| Post/Author/DateTime | Post |
|---|---|
| BobTheNinjaGoldfish08-12-05, 02:45 PM | In all honesty, while I love playing Clerics, I SUCK at building them. What I am Looking for. Races only from the 3.5 players handbook (preferably Human, Given the world my GM has created) I have No Issue Multi-classing, But First level Must be a Cleric. A Level By Level breakdown of What Feats to take when and what class that level is at. My idea for the Character. My party Does NOT already have a healer, but I do not want that to be my primary role within the party, as I know there are others that have healing ability. I do want to be able to (and will no doubt be forced to, knowing our GM) Get into Combat and deal out some serious damage. The undead Turning isn't the greatest priority as we have been assured by the DM that there are no undead in his world. I've been told by the DM that my god will be Pelor as that is the only god that people in the region of the world my Character is from worship. The stats I rolled The GM has decreed these can be assigned anywhere. 16 12 13 12 18 13 So I hope you guys can help me out, I want a REALLY strong Cleric build to support my Roleplay.. and no matter what I do, I can never seem to get one. So please.. Help me out. |
| Agitator108-12-05, 02:56 PM | What books are you alowed? Is any thing house rules out? |
| BobTheNinjaGoldfish08-12-05, 03:04 PM | What books are you alowed? Is any thing house rules out? Anything "Core" (Players, DMG, MM) Any of the "Complete" books And thats about it.. unfortunately. |
| Agitator108-12-05, 03:15 PM | Pelor is a decent god choice however the biggest advantages he gives are against undead which you’re DM has stated there isn’t any. Your DM is limiting your Domain choices by make you take Pelor as your God and the sucks. Can you be a God less Cleric? The Radiant servant of Pelor PRC in the complete divine is a really nice Prc but again it focus around undead and healing which you are not too interested in. Try and get a different God or be a God less Cleric so you can take different domains. If you want I could give you a build with Pelor as your God but it will have undead turning focus to it. |
| BobTheNinjaGoldfish08-12-05, 03:27 PM | ]If you want I could give you a build with Pelor as your God but it will have undead turning focus to it. Honestly I'd love to see it.. even This kinda build might give me my own ideas. so please.. build away. |
| Agitator108-12-05, 03:48 PM | OK but I have to go back to work right now I'lll come up with somthing when I'm done. |
| Ithandor08-12-05, 04:39 PM | Well, here's my cleric build which I am playing in a game at the moment. The character worships Lathandar in FR (similar to Pelor) and has gone the Radiant Servant route. However, he can definitely hold his own in combat, and is by no means just a healer. Human Cleric(6)/Radiant Servant of Lathandar(6) 1:Cleric Domains:Strength and Sun, Extra Turning,Extend Spell 2:Cleric 3:Cleric Persistant Spell 4:Cleric 5:Cleric 6:Cleric Domain Metamagic: Persistant 7:RSoL 8:RSoL 9:RSoL Extra Turning 10:RSoL 11:RSoL 12:RSoL Extra Turning Basically, you should get plenty of turn attempts to burn on Divine Metamagic, letting you keep at least 2 spells on you 24 hours/day. The nice thing, often unnoticed, about Radiant Servant is that they get Martial WP(all) with it :) As for past 12, well finish RSoL, then either pick up Contemplative or finish out Cleric. With Divine Power persisted, and another persisted spell (which can change on a day to day basis) to play with, there's lotsa fun to be had. Ithandor |
| carnivore08-12-05, 05:12 PM | try this: use Ehlonna as a Patron.....then: Elf Cleric 6/ Radient Servant of Ehlonna 7/ Sacred Exorcist 6/ Contemplative 1 Domains: Sun Animal...gives Shapechange, and Summon natures Ally..for Spontaneous Summoner Plant Celerity......gives Greater blink, TIMESTOP Feats: 1st extra turning 3rd extend spell 6th persistant spell 9th Divine meta(persistant) 12th Divine Spell power or Ashbound summoning 15th Spontaneous summoner 18th Domain Spontaneity(Celerity) base 32 point buy: 10 Str 10 Dex 10 Con 16 Int 14 Wis 16 Cha at 20th lvl, with stat boosters: 16 Str(elf form) 16 Dex(elf form) 16 Con(elf form) 22 Int base +6 belt 20 Wis base +6 belt 32 Cha(base + 5 lvls+ 5 inherrent +6 belt) stats in Solar form: 34 Str(solar base + 6 belt) 26 Dex(solar base + 6 belt) 26 Con(solar base + 6 belt) 22 Int base+6 belt 20 Wis base +6 belt 32 Cha(base + 5 lvls+ 5 inherrent +6 belt) ANGEL, SOLAR Large Outsider (Angel, Extraplanar, Good) Hit Dice: 22d8+110 (209 hp) Initiative: +9 Speed: 50 ft. (10 squares), fly 150 ft. (good) Armor