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<blockquote data-quote="Evilhalfling" data-source="post: 2032988" data-attributes="member: 16991"><p>I just finshed up a game playing a melee monster cleric of Grumbar (earth FR) who went from 10/ftr 1 to 14/ftr 1 </p><p>healing ? Bah. He had a dire pick from arms and equip (stastics as scythe) 1d8 x4 critical, two handed, unless taken as exotic weapon - bah need more PA </p><p>for roleplaying reasons I didn't take the time domain (FR) and I admit to a bit of whining.</p><p>1 - truestrike </p><p>3 - Haste </p><p>5 - contigency </p><p>6 - permanacncy </p><p><span style="font-size: 9px">Edit : thinking about how much he used earth powers, and that casting these would have ment more rounds of not attacking, I am happier with my domains Earth and Caverens) </span></p><p>It wasnt perfect as he rarely fought fully buffed, and would usually spend 1 round in 3 casting more defense/ healing. His normal fighting spells - Spell Reistance, Bull Str(HR longer duration) Magic circle vs evil, barkskin from druid, and quickend divine favor. Divine Power only if there was extra time. Rightous Might was nerfed by WoC. He only used it sucessfuly twice in the game, as it made him an instant dispel target. Most of his spells would go to party protection - death wards, energy protections, prot evil, a bull str or endurance. The druid was our back up healer with vigor spells and a healing cacoon from CD. </p><p>He never turned undead, despite many encounters with them, and only attempted direct attack spells once or twice in the campaign. </p><p></p><p>Attacking was fun, but he was just as effective when he spent a lot of time controlling the earth, giving detailed instructions to the druids Huge Earth Elementals (he spoke terran) Wall of stone to give the whole party a few moments to recover, using lesser planar alley to get xorn scouts, and of course tunneling under hostile encounters using Proffesion miner +11, and the dire badgers (sig). </p><p></p><p>Clerics of Grumbar are not allowed to fly or sail across water. This presented huge movement problems. Exaccerbated when teleports quit woking in mid campaign.</p><p>He was normally outdone by the full fighter archer, who had no movement problems or other duties. </p><p></p><p>In the last game he really came into full flower against a Balor demon we had run from 4 times previously. Getting a hit and a confirmed critical at x4 (see sig) On his last round of divine favor, he whispered a prayer (nonmagical) and he criticaled again for 101 dmg then died when the demon exploded.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 2032988, member: 16991"] I just finshed up a game playing a melee monster cleric of Grumbar (earth FR) who went from 10/ftr 1 to 14/ftr 1 healing ? Bah. He had a dire pick from arms and equip (stastics as scythe) 1d8 x4 critical, two handed, unless taken as exotic weapon - bah need more PA for roleplaying reasons I didn't take the time domain (FR) and I admit to a bit of whining. 1 - truestrike 3 - Haste 5 - contigency 6 - permanacncy [SIZE=1]Edit : thinking about how much he used earth powers, and that casting these would have ment more rounds of not attacking, I am happier with my domains Earth and Caverens) [/SIZE] It wasnt perfect as he rarely fought fully buffed, and would usually spend 1 round in 3 casting more defense/ healing. His normal fighting spells - Spell Reistance, Bull Str(HR longer duration) Magic circle vs evil, barkskin from druid, and quickend divine favor. Divine Power only if there was extra time. Rightous Might was nerfed by WoC. He only used it sucessfuly twice in the game, as it made him an instant dispel target. Most of his spells would go to party protection - death wards, energy protections, prot evil, a bull str or endurance. The druid was our back up healer with vigor spells and a healing cacoon from CD. He never turned undead, despite many encounters with them, and only attempted direct attack spells once or twice in the campaign. Attacking was fun, but he was just as effective when he spent a lot of time controlling the earth, giving detailed instructions to the druids Huge Earth Elementals (he spoke terran) Wall of stone to give the whole party a few moments to recover, using lesser planar alley to get xorn scouts, and of course tunneling under hostile encounters using Proffesion miner +11, and the dire badgers (sig). Clerics of Grumbar are not allowed to fly or sail across water. This presented huge movement problems. Exaccerbated when teleports quit woking in mid campaign. He was normally outdone by the full fighter archer, who had no movement problems or other duties. In the last game he really came into full flower against a Balor demon we had run from 4 times previously. Getting a hit and a confirmed critical at x4 (see sig) On his last round of divine favor, he whispered a prayer (nonmagical) and he criticaled again for 101 dmg then died when the demon exploded. [/QUOTE]
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