Magic Vestment

IceBear said:


But you said he was a 6th level cleric...that would make it +2 and not +3.

IceBear

Yes, but he is using Necklace of Karma Beads (+4 to caster level).
Therefore, he is casting the spells at Caster level 10.
 

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That looks like a pretty standard use of Magic Vestments. The real limitation on clerics is the other party members wanting them to use all their spells on them instead. In 3rd Edition, I doubt that there is any more powerful class than a selfish cleric.
 

The cleric I ran for in the ToEE also did the same thing. He got cocky and a pair of hasted clerics each used two Inflict serious or moderate or whatever on him and he didn't like that as much. No save, just touch and he's crying for mama! :) Or just grapple him and drag him away kicking and screaming - that works too. Use the Kalamar rules for throwing and hurl him against a wall.
 

[sorting through file of counters for annoying characters]

People in heavy armor don't like deep water.

People with lots of magic don't like anti-magic zones.

Problems with high AC? Three words - area effect spells.

Rust monster.

IIRC, no shield if you're surprised.

Have somebody summon a lion or tiger next to him. Pounce, improved grab, and rake. That's just a buffet of pain. So what if he's got a high AC, a lion or tiger making 5 attacks, something is bound to hit.
 


Touch attacks & grapples. That'll bit a kink in his style.

My experience in general has been that clerics and paladins tend to have the highest AC's in D&D. Neither of those classes minds wearing the big heavy armors, and they can always supplment them with other nifty gadgets (deflection and natural AC modifying items).

Watch out when (if) he gets the opportunity to make his own armor. A smart cleric with magic vestment will grab a suit of +1 armor with a load of special abilites and then use the spell to crank up the enchantment value.

Also, on the bright side, take a look at the third level spell list and consider what else he could be doing other than being hard to hit. He's using a pretty significant portion of his resources to remain protected, and that has a cost in and of itself.
 

Clerics who use spells to boost their combat abilities(AC, Attacks, Damage, Saves) are generally going to be the hardest characters to kill by brute force. It is one of the things their good at. I play a 6th level Dwarf Cleric with a 20 con, +1 Full-Plate, +1 Lg. Stl Shield. I can generally boost my hit points(through an Endurance Spell) up to 69 or 75 and my AC up to 25 or 27(29 or 31 against giants!) The next closest in our party is the barbarian with 20 AC and 60 hit points. So when it comes to taking physical punishment, I'm generally the guy to take it...Our DM just has the monsters quickly realize that my character is harder kill and does less damage than the barbarian so he just has them stay away from me and attack him. That forces me to us the rest of my spells on healing his sorry butt.

So just have your monsters fight a little smarter. If they realize the cleric is too hard to hit, have them attack others in the party and use spells, grapples and touch attacks to deal with him.
 

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