Class: 35 (–1 size, +5 Dex, +21 natural), touch 14, flat-footed 30 Base Attack/Grapple: +22/+35 Attack: +5 dancing greatsword +35 melee (3d6+18/19–20) or +2 composite longbow (+5 Str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13) Full Attack: +5 dancing greatsword +35/+30/+25/+20 melee (3d6+18/19–20) or +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, spells Special Qualities: Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues Saves: Fort +18 (+22 against poison), Ref +18, Will +20 Abilities: Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25 Skills: Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings) Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track Environment: Any good-aligned plane Organization: Solitary or pair Challenge Rating: 23 Treasure: No coins; double goods; standard items Alignment: Always good (any) Advancement: 23–33 HD (Large); 34–66 HD (Huge) Level Adjustment: — A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds. Combat Solars are puissant champions of good. Only the most powerful fiends approach their power. Even more fearsome than their +5 dancing greatswords are their +2 composite longbows that create any sort of slaying arrow when drawn. A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction. Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor. Spell-Like Abilities: Caster level 20th. The save DCs are Charisma-based. At will - aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), polymorph (self only), remove curse (DC 20), remove disease (DC 20), remove fearresist energy, summon monster VII, speak with dead (DC 20), waves of fatigue (DC 18); 3/day - blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; 1/day - greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish. The following abilities are always active on a solar’s person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action. Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based. Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level): 0—create water, detect magic, guidance (2), resistance (2); 1st—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith; 2nd—align weapon, bear’s endurance (2), bull’s strength (2), consecrate, eagle’s splendor, spiritual weapon*; 3rd—daylight, invisibility purge, magic circle against evil, magic vestment*, prayer (2), protection from energy, wind wall; 4th—death ward (2), dismissal (2), divine power*, neutralize poison (2); 5th—break enchantment, control winds*, dispel evil, plane shift, righteous might (2), symbol of pain; 6th—banishment, chain lightning*, heroes’ feast, mass cure moderate wounds, undeath to death, word of recall; 7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate; 8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*; 9th— etherealness, elemental swarm (air)*, mass heal, miracle, storm of vengeance. *Domain spell. Domains: Air and War. items: 200000gp Belt of magnifiscense +6 18000gp Gloves of the Balanced Hands....gives 2wpn fighting 9000gp +1 sacred Bracers.....+2 turn lvls 9000gp +1 sacred CharNar.....+2 turn lvls 9000gp +1 sacred Distana.....+2 turn lvls 9000gp +1 sacred Buckler.....+2 turn lvls 9000gp +1 sacred Chain shirt.....+2 turn lvls 20250gp Mask of insightful detection.....+9 insight to Spot and Search 3750gp lens of Detection......+5 Search, survival(track) 2000gp Handy Haversack 5500gp Boots of Travelling and leaping 2500gp ring of Sustenance 18000gp Skin of the Chameleon...........+10 enhancement Hide 22500gp 3 x Nightstick rods(+12 extra turns/day) 5040gp Greater Holy Symbol..........Empowered Turning feat at will 11000gp Amulet of undead turning........+4 turn lvl 60000gp Ankh of ascension.........+4 caster lvl 11000gp Rod of Extend 3000gp rod of extend,lesser 20000gp Bead of Karma......+4 caster lvl 30000gp orange ioun stone.......+1 casterlvl weapon: 100100gp Bow of the Solars......all arrows fired from this become arrows of slaying(the effect) basically.....each morning use the bead of Karma and Divine spell power to boost caster level....to get caster lvl 33 and then cast Persistant Shapechange and some other buffs(divine power,GMW,Magic vestaments,etc...including Persistant greater Blink ) during the day....he can cast Timestop when he needs it , because of domain spontaneity(celerity) also can spontaneously cast Summon Natures Ally of any level Has great skills.....Spot,Hide,Search,Diplomacy combat fires a lot of Slaying arrows while in Solar Form(of something else, if necessary) great vs Undead..........destroys them very easily 30 Regular turns per day 18 Greater turns 18 Turn Plants turns at 37th lvl cleric turn damage(ave) = 81 HD :D |