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<blockquote data-quote="Victim" data-source="post: 601455" data-attributes="member: 78"><p>What happens when a mid level cleric is confronted with foes beyond his ability? With lots of foreknowledge and preparation - perhaps extensive use of Divination and Commune could help in this area - and this Smackdown, he and his companions have a fighting chance.</p><p></p><p>Character: Cleric 9. 22 Wisdom will be assumed, and decent Dex helps. Improved Initiative, Spell Casting Prodigy, Spell focus Evocation, and Spell Penetration type feats will help. The Sun domain is required.</p><p></p><p>Key items: </p><p></p><p>somc form of Haste, whether it be potion, boots, or an ally.</p><p></p><p>Periapt of Wisdom, at least +2. We want a level 6 bonus spell.</p><p></p><p>Incense of Meditation</p><p></p><p>Bead of Karma, from the necklace of prayer beads</p><p></p><p>Candle of Invocation.</p><p>----------------------------------------</p><p>Assuming that you can set up the timing well enough to light the candle near the end of the Incense of Meditation ritual, and have the event for which you need these badass spells occur with the 2 hour duration of the candle, we can proceed. We also want the him to buff within 10 minutes of the battle, so the Bead of Karma is active too. Get a good watch, and use lots of Divinations, I guess.</p><p></p><p>The 9th level cleric will cast as an 11th level cleric because of the Candle. So he has the following spell chart, assuming the 22 wis mentioned above.</p><p></p><p>6; 7+1; 6+1, 5+1; 4+1; 3+1; 2+1 </p><p></p><p>Because of the Incense of Meditation, all those spells are Maximized. There are a number of fun spells that work with this setup, but I'll restrict myself to Blade Barriers, Fire Seeds, Flamestrikes, GMW, and Searing Light. I think Bear's Heart would work well too. Other buffs and such are reccomended.</p><p></p><p>Now we activate the Bead of Karma. Our cleric's caster level is 15. Not only can he pass out +5 weapons to his friends, he also does lots of damage with spells.</p><p></p><p>Surprise Round: Haste, Flamestrike (90 points)</p><p>Round 1: Toss Fire Seeds (actually someone else, like the rogue should be using the Fire Seeds, but oh well) for 120 points and follow up with another Flamestrike for another 90. That's 210 points in a round.</p><p>R2: Either switch to Searing Light if the enemy is still up after the 300 points dealt out, or close to melee with your +5 mace. Divine Favor at +5 to attack and damage, along with other possible buffs, should help out here.</p><p></p><p>All that at level 9 with core rules only. Too bad it relies heavily on 1 shot items. </p><p></p><p>The book of Hallowed Might greatly improves this character. Trade out some feats (a human cleric 9 will have 5, so there's enough to II, Spell focus and penetration) to get Swear an Oath and Oath of Magic so you can quicken your spells for free too. Take Blazing Light with your level 6 slots. Also, Light domain let's you take a Blazing Light in a level 5 domain slot.</p><p></p><p>With an sworn oath active and the above set up, we have:</p><p></p><p>S: Haste, toss Fire seeds, and then Blazing Light. 240 total</p><p>R1: 2 Blazing Light, 1 Flamestrike: 330, 570 total</p><p>R2: 2 Flamestrike, 1 Searing Light: 220, 790 total</p></blockquote><p></p>
[QUOTE="Victim, post: 601455, member: 78"] What happens when a mid level cleric is confronted with foes beyond his ability? With lots of foreknowledge and preparation - perhaps extensive use of Divination and Commune could help in this area - and this Smackdown, he and his companions have a fighting chance. Character: Cleric 9. 22 Wisdom will be assumed, and decent Dex helps. Improved Initiative, Spell Casting Prodigy, Spell focus Evocation, and Spell Penetration type feats will help. The Sun domain is required. Key items: somc form of Haste, whether it be potion, boots, or an ally. Periapt of Wisdom, at least +2. We want a level 6 bonus spell. Incense of Meditation Bead of Karma, from the necklace of prayer beads Candle of Invocation. ---------------------------------------- Assuming that you can set up the timing well enough to light the candle near the end of the Incense of Meditation ritual, and have the event for which you need these badass spells occur with the 2 hour duration of the candle, we can proceed. We also want the him to buff within 10 minutes of the battle, so the Bead of Karma is active too. Get a good watch, and use lots of Divinations, I guess. The 9th level cleric will cast as an 11th level cleric because of the Candle. So he has the following spell chart, assuming the 22 wis mentioned above. 6; 7+1; 6+1, 5+1; 4+1; 3+1; 2+1 Because of the Incense of Meditation, all those spells are Maximized. There are a number of fun spells that work with this setup, but I'll restrict myself to Blade Barriers, Fire Seeds, Flamestrikes, GMW, and Searing Light. I think Bear's Heart would work well too. Other buffs and such are reccomended. Now we activate the Bead of Karma. Our cleric's caster level is 15. Not only can he pass out +5 weapons to his friends, he also does lots of damage with spells. Surprise Round: Haste, Flamestrike (90 points) Round 1: Toss Fire Seeds (actually someone else, like the rogue should be using the Fire Seeds, but oh well) for 120 points and follow up with another Flamestrike for another 90. That's 210 points in a round. R2: Either switch to Searing Light if the enemy is still up after the 300 points dealt out, or close to melee with your +5 mace. Divine Favor at +5 to attack and damage, along with other possible buffs, should help out here. All that at level 9 with core rules only. Too bad it relies heavily on 1 shot items. The book of Hallowed Might greatly improves this character. Trade out some feats (a human cleric 9 will have 5, so there's enough to II, Spell focus and penetration) to get Swear an Oath and Oath of Magic so you can quicken your spells for free too. Take Blazing Light with your level 6 slots. Also, Light domain let's you take a Blazing Light in a level 5 domain slot. With an sworn oath active and the above set up, we have: S: Haste, toss Fire seeds, and then Blazing Light. 240 total R1: 2 Blazing Light, 1 Flamestrike: 330, 570 total R2: 2 Flamestrike, 1 Searing Light: 220, 790 total [/QUOTE]
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