on 2 strategies:
  • #1: Provide long term protection (energy resist, AC, saves) and short term buffs (Atk, Dam), and
  • #2: Neutralize the oppositions advantages (e.g. Antimagic Field, Blade Barrier, Death Ward (mass), Ghosttrap, Summon Monster VI, Miracle)

Let the others in the party do the actual killing => You just make the slaughtering process smooth and simple. :D

As for "the build", I'm partial to Radiant Servants of Pelor and/or summoning clerics. Don't bother with a melee-oriented cleric. It's a waste of talent and resources.
 

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Maybe a Cleric of Fharlagan?

18 Cleric/1 Contemplative/1 Hierophant

Domains are Travel, Protection, and Luck

Take Spontaneous Domain Casting for all 3 Domains and Extra Turning :)
 

Travel turns out to be an excellent domain, both for the power and for the spell list. Luck ain't half bad either.
 

My advice for a cleric is always to take Scribe Scroll and carry scrolls of all those occasionally useful spells that you don't want to learn. They make excellent crafters generally because you've got access to a very broad spell list.
 

Nail said:
I've played a Clr 20 for a while (up from low level!). The best configuration, IMNSHO, is a Clr based on 2 strategies:
  • #1: Provide long term protection (energy resist, AC, saves) and short term buffs (Atk, Dam), and
  • #2: Neutralize the oppositions advantages (e.g. Antimagic Field, Blade Barrier, Death Ward (mass), Ghosttrap, Summon Monster VI, Miracle)

Let the others in the party do the actual killing => You just make the slaughtering process smooth and simple. :D

As for "the build", I'm partial to Radiant Servants of Pelor and/or summoning clerics. Don't bother with a melee-oriented cleric. It's a waste of talent and resources.


Nail has some good advise here. I've played a cleric to level 13 now and if you have to get into melee, someone is dead. :) Long-term buffs are critical to both you and your party's success. Here's some important ones:

death ward (mass) - 8th-level, when you GOTTA have it!
holy aura - 8th-level, okay, it's short term...but SR 25 for the whole party? Not too shabby.
heroe's feast - 6th level, 12 hour bless, immunity to poison and fear, plus some temp hp.
energy immunity - 6th-level, 24 hour resistance to one elemental type.
superior resistance - 6th-level, 24 hours of +6 to your saves. Want to save that cloak slot for a cloak of charisma to improve turning, this is the way to do it.
greater magical weapon - 4th-level, 20 hours of a +5 weapon. Be sure to cast it on the fighter's +1 keen vorpal holy flaming sword to make it +5.
magical vestment - 3rd-level, 20 hours of +5 armor. Get +1 full plate of heavy fortification and suddenly it's +5.
resist elements, mass - 3rd-level, over 3 hours of elemental resistance 30 for the whole party. What's not to love?

You could also check the level 15 clerics in the Iconics. You know...that PDF you helped me publish. ;)
 

Want Wierd but core SRD?

Buffer/Healer/Summoner

Monster Summons and Planar Allies. Max out your Diplomacy and get Knowledge Relgion and Planes.
Try for a Neutral Component in your alignment so you can have some options in your summonings. Spell Focus Conjuring and Augmented Summoning will be good feats. I would also Try Heigten Spell and maybe spell focus Abjuration. A 9th level Sanctuary and summoning beasties will not break the protection.
 

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