1/2 Ogre Cleric [Archive] - Wizards Community

Post/Author/DateTimePost
beestje

03-15-04, 01:49 PM
Hello Everybody,

I'm thinking about playing a 1/2ogre cleric, but I've got a question about the domains/deity. That is I was wondering if there is a deity that allows the domains: War with either Luck or Travel. And if possible also has Great club as a favored weapon. After 9 clerical levels I will continu as a War Hulk. It is then importent to have the War domain, because it allows me to cast divine power (great in combination with a War Hulk). Furthermore Luck and Travel are very good. And I just like to use a great club (being a 1/2Ogre and all).

Thanx
Funny Slaughter

03-15-04, 02:02 PM
one of my partymembers is playing a cleric of grumbar with the metal and time domains.
metal gives you proficiency and WF in any single hammer (even exotic), time grants improved initiative and some good spells.

he went the route of elemental archon, not the strongest choice but not a bad either, and a very good opportunity for roleplaying as well as a cheap companion supply.

gs
Funny
AEDAN

03-15-04, 04:03 PM
Hello,

I have also been making a 1/2 Ogre chr and considering cleric for his primary class. His starting Level is 5th.

ECL +1/Barbarian 1/Cleric 3

Using this build will allow for Rage and fast movement and access to better weapons (Great Axe) Great Axe will be Adamantine to bypass hardness.
Mithral Breast plate will not interfere with the barbarians movement, armor class isnt an issue as raging will only make it worse.
Make sure he has a cloak of resistance +1
Using UA, Smite evil is taken instead of Turning ability.
Continue in levels of cleric or a PrC that gives spell casting progression at higher levels.

Strength domain is a must, for Enlarge, and Bull Strength, but also destruction and war domain might be usefull.

Some feats include: UA Flaw#1: Lightning Reflexes, UA Flaw#2 Power Attack, 1st Feat: Weapon Focus(great axe), 3rd Feat: Iron WIll or Great Fort or Cleave

(A note on taking Saving throw feats: The D&D game is essentially one where the most critical of all rolls made will be dependent on high saves. It is important for ALL characters to try to increase these saves through feats or magic to give the characters more survivability, especially in Fortitude and Will saves. Your game master will conciously or unconciously target characters with effects in their poorest save, therefore do what you can to increase the poorest save. IE. Fighter = Will/Reflex, Rogue = Will/Fort)

Hope this helps you out:angel:

Also:
I didnt really answer your question about dieties with those domains. I dont think one exists that has acces to those two. At least that I know of.
mean_liar

03-15-04, 04:39 PM
Vaprak comes to mind. War (greatclub), Strength, and Destruction.

Don't think there's too many with War (greatclub) and Luck/Travel.
ninjarabbit

03-15-04, 08:58 PM
Good old Kord gives you luck and strength.
Tytalus

03-15-04, 08:59 PM
You might want to try a search, there are quite a few posts on this here.

A very powerful option for melee clerics is to use a wooden weapon and the Brambles/Spikes spells from Defenders of Faith. For ideas, check out

My half-ogre cleric (http://boards1.wizards.com/showthread.php?s=&threadid=162517)

I'd stick to pure cleric, but that's just me. Featwise, make sure you get persistent spell ASAP - that's essential for a combatant cleric (watch out for the new nerf in PGtF). Large and in Charge is also nice, so consider dropping one of the build feats for it.
beestje

03-16-04, 07:08 AM
Hi,

I would like to thank everyone for their input, I decided the make my PC as follows:

CN Half-Ogre Clr 7/Divine Diciple1/Clr1/War Hulk10

STR 23, DEX 14, CON 16, INT 10, WIS 15, CHA 06 (I know great stats :D)

01: Clr1 (War & ???? domains (tempus), Power Attack)
02: Clr2
03: Clr3 (Cleave)
04: Clr4
05: Clr5
06: Clr6 (Extend Spell)
07: Clr7
08: DD1 (Luck Domain)
09: Clr8 (Combat Reflexes, because I have reach as a 1/2 Ogre)
10: WH1
11: WH2
12: WH3
13: WH4
14: WH5
15: WH6
16: WH7
17: WH8
18: WH9
19: WH10

I will keep increasing my str every 4th level. Fighting with a greatclub, which is great combined with Spikes (thx Tytalus).
I probably need a rod of quickening to cast Divine Power. Thereby negating the disatvantage of the War hulk. Making this a great Fighting machine.

If you've got any comments please post them, and maybe some recommendations on the feat selection after (or before) level9.

Thanx again for all the replies (and hopefully those to come :))

beestje
mean_liar

03-16-04, 10:52 AM
Greatclub is a martial weapon, which you never achieve proficiency with. Tempus' chosen weapon is a battleaxe, a medium one-handed weapon. You can swing it in 2 hands, though.
beestje

03-16-04, 11:01 AM
Stupid me, I missed that, thanx
mean_liar

03-16-04, 01:18 PM
By the way, way to go on the cheesy DivinePower + WarHulk thing. That's some fine chicanery there.

Since the Battleaxe isn't a candidate for Spikes, you have an easy option and an intricate-but-neat option.

The Easy Option is to use a Quarterstaff. Use Spikes and you're done.

The Hard Option is to get an item that casts Ironwood and an item that casts Wood Shape, and then create any Ironwood weapon you want (Battleaxe, say) and cast Spikes on the result.
beestje

03-17-04, 03:19 AM
I think I'll just use the battle-axe with a shield and pass on the whole spikes trick altogether. But thanx anyway, mayby I'll use it in the future.

beestje
Tytalus

03-17-04, 12:41 PM
[My first double post]
Tytalus

03-17-04, 12:44 PM
Originally posted by mean_liar
Greatclub is a martial weapon, which you never achieve proficiency with. Tempus' chosen weapon is a battleaxe, a medium one-handed weapon. You can swing it in 2 hands, though.

