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*Pathfinder & Starfinder
Making the Melee Cleric
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<blockquote data-quote="nittanytbone" data-source="post: 3442132" data-attributes="member: 35709"><p><u>Spells:</u></p><p><u></u></p><p>Quickened Divine Favor</p><p>DMM Persistent Divine Might</p><p>Righteous Might (Before that, enlarge person)</p><p></p><p><u>Feats:</u></p><p></p><p>Power Attack OR Point Blank Shot, Precise Shot, Rapid Shot, maybe Zen Archery (Archer Clerics)</p><p>DMM: Persistent Spell (requires extend spell and persistent spell as prereqs)</p><p><em>or</em></p><p>DMM: Quicken Spell (requires Quicken spell as prereq)</p><p></p><p><u>Ability Scores:</u> - 28 pt buy</p><p></p><p>STR - 14 (Gotta qualify for Power Attack)</p><p>DEX - 12 (Optimal AC in Plate Mail -- bump to 13 for a Cleric-Archer for Rapid Shot)</p><p>CON - 14 (Need HP for a durable warrior type)</p><p>INT - 8 (Don't need int unless you're qualifying for a PrC that needs skills)</p><p>WIS - 15 (Put all stat boosts into here to cast all spell levels on time)</p><p>CHA - 12 (To make DMM Persistent work, you need 7 turn undead attempts: 3 base + 2 charisma + 2 after casting Eagle's Glory does the trick until you can get Nightsticks)</p><p></p><p><u>Domains:</u></p><p></p><p>Luck (granted power is useful at all levels)</p><p>Travel (especially at mid to higher levels)</p><p>Strength (especially at lower levels)</p><p>Elf (For cleric archers)</p><p>Planning & Undeath (For free Extra Turning and Extend Spell feats)</p><p></p><p><u>Getting MWP with a good weapon:</u></p><p></p><p>Be an elf (mainly for longbows)</p><p>Human Paragon (loses a caster level)</p><p>Ruathor (only for an elf weapon, mainly for longbows)</p><p>Radiant Servant of Pelor (AWESOME -- broken?)</p><p>War Domain</p><p>Martial Weapon Focus (wastes a feat but saves a caster level)</p><p>1 level fighter/paladin/ranger/barb dip (blah, loses a caster level)</p><p><u></u></p><p><u>Summary</u></p><p></p><p>On the face of it, you aren't as tough as a fighter. However, with a bit of thought you'll see how quickly the cleric beats out the fighter assuming good resource management. With Perssitent Spell, by level 7 the cleric has 20 STR all day long and a fighter's BAB and HP. For decent fights he can fire up Quickened Divine Favor for an additional +2 to hit and damage. With NO ROUNDS of buffing, he can be hitting for 2d6+7 STR+2 Divine Favor+1 Magic Weapon+4 PA = 21 damage/hit (assuming -2 PA). If you let him buff, it just gets crazier.</p><p></p><p>Plus, his Will save is great, a common bane of melee types.</p><p></p><p>And he's a full caster, able to summon winged monkeys, Fly, do some area control, throw Will save spells at other melee types (Command, Hold Person, etc). This counters the ability of a well built fighter to control the area through tripping and such. He can change his spell loadout by the day to adapt to new situations, whereas the fighter can't really swap out his feats.</p><p></p><p>And he can drive off the undead if he's not using all his turn attempts to fuel DMM.</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 3442132, member: 35709"] [U]Spells: [/U] Quickened Divine Favor DMM Persistent Divine Might Righteous Might (Before that, enlarge person) [U]Feats:[/U] Power Attack OR Point Blank Shot, Precise Shot, Rapid Shot, maybe Zen Archery (Archer Clerics) DMM: Persistent Spell (requires extend spell and persistent spell as prereqs) [I]or[/I] DMM: Quicken Spell (requires Quicken spell as prereq) [U]Ability Scores:[/U] - 28 pt buy STR - 14 (Gotta qualify for Power Attack) DEX - 12 (Optimal AC in Plate Mail -- bump to 13 for a Cleric-Archer for Rapid Shot) CON - 14 (Need HP for a durable warrior type) INT - 8 (Don't need int unless you're qualifying for a PrC that needs skills) WIS - 15 (Put all stat boosts into here to cast all spell levels on time) CHA - 12 (To make DMM Persistent work, you need 7 turn undead attempts: 3 base + 2 charisma + 2 after casting Eagle's Glory does the trick until you can get Nightsticks) [U]Domains:[/U] Luck (granted power is useful at all levels) Travel (especially at mid to higher levels) Strength (especially at lower levels) Elf (For cleric archers) Planning & Undeath (For free Extra Turning and Extend Spell feats) [U]Getting MWP with a good weapon:[/U] Be an elf (mainly for longbows) Human Paragon (loses a caster level) Ruathor (only for an elf weapon, mainly for longbows) Radiant Servant of Pelor (AWESOME -- broken?) War Domain Martial Weapon Focus (wastes a feat but saves a caster level) 1 level fighter/paladin/ranger/barb dip (blah, loses a caster level) [U] Summary[/U] On the face of it, you aren't as tough as a fighter. However, with a bit of thought you'll see how quickly the cleric beats out the fighter assuming good resource management. With Perssitent Spell, by level 7 the cleric has 20 STR all day long and a fighter's BAB and HP. For decent fights he can fire up Quickened Divine Favor for an additional +2 to hit and damage. With NO ROUNDS of buffing, he can be hitting for 2d6+7 STR+2 Divine Favor+1 Magic Weapon+4 PA = 21 damage/hit (assuming -2 PA). If you let him buff, it just gets crazier. Plus, his Will save is great, a common bane of melee types. And he's a full caster, able to summon winged monkeys, Fly, do some area control, throw Will save spells at other melee types (Command, Hold Person, etc). This counters the ability of a well built fighter to control the area through tripping and such. He can change his spell loadout by the day to adapt to new situations, whereas the fighter can't really swap out his feats. And he can drive off the undead if he's not using all his turn attempts to fuel DMM. [/QUOTE]
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