The DM turned me into a cleric!

Are you stuck going up as a cleric from here on out? Are there any prestige classes that you could hop into? I'd probably pick out a prestige class if it were me. Did the GM did this without your approval? I'd have voiced a complaint about it if I was unhappy by the turn of events. It sounds like you're interested in still being a fighter and are now concerned that low level cleric abilities will be outgunned in the 10th level campaign.
 

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Turanil said:
What I was meaning is... If it's just ROLL-play, thus it is hopeless. I mean, such a kind of roleplaying game is hopeless, IMO. Just better play some DnD computer game in this case.

My apologies, but I really hate this attitude.

Character effectiveness does not preclude roleplaying, and vice versa. DWARF was just looking for advice on mechanics, so that he could better enjoy that aspect of his character. He mentioned nothing about not roleplaying, and it was rude of you to assume that his current predicament precludes enjoying his character from a non-mechanical standpoint. Decrying his position as "hopeless" because he asks for rules-based help is incredibly impolite and contributes nothing to the conversation.

On topic: Your turning will most likely be useless at this level, so taking the turning-attempt conversion feats in Defenders of the Faith (and they might also be in Complete Warrior, but I don't own it) could allow you some small combat effectiveness boosts.
 


Okay, when I checked back on this it had 666 views, a little freaky given the day I had!

Okay, I have an idea I'm going to present my DM with, a variant fighter/cleric prestige class. I wondered if you guys could look it over for me. It's based primarily on the contemplative, fist of hextor and templar prestige classes. Let me know what you think of appropriateness and power level.

Brawler of Kord
For those that Kord deems worthy, he blesses them with great ability and some of his own essence. While Clerics are the teachers of Kords will to the people, Brawlers of Kord are destined to become as close to Kord as mortally possible. Most Brawlers began as Fighters or Barbarians, though some Clerics and Ex-Paladins have become Brawlers.
Hit Die: d10

Requirements
To qualify to become a Brawler of Kord, a character must fulfill the following criteria.
Alignment: Neutral Good or Chaotic Good.
Base Attack Bonus: +5
Feats: Power Attack, Cleave.
Knowledge (Religion): 5 ranks.
Other: Must worship Kord, and must be chosen by Kord via church ritual or other means.

Class Skills
The Brawler of Kord’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Wis), Craft (Int), Heal (Wis), Jump (Str), Knowledge (religion) (Int), Profession (Wis), and Swim (Str).

Skill points at Each Level: 2 + Int modifier

Class Features
All of the following are class features of the Brawler of Kord prestige class.
Weapon and Armor proficieny: Brawlers are proficient with all simple and martial weapons, with all types of armor, and with shields.

Strength Boost (Ex): Starting at 1st level, the Brawler can call upon Kord for a +4 Strength bonus once per day. The Brawler may boost his strength an additional time at 4th and 7th levels. This bonus lasts for 4 rounds plus the Brawler’s class level.

Spells per Day: A Brawler of Kord has the Ability to cast a small number of divine spells. To cast a spell, the Brawler must have a Wisdom score of at least 10 + the spell’s level, so a Brawler with a Wisdom of 9 or lower cannot cast these spells. When a Brawler gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A Brawler without a bonus spell for that level cannot yet cast spells of that level.) The Brawler’s spell list appears below. A Brawler has access to any spell on the list and can freely choose which to prepare, just like a cleric. A Brawler prepares and casts spell just as a cleric does (though the Brawler cannot spontaneously cast cure or inflict spells).

Kord’s Courage (Ex): When charging in battle, a Brawler of Kord receives an additional +2 unnamed bonus to attack, with no additional penalty to his AC.
Divine Health (Ex): A Brawler is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.

Eternal Body (Ex): After achieving 9th level, a Brawler no longer suffers ability penalties for aging and cannot be magically aged. (Penalties he has already suffered remain in place.) Bonuses still accrue and the Brawler still dies of old age when his time is up.

One With Kord: At 10th level, a Brawler becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid. For instance, charm person does not affect him. Additionally, the Brawler gains damage resistance of 20/+1. As an outsider, a 10th level Brawler is subject to spells that repel enchanted creatures, such as protection from good.

Brawler Spell List
Brawlers choose their spells from the following list: 0th- cure minor wounds, detect poison, light, purify food and drink, resistance, virtue.
1st- bless, command, cure light wounds, divine favour, endure elements, entropic shield, magic weapon, shield of faith.
2nd- aid, bull’s strength, consecrate, cure moderate wounds, delay poison, endurance, enthrall, hold person, shield other, spiritual weapon.
3rd- create food and water, cure serious wounds, daylight, dispel magic, invisibility purge, magic vestment, negative energy protection, prayer, protection from elements.
4th- cure critical wounds, freedom of movement, greater magic weapon, holy smite, neutralize poison, status.

Brawler of Kord
Good Fort and Will saves, bad Ref saves
Spells/day as Templar
 

And as for Roleplay, versus Rollplay, the game does have a good deal of roleplaying. And yes, this does fit a bit as he has previously been involved with the worship of Kord. The problem is that I think the DM wants me to be the primary healer (as we have had NO clerics up to this point and the druids prefer being druids as to hit point dispensers, healing magic has been okay, but low overall due to lack of cleric(s).) Initially, the DM was going to have me start over as a level 1 cleric, with 0 hit points, but I retain my abilities as a level 9 fighter on top of that, like the old dual-class system in 2e; until he realized that while everyone else would be a level 20 character, my 'hit' toi experience points would mean I was a cleric 17 / fighter 9. Kinda overpowered a hair there....

Anyway, the DM has made me the 'cleric' of the group, but really, I'll never have the spells to be the primary healer, I'll never have the powers to turn undead at a level that are near ours, I won't be the party's cleric at all. At most I'm a sort of variant Paladin, really.
 
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I really think you need to talk to the GM about what they're trying to achieve...

On the one hand I think the level of cleric as a side effect of getting raised is pretty cool.

However, as you say a 1st level cleric isn't going to make for a good party healer - particularly in a world with no 'wands of cure X'. If he feels you *need* a cleric for the group, then I'd suggest getting a full cleric in as a cohort. It would make sense that devout followers of kord would become interested in you, given the way you were raised, etc.

Do you already have a cohort from your leadership feat? Would you swap them out?

Something else that could work is to swap the level of cleric for some kind of template that grants you healing powers based on level. It's not 'balanced', but it seems a reasonable 'kludge' to put a healer in the party.
 

That other DM I mentioned offered to allow to change fighter levels into cleric levels... similar to the blackguard-paladin level conversion. He would have made it like this:
Every level you gain, you take as cleric and you'll convert one fighter level into a cleric level...

That means: no new feats for the new levels though.
 


Useful 1st level spells - Divine Favour (+1 luck bonus to attack and damage is probably your friend), Remove Fear/Protection from Evil/Aid are all worthwhile spells.

It's a shame your charisma is so low, as Divine Power would have been a great feat otherwise (use a turning attempt as a free action to add your Cha bonus to damage for one full round). You low Cha will probably rule out the other turning feats too, unfortunately.
 


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