| Post/Author/DateTime | Post |
|---|---|
| Lethian12-04-03, 10:58 PM | Okay, I'm looking to make a cleric based as being a melee-ish character. The party currently doesn't really have any effective tanks and I'm looking to shore up that weakness. We also need a decent cleric other then potions/wands, so I'm filling that niche, as well. The problem is I've never played a cleric before. I've heard that they can easily become uberpowerful melee characters, but all I've really heard on the subject is the divine favor spells + heal = Face-smashery. Can someone please give me some help on an optimal melee cleric? Also, as another PC recently died in the same battle that I fell in (Rope bridge over a chasm with a rushing river at the end is bad. Fireballs from nowhere make it worse.) and she may create a fighter, I've heard good things about archers. Basically, a combat-oriented cleric is what I'm looking for. Tank or ranged. I have 3.5 core, splats are generally okay with DM approval, but I don't own any splats, so you'd have to tell me what the PrCs are, what they do, etc. All help is greatly appreciated. |
| balefire4212-04-03, 11:58 PM | First off, what level is this new character going to be, and how much money will you have? You'll get more helpful responces with that information. Here's a few ideas. Some good feats are: Extend spell Persistent spell (from tome and blood) Power attack (if your using a two handed weapon) Imp. Unarmed strike and improved grapple (if you want to be a grappler) Combat expertise and imp. trip (with the high str from biffs, and size large, you'll be a nasty tripper) Some useful spells are: enlarge person (from the strength domain) (persistent) divine favor spikes (from defenders of the faith) greater magic weapon (get a +1 weapon with lots of abilities, then use GMW to increase the enhancement bonus) divine power rightious might |
| bolobaby12-05-03, 12:19 AM | Here is a thread to look at. Pretty good build, but also REALLY cliche: Cleric Build (http://boards1.wizards.com/showthread.php?s=&threadid=116262) Yeah... give us more info and we'll work out something that suits your needs. |
| blackbrrrd12-05-03, 08:14 AM | assuming FR Human Cleric of Anhur War&Strength domain 1 wp/wf falchion 1 power attack 1 cleave 3 combat reflexes 6 dual strike 9 quicken spell (persistent spell banned in campaign) Anhur is selected due to the great weapon falchion which has a threat range of 18-20x2. Does less damage than the greatsword, but since this character will do serious amounts of bonus damage due to str 34 (rightous might+divine power)... the dual strike is selected because the rogue and the spiked chain wielder also has the feat.. should be possible to flank... |
| Lethian12-05-03, 08:35 PM | Heh, sorry about the lack of info. Level nine cleric, with gold equal to the EXP required to get to L9, which off the top of my head is 45,000. (I'd be more accurate, but I'm at school. Sorry.) As I said, 3.5 core, 3.0 splats okay. |
| ninjarabbit12-05-03, 08:43 PM | Melee cleric Dwarf cleric8/ fighter1 Archer cleric- elf cleric 9 |
| balefire4212-06-03, 02:50 AM | lvl 9 is 36k exp. (10 is 45k) Assuming forgotten realms dieties are ok, I like the human cleric of anhur with the war domain idea. 1: martial weapon prof.: falchion (domain) 1: weapon focus: falchion (domain) 1: power attack 1: combat expertise 3: improved trip 6: knockdown strike (from sword and fist, whenever you deal 10+ damage you get a free trip attempt. (you can't combine it with the free attack from imp. trip)) 9: extend spell (take persistent spell at level 12) get yourself a +1 keen falchion, and begin the smackdown. once you get persistent spell, persistent divine favor is just great. divine power and rightous might are awsome, and throwing a greater magic weapon on your falchion will work wonders. If forgotten realms arn't ok, be a human cleric, take whatever domains you wish, and go with this. 1: martial weapon prof.: greatclub 1: power attack 3: combat expertise 6: extend spell 9: persistent spell (take trip at 12, and knockdown at 15) get yourself a +1 whateveryoudlike greatclub, cast greater magic weapon, and spikes (from defenders of the faith) on it. that will turn it into a +3 whatever greatclub with +9 damage, in addition to the +3 from the enhancement bonus. here's an example of the above build. say you have 18 str including items, GMW and spikes on your club, and a persistent divine favor on yourself. Lets say the watever ability on your club is flaming. +14/+9 (6bab+3divinefavor+3enhancment+4str-2powerattack) dealing D10+D6+20 (D10weapon+D6flaming+4str+3enhancement+9 spikes+4powerattack) damage. average of 29 damage per hit. that is before you toss in divine favor and rightious might. |
| StevieS12-06-03, 09:15 AM | Take a look at the Hospitilar, it gives +1 spellcasting levels, +1 BAB per level and free fighter feats every few levels. As a melee build I think its great. |
| False_Prophet12-06-03, 05:48 PM | Look at the Windwalker prestige class in Faiths and Pantheons +1 BAB and spellcaster levels and other misc abilities including flight of 100 ft good, and cold resistance 20. |
| HammerFist12-08-03, 05:23 PM | Assuming FRCS (we really need this info to help you out!): Dwarf Cleric of Haela Brightaxe Cleric 7/Auspician 2 Domains: Luck, Dwarf Feats: 1)Great Fortitude (Dwarf Domain) 1)Dodge 3)Iron Will 6)Lightning Reflexes 9)Extend Spell 12)Persistent Spell (when you get this, you'll be unstoppable) Auspician just plain rocks. Make sure you get 8 Ranks in Know(Religion) and 5 ranks in Diplomacy before switching to Auspician. You'll need it if you ever get to level 17 to switch to the Divine Disciple (Know:Religion is NOT a class skill for Auspicians -- weird). Place your stats wherever you like. Just make sure you've got a 13 DEX. |