Need help with Cleric...

Thanee said:
Human Cleric of Mystra/Dweomerkeeper ;)

Bye
Thanee

Could combine that with an Elven cleric of Corellon Latherian, using the Dweomerkeeper from CD (not the unrevised one from faiths and Pantheons ), The supernatural spells, permanent Arcane Sight and extra spontaneous Cleric spells can be murderous - especially at higher levels, if you get there. A supernaturaled Holy Word bypassing SR can really ruin a drow's day. On the other hand, you waste a cleric-caster level on taking the required Arcane caster level. Nothing special against undeads, though, the dweomerkeeper levels do _not_ stack for that purpose. Also, the dewomerkeeper has a mere wizard's BA progression and D6, making him rather puny as a tanking/fortress cleric - but swell as spell hurling second row power.
Going to the Underdark though , I would build the cleric, probably the main resource for neutralize poison, restoration and death wards, as powerfully defended as can be... Because if the cleric gets drained, who is going to cure/restore/un-poison him ?
 
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Antoine said:
I don't know if my experience might help you, but here are some of the feelings I gathered playing various fighting cleric.

6. If you go melee, you'll need a free hand to cast. Meaning if you use a shield, you'll need quickdraw, and still expend move actions to sheathe one handed melee weapon each time you cast with a somatic component. Go for a two-handed weapon. You'll lack the shield, but you can always hold your weapon while casting. Reach is good for you.
Alternatively, a one-handed weapon with a buckler keeps the off hand free for somatic components. Another possibility is an Animated Shield.
 

Elephant said:
Alternatively, a one-handed weapon with a buckler keeps the off hand free for somatic components. Another possibility is an Animated Shield.

Of course, given that the shield hand is free on a normal shield anyway, just flip over your weapon to the shield hand, cast and take it back to your main hand.... No real need to go for the buckler
 

I'd go for a human Cleric of Pelor 6:Radiant Servant of Pelor 4 (from complete divine).

You'll lose a few hitpoints (D6 instead of D8), but you'll get a rackload of extra undead blasting powers, a bonus domain and proficiency with all martial weapons - bows for you.

As far as feats: Extra Turning, Divine Might, Point blank shot, Precise shot.

For the last one, I'd consider several things:

Zen Archery - Wisdom instead of Dex for archery. Someone told me this has a range limitation on it, I checked but can't recall what I found out. Doh. If it works then you don't really need a high dexterity score - which would be nice :)

Rapid shot is an strong choice. Followed later by manyshot - great with divine might and a holy bow.

Depending on the tone of the game:

{IMO this abuses a dodgy feat}
Or I'd consider going with the one that lets you channel turning attempts into metamagic. Pick persistent spell... then use that with Divine Power every morning. Fighters BAB and +6 strength for you. Unfortunately, this makes you rather prone to dispel.
{/IMO this abuses a dodgy feat}

For the weapon, IIRC the Forgotten realms books have a bow that adjusts it's strength bonus to the wielder. This would work very well with clerical buff spells if allowed. Otherwise Holy gets a definite thumbs up - along with anything that adds extra damage dice - all great with manyshot. Ghost touch, Truesilver that others suggested.
 

uzagi_akimbo said:
Could combine that with an Elven cleric of Corellon Latherian, using the Dweomerkeeper from CD
Combine the Human Cleric of Mystra with an Elven Cleric of Corellon Larethian? :p

Anyways, a Cleric of Corellon Larethian cannot become a Dweomerkeeper, I'm afraid. Prerequisite: Magic Domain!

Bye
Thanee
 

Divine Might is good, but you need Power Attack IIRC to get it.

Not that Power Attack is a bad feat, but for an archer it's pretty much a waste.

Bye
Thanee
 

Thanee said:
Divine Might is good, but you need Power Attack IIRC to get it.

Not that Power Attack is a bad feat, but for an archer it's pretty much a waste.

Bye
Thanee

There's always a catch somewhere!

Going from memory is never the best...

Perhaps you could switch Ranged Power Attack from Quintessential broken stuff - or whatever that book was called :)



If the GM is considering giving a +6 weapon away, perhaps it could be switched for a selection of +X returning weapons... May not be the strongest, but would make a change?
 

>>{IMO this abuses a dodgy feat}
Or I'd consider going with the one that lets you channel turning attempts into metamagic. Pick persistent spell... then use that with Divine Power every morning. Fighters BAB and +6 strength for you. Unfortunately, this makes you rather prone to dispel.
{/IMO this abuses a dodgy feat}


Slightly OT, but what feat is that, above?
 

cordell said:
>>{IMO this abuses a dodgy feat}
Or I'd consider going with the one that lets you channel turning attempts into metamagic. Pick persistent spell... then use that with Divine Power every morning. Fighters BAB and +6 strength for you. Unfortunately, this makes you rather prone to dispel.
{/IMO this abuses a dodgy feat}

Slightly OT, but what feat is that, above?

Divine Metamagic. You pick it for a metamagic feat you already have (according to the errata), and then you can add that metamagic to spells on the fly by using turning attempts equal to 1 + spell slot modifier. So to quicken uses 5 (1 + 4) turning attempts.

If you go this route, don't bother with turning buffs or divine might because it sucks down turning attempts. Not to say don't get it - it has a lot going for it, just concentrate one way or the other.

It's fairly feat heavy - it takes the metamagic feat (and any prerequisites), the Divine Metamagic feat, and often you'll want a Extra Turning or two.

For some of the higher spell-slot metamagcis, you may want to just look at the Sudden metamagics in Mini's Handbook instead.

Cheers,
=Blue
 

Elf Cleric of Solonor Thelandira. Later on, get Quicken Spell. The nice buff spells - Divine Power, Divine Favour, Righteous Might - will work for the archer, too.

You might want to play a Star elf or Gold elf and take the Otherworldly Feat - makes you Native Outsider and gives you Darkvision (big advantage in that one - you don't want to run around with light and alert them even more than you already do).

Zen Archery will let you use your Wis instead of your Con for this one.

Sudden Metamagic (Quicken) from the Miniatures Handbook might be interesting, too.

Favoured Soul (again of Solonor, or maybe Shaverash) will also do fine (though you can't quicken the spells unless the DM is lenient in that respect)

If you go cleric, the Divine Feats are certainly worth to look into (if you want to get cheesy, get one level of cleric to mix with that favoured soul).
 

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