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min/max me a cleric
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<blockquote data-quote="der_kluge" data-source="post: 45758" data-attributes="member: 945"><p><strong>Clerics</strong></p><p></p><p>Simple - do what I did.</p><p></p><p>Of course, I didn't set out to min/max a cleric, I just did it for the role-playing opportunity of it. I wanted to play a gnome. Turns out, my character has 3 more hit points than the fighter in our group, and we're 11th level. This is what I did:</p><p></p><p>Make a Gnome Cleric - use these stats:</p><p>18 17 16 16 14 10 </p><p>Str 14</p><p>Con 18</p><p>Dex 14</p><p>Int 16</p><p>Wis 17</p><p>Cha 10</p><p></p><p>Now, Gnome's get a +2 to Con, and a -2 to Str, so Str becomes 12, and Con becomes 20. If you max hit points at first level, you've got 13.</p><p></p><p>Now, at first level, take a level of cleric. No big surprise there.</p><p></p><p>At second level, take a level of Illusionist. Bear with me here. Upon taking that second level of Illusionist, take a Toad for a familiar, bump his constitution up to 22. Con increases are retroactive, so you get +2 more hit points (one for each level).</p><p></p><p>By the time this character gets to level 10, he's got 60 hit points just from CON alone.</p><p></p><p>You could continue to increase him to a level 5 Illusionist if you want. Beyond that, you won't get bonus spells from Intelligence. At level 4, increase his wisdom to 18, which gives you bonus spells up to level 7. So, if you're clr7/ill5 that's 12th level. You'd get ability increases at 8 and 12. You could increase int both times so that you could take him to 7/7. Increasing Con to 24 would give you 12 more hit points at 12th level.</p><p></p><p>Really, the only disadvantage here is armor, but take Mage Armor for one of you first level spells, and you're all set. Lots of Transmutation type spells are good, too. My characters loves casting Blur and Mirror Image before going into battle. But then, I've stopped him at 3rd level illusionist.</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 45758, member: 945"] [b]Clerics[/b] Simple - do what I did. Of course, I didn't set out to min/max a cleric, I just did it for the role-playing opportunity of it. I wanted to play a gnome. Turns out, my character has 3 more hit points than the fighter in our group, and we're 11th level. This is what I did: Make a Gnome Cleric - use these stats: 18 17 16 16 14 10 Str 14 Con 18 Dex 14 Int 16 Wis 17 Cha 10 Now, Gnome's get a +2 to Con, and a -2 to Str, so Str becomes 12, and Con becomes 20. If you max hit points at first level, you've got 13. Now, at first level, take a level of cleric. No big surprise there. At second level, take a level of Illusionist. Bear with me here. Upon taking that second level of Illusionist, take a Toad for a familiar, bump his constitution up to 22. Con increases are retroactive, so you get +2 more hit points (one for each level). By the time this character gets to level 10, he's got 60 hit points just from CON alone. You could continue to increase him to a level 5 Illusionist if you want. Beyond that, you won't get bonus spells from Intelligence. At level 4, increase his wisdom to 18, which gives you bonus spells up to level 7. So, if you're clr7/ill5 that's 12th level. You'd get ability increases at 8 and 12. You could increase int both times so that you could take him to 7/7. Increasing Con to 24 would give you 12 more hit points at 12th level. Really, the only disadvantage here is armor, but take Mage Armor for one of you first level spells, and you're all set. Lots of Transmutation type spells are good, too. My characters loves casting Blur and Mirror Image before going into battle. But then, I've stopped him at 3rd level illusionist. Hope that helps. [/QUOTE]
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