Revenge from a DM (Help me create a PC for City of the Spider Queen)

Basic melee clerics are good, but not the broken monster you want. Half-Ogre, while overpowered, cuts your spellcasting which is the most important thing in higher level games.

The shield or archer clerics are both more whory than the half-ogre.

Whatever you do, skip the power attack chain. You don't need to mow down mooks, you need to kill BBEG. Power attack doesn't help nearly as much as many believe it does for that.
 

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Numion said:


Nah, the half-ogre melee cleric is a great idea. Also monkey grip that some other suggested isn't good - why not power attack for the -4 to hit? Gives more damage..

Thing is, Numion, he shouldn't be going for a melee damage machine; there's already at least one in the party. CotSQ features swarms of undead. Turning is really, really useful in this adventure, as is spellcasting for those healing circles and searing lights. Melee isn't really optimal for a cleric in this adventure; too many other things to do.
 

Thanks everyone for your opinions. Following some of them I'm thinkig of this: Paladin 1 / Cleric red Knight 9 with the domains planning and war.

str 16
dex 12
con 16
int 12
wis 20
chr 18 + 4 armor of command

Items: longsword +3, Plate mail +1 of command, Shield large steel +2, cloak +2, necklace karma, ring protection +1

Feats: Power attack, spellcasting prodigy, divine might, spell penetration, persistent spell (weap. focus and extend spell free thanks to domains)

I will have an attack of 18/13 with divine favor and a damage of 1d8 +16 with divine favor and divine might. I will have a good saves 18/11/18 and I will turn undead easily (I hope)
 

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