Cleric Builds [Archive] - Wizards Community

Post/Author/DateTimePost
MikEye

04-15-07, 07:32 PM
Hello everyone.

Unfortunately, my DM uses a house rules method of awarding XP. I am the party healer right now and the way he seems to award XP coincides with how much DMG you do in a fight, and unfortunately, I do not do much dmg, or help the group besides through healing, so I walk away with minimal XP.

I am a lawful nuetral cleric of st cuthbert, with the destruction and strength domains. I figure right off the bat, that opens a lot of oppurtunity to hurt people with.

Ive been told with the enlarge feat and divine favor, I can do a good deal of damage.

I know that I could take spontaneous wounder through the complete divine and be able to do wound spells.

I know divine metamagic is nice if you do wound spells, but I am not sure whether to go with both of these things or concentrate on one... Which is more powerful in the long run?

The whole point of trying to do dmg with my cleric is to make it so that my DM realizes that healing is important as well as combat. Ideas?

Thanks
Nadaka

04-15-07, 07:36 PM
Simple, don't heal anyone but yourself. When everyone else dies, you get all the xp for yourself! ;)
MikEye

04-15-07, 07:37 PM
I dont want everyone to die : (
MeklorIlavator

04-15-07, 08:05 PM
Rightous might is excelent, and divine favor as well, so I would Take extend spell, pesristent spell, spontaeous metamagic(persistent spell), and extra turning, in that order. Then make divine favor, and later rightous might persisten all day. Proceed to crush everything. Going to the Optimization boards mignt also be a good idea.
Heresy488

04-15-07, 08:18 PM
Well crap dude, so long as you have the CD on hand, do what I did with my Cleric: Church Inquisitor!

You gain spellcasting as a cleric as normal, you gain special abilities like a madman, AND choose the feat Divine Metamagic: Maximize. Then go pick up a couple of Nightsticks (7,500gp, from Libris Mortis) and blast away!

I also own the Spell Compendium, and the spell Sound Lance (pg. 196) is great if you can maximize it. A 7th lvl Cleric could do 56 force dmg, or 28 w/ save. It also helped that I prepared nothing but dmg spells and then spontanously changed them to cure spells as needed, but here are some other goodies that helped me out, all from Spell Compendium:

1st lvl: Light of Lunia
2nd lvl: Close Wounds (awesome instant-save), Deific Vengeance
3rd lvl: Dark Fire, Energy Vortex (awesome AOE)

There are others, but I wanted to highlight my favorite damage spells! Pick it up and have fun!
FreAkOuTRG

04-15-07, 09:03 PM
Hello everyone.

Unfortunately, my DM uses a house rules method of awarding XP. I am the party healer right now and the way he seems to award XP coincides with how much DMG you do in a fight, and unfortunately, I do not do much dmg, or help the group besides through healing, so I walk away with minimal XP.

I am a lawful nuetral cleric of st cuthbert, with the destruction and strength domains. I figure right off the bat, that opens a lot of oppurtunity to hurt people with.

Ive been told with the enlarge feat and divine favor, I can do a good deal of damage.

I know that I could take spontaneous wounder through the complete divine and be able to do wound spells.

I know divine metamagic is nice if you do wound spells, but I am not sure whether to go with both of these things or concentrate on one... Which is more powerful in the long run?

The whole point of trying to do dmg with my cleric is to make it so that my DM realizes that healing is important as well as combat. Ideas?

Thanks

Wait, your DM doesn't give you EXP for being the party healer? Have you talked to him about it? If you have, and he still doesn't give you XP, there's a simple solution. Don't heal anyone. See how far they make it without you. Hopefully your DM will say uncle before anyone dies.
Chimaera2000

04-15-07, 11:06 PM
Indeed, you may wish to speak to the DM about a rule where you receive XP for healing. If by any off chance you've played the old Shining Force games for the Sega Genesis, this was how XP and healing worked there as well. Each character would gain XP for how much damage they dealt (with more for striking a killing blow), but healers would gain XP whenever they healed.

If they're adamant about not doing this, then you can decide how to deal out your damage: melee, ranged, or spells;

* Melee: Make liberal use of self-buffs like divine favor, bull's strength, divine power and righteous might. This obviously works even better if you use Extend Spell, Persistent Spell (Complete Arcane), and Divine Metamagic (Complete Divine) to persist some of these spells, though your DM may or may not allow this.

* Ranged: Use the feat Zen Archery (Complete Warrior) or just have a high Dexterity.

* Spells: Remember that you have inflict wounds spells which can be either be used as touch attacks or be channeled through your melee strikes. You could also use the reserve feats from Complete Mage and/or the aforementioned blasting spells from the Spell Compendium.
Dax_Thura

04-16-07, 01:02 AM
I dont want everyone to die : (

If you stop healing, they will die... or they could buy the healing belt out of Magic Compendium for 750 GP or even old fashioned potions of cure x wounds.
Empiro

04-16-07, 01:31 AM
Yes, I highly recommend talking to your DM. If your DM won't change his mind, I suggest just leaving; I doubt the game will last more than a few levels.
Grizzly

04-21-07, 11:56 PM
* Spells: Remember that you have inflict wounds spells which can be either be used as touch attacks or be channeled through your melee strikes. You could also use the reserve feats from Complete Mage and/or the aforementioned blasting spells from the Spell Compendium.

Where is it written that Inflict wounds can be channeled though melee weapons? I would love to do that.

Thanks, Grizzly
Nadaka

04-22-07, 12:15 AM
IIRC in the 3.0 splat books it was stated that you could choose to perform an unarmed strike and add the effects of a touch spell in addition to the damage. But it has been a while since I looked.