A Great Melee Cleric of Palor (Ironic Eh) [Archive] - Wizards Community

Post/Author/DateTimePost
DragonChildX

09-28-06, 02:20 PM
Well Heres What I have sofar for My Cleric (Hes 22nd level until further notice) Now He follows Palor to get the Supreme Healing so he fully is built as a great healer for epic, Plus he can take the front as a more then capable fighter if the need arises!

Suggestions all welcome, Compliments moreso ;)

Class: Cleric 6 / Radiant Servent Of Palor 10/ Contemplative 4/ Saint +2
Race: Human
Strength: 26
Dexterity: 26
Constitution: 30
Intelligence: 22
Wisdom: 36
Charisma: 24

Ac: 52
Armor - 8
Shield - 7
Dexterity - 8
Natural -5
Enhancement - 13
Insite