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min/max me a cleric
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<blockquote data-quote="Victim" data-source="post: 46002" data-attributes="member: 78"><p>I like going with 18 WIS. At some point, you'll want to use spells to attack or for buffs and WIS provides you with an extra spell or more at higher levels and increases the spell DC. When you cast hold person, you want it to stick. After all, each spell that you cat should always be more valuable than the healing spell you can convert it to. </p><p></p><p>STR: 17</p><p>dex: 10</p><p>con: 16</p><p>int: 14</p><p>wis: 18</p><p>cha: 16</p><p></p><p>This ability arrangement should give you enviable spell casting, more than adequate melee ability, nice turn undead and skill points.</p><p></p><p>With buff spells, I've found that a cleric's melee ability is more than adequate, even with lower stats. I play a cleric with much lower stats (17 wis, 13 str, 14 con) in a group that has much higher average stats. With the low score of 17 in STR <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />, you should do fine in melee. </p><p></p><p>Clerics might want Concentration, spellcraft, scry, and knowledge religion. </p><p></p><p>The war domain is good, as is magic. Sun domain offers some nice offensive spells, but only at higher levels. The Good domain gives you the ability to learn to craft Holy weapons, which are quite powerful.</p><p></p><p>Extend spell is an excellent feat for clerics, as you can keep buffs running.</p><p></p><p>A partial list of good spells:</p><p></p><p>1: divine favor, endure elements, pro evil</p><p>2: silence, bull's str, endurance, resist elements, spiritual weapon, hold person</p><p>3: dispel magic, searing light (against undead), magic vestment, pro elements, magic circle</p></blockquote><p></p>
[QUOTE="Victim, post: 46002, member: 78"] I like going with 18 WIS. At some point, you'll want to use spells to attack or for buffs and WIS provides you with an extra spell or more at higher levels and increases the spell DC. When you cast hold person, you want it to stick. After all, each spell that you cat should always be more valuable than the healing spell you can convert it to. STR: 17 dex: 10 con: 16 int: 14 wis: 18 cha: 16 This ability arrangement should give you enviable spell casting, more than adequate melee ability, nice turn undead and skill points. With buff spells, I've found that a cleric's melee ability is more than adequate, even with lower stats. I play a cleric with much lower stats (17 wis, 13 str, 14 con) in a group that has much higher average stats. With the low score of 17 in STR :), you should do fine in melee. Clerics might want Concentration, spellcraft, scry, and knowledge religion. The war domain is good, as is magic. Sun domain offers some nice offensive spells, but only at higher levels. The Good domain gives you the ability to learn to craft Holy weapons, which are quite powerful. Extend spell is an excellent feat for clerics, as you can keep buffs running. A partial list of good spells: 1: divine favor, endure elements, pro evil 2: silence, bull's str, endurance, resist elements, spiritual weapon, hold person 3: dispel magic, searing light (against undead), magic vestment, pro elements, magic circle [/QUOTE]
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