Good point, but if FR is available, you can just use a duskwood (Magic of Faerun) battleaxe or whatever your weapon of choice is. Personally I prefer a huge warhammer flavorwise, but it will work with most weapons. No need for an ironwood spell.


Originally posted by beestje
I think I'll just use the battle-axe with a shield

I'd go for a 2-handed approach. Sure, your AC is a little lower, but you get much more out of your ridiculously high strength.
Grizley

03-18-04, 12:31 AM
No idea why it posted 1/2 my post.
Grizley

03-18-04, 12:33 AM
Grumbar is by far the coolest god in FR. His domains aren't half bad either.

I had a ton of fun with a Grumbar elemental archon and his squad of toady mephits... They all have wings and a fly speed, but flying is against what the Grumbar archons stand for. It made for some great fun as I would try to make them walk and they would take off again as soon as I turned my back.
Bloodletter

03-19-04, 08:18 AM
You may want to consider wearing a buckler when fighting with a 2-handed attack (and a one handed weapon).

There's a -1 to attack rolls (easily fixed w/ masterwork gear), but you get the option of nominally increasing your AC when spellcasting, flat footed, etc. It can be a lifesaver at lower levels.
rich2939

03-19-04, 12:42 PM
Originally posted by Bloodletter
You may want to consider wearing a buckler when fighting with a 2-handed attack (and a one handed weapon).

There's a -1 to attack rolls (easily fixed w/ masterwork gear), but you get the option of nominally increasing your AC when spellcasting, flat footed, etc. It can be a lifesaver at lower levels.

If you do this I'd take a look at improved buckler defense from complete warrior.
Markus.l

03-19-04, 01:31 PM
A similar idea I'm trying out is:

1 1/2 Ogre
2 Feral Template (S.S.) [fast healing & Str/Con bonus]
3 Stone Warrior (Underdark) [DR/8 Adam. & Str/Con bonus & Earthsmite]
4 Barb 1
5 Tempus Cleric 1 [Huge Spiked Chain]

(my DM let me pick my melee weapon for the War domain as Tempus uses any melee weapon when it comes down to it. It says his is a battle axe yet his PERSONAL symbol is a shield with a SWORD?!?!?! Anyway we both agreed it should be a choice. Perhaps you can share this your DM?)

6 Tempus Cleric 2
7 Tempus Cleric 3
8 Tempus Cleric 4
9 Tempus Cleric 5
10 Tempus Cleric 6
11 Tempus Cleric 7 [Divine Might]
12 Tempus Cleric 8
13 Tempus Cleric 9 [Righteous Might]
14-24 War hulk 1-10
rich2939

03-19-04, 01:33 PM
Can't do Half Ogre and Feral.
Markus.l

03-19-04, 01:47 PM
Originally posted by rich2939
Can't do Half Ogre and Feral.
Can you give me a book & page number that states this so i can research & show my players? Thanx!
rich2939

03-19-04, 01:51 PM
Don't have the book in front of me, but it's something like Feral requires you to be a monstrous humanoid or regular humanoid, and Half Ogre is listed as a giant.
Teh Lurv

03-19-04, 01:58 PM
It's in the Feral template description. The template can only be applied to Humaniod or Monsterous Humaniod races. A Half-Orge is considered a Giant through it's Giant Blood racial ability.
Markus.l

03-19-04, 02:03 PM
DOH! thanx :(

Well then just remove that level line and up everything by one.
Josh Wilhoyte

03-19-04, 03:14 PM
IIRC the War Hulk is unable to use any abilities based off of Wisdom, Intelligence, and Charisma (except Intimidate). Wouldn't this mean that the War Hulk loses all spell access? I don't have the book iin front of me, so I'm unsure.
Markus.l

03-19-04, 03:30 PM
Nope, just ALL Wis, Int & CHA SKILLS (intimidate exception)
Markus.l

03-19-04, 05:09 PM
Originally posted by beestje

I would like to thank everyone for their input, I decided the make my PC as follows:

01: Clr1 (War & ???? domains (tempus), Power Attack)
02: Clr2
03: Clr3 (Cleave)
04: Clr4
05: Clr5
06: Clr6 (Extend Spell)
07: Clr7
08: DD1 (Luck Domain)
09: Clr8 (Combat Reflexes, because I have reach as a 1/2 Ogre)

If you've got any comments please post them, ...
I noticed you did 2 things that didn't sit right with me:

1) Luck domain @ 8th
Being a follower of THE MAN myself, I know that he doesn't have the Luck domain. DD only lets you take a 3rd domain from his pool of domains: War, Protection, Chaos, & Strength

2) Why when taking your 9th level of divine caster, did you not take another level of DD?
beestje

03-20-04, 07:36 AM
Hi Markus,

1) My DM allows us to take any domain we want as a prestige class related domain (initial domains have to be your deity's domains though).

2)A cleric level makes my Turning better, but I might take the second level DD afterall because the +1 to my saves is quite allright.

Thanks for the comments everyone
Markus.l

03-20-04, 12:08 PM
Originally posted by beestje

2)A cleric level makes my Turning better, but I might take the second level DD after all because the +1 to my saves is quite all right.

Since you Cha is so low (as it should be for a 1/2 Ogre) you might want to check out the alternate Cleric ability in U.A. You give up turning and gain the Smite ability. NOT a bad trade off for a crusher such as yourself...