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Min/max me a cleric
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<blockquote data-quote="Xarlen" data-source="post: 50198" data-attributes="member: 1060"><p>Ok, you want a min/max?</p><p></p><p>First, let's think about Race. Seeing as you've only asked for one thing, and not made any speculations, I'll just make some suggestions: Human. That's the best thing you can go for. Human.</p><p></p><p>Elves have a +2 to dex, but a cleric doesn't Need dex (they can wear full plate armor, and not be effected by spell failure!). You want to put on the armor, and the only bad thing about a small dex is bad Init (Improved Init'll clear that up right fast). Dwarves, although get a +2 to con, get a -2 to Charisma, and that's bad for your turning. Halflings get a +2 to dex (See Elves) but a -2 to STr, and as a Cleric, Strenght will help you smack down foes easily. So, human is your best bet.</p><p></p><p>Put the 18 to Wisdom. Just, right out, put it there. Even if you're starting low level, it'll help out, once you hit 3rd or 5th, and can grab some good spells with save DCs. Put a high stat (16, or atleast 14) to Int. That way, you can get some Good skillpoints (Yummy). If you take Trickery as a Domain, you get Bluff and Disguise (And hide, but if you're wearing armor, not good). Charisma is useful for turning, and Charisma based skills. Dex, we've covered that. Con? Very important, since Con represents your Concentration checks. Also your Hitpionts (A high hitpoipnt cleric is almost as good as a fighter, not to mention their spells make them awesome tanks). </p><p></p><p>Feats: Combat casting. Just, good, in case. Best suggestion for it. Empower feat seems what most people say, but I'd only get this if you're going for higher levels. Weapon Focus for your Deity's weapon is a suggestion, if you are going to be a melee man (but, considering your party, I don't think it may be needed). Improved Initative (I'd grab this, if I were you, with your human feat). Extra Turning, incase you think that you'll come up against some undead (You likely will), this will help out. If your Charisma isn't that good, well, this will give you more chances (trying from a distance might help, but better to hit them harder, as aposed to several lesser times). Lightning Reflexes, if you want to fix your crappy Ref save, and this is the only thing a good dex is for.</p><p></p><p>Domains: Depends on the character. Want one that can double as a wizard? Grab Magic domain. You can use Arcane stuff, *and* get the spells. Identify, for *free*. You can sell that. Want to be a big master combat guy? Avoid Strenght (you'll have a high strenght, and it just duplicates an 18 str). War, now that's useful for combat clerics. Trickery, for the spells and the skills (Invisibility is cructial, if you don't have a mage). Healing, if you REALLY wanna be a healer, but I'd stick with another domain, seeing as you can Spontaniously heal anyways. Luck is good, all around (getting a reroll can be very important). </p><p></p><p>Equipment: Go for the best armor you can get your hands on. \</p><p></p><p>Anything else, I'll need more info.</p></blockquote><p></p>
[QUOTE="Xarlen, post: 50198, member: 1060"] Ok, you want a min/max? First, let's think about Race. Seeing as you've only asked for one thing, and not made any speculations, I'll just make some suggestions: Human. That's the best thing you can go for. Human. Elves have a +2 to dex, but a cleric doesn't Need dex (they can wear full plate armor, and not be effected by spell failure!). You want to put on the armor, and the only bad thing about a small dex is bad Init (Improved Init'll clear that up right fast). Dwarves, although get a +2 to con, get a -2 to Charisma, and that's bad for your turning. Halflings get a +2 to dex (See Elves) but a -2 to STr, and as a Cleric, Strenght will help you smack down foes easily. So, human is your best bet. Put the 18 to Wisdom. Just, right out, put it there. Even if you're starting low level, it'll help out, once you hit 3rd or 5th, and can grab some good spells with save DCs. Put a high stat (16, or atleast 14) to Int. That way, you can get some Good skillpoints (Yummy). If you take Trickery as a Domain, you get Bluff and Disguise (And hide, but if you're wearing armor, not good). Charisma is useful for turning, and Charisma based skills. Dex, we've covered that. Con? Very important, since Con represents your Concentration checks. Also your Hitpionts (A high hitpoipnt cleric is almost as good as a fighter, not to mention their spells make them awesome tanks). Feats: Combat casting. Just, good, in case. Best suggestion for it. Empower feat seems what most people say, but I'd only get this if you're going for higher levels. Weapon Focus for your Deity's weapon is a suggestion, if you are going to be a melee man (but, considering your party, I don't think it may be needed). Improved Initative (I'd grab this, if I were you, with your human feat). Extra Turning, incase you think that you'll come up against some undead (You likely will), this will help out. If your Charisma isn't that good, well, this will give you more chances (trying from a distance might help, but better to hit them harder, as aposed to several lesser times). Lightning Reflexes, if you want to fix your crappy Ref save, and this is the only thing a good dex is for. Domains: Depends on the character. Want one that can double as a wizard? Grab Magic domain. You can use Arcane stuff, *and* get the spells. Identify, for *free*. You can sell that. Want to be a big master combat guy? Avoid Strenght (you'll have a high strenght, and it just duplicates an 18 str). War, now that's useful for combat clerics. Trickery, for the spells and the skills (Invisibility is cructial, if you don't have a mage). Healing, if you REALLY wanna be a healer, but I'd stick with another domain, seeing as you can Spontaniously heal anyways. Luck is good, all around (getting a reroll can be very important). Equipment: Go for the best armor you can get your hands on. \ Anything else, I'll need more info. [/QUOTE]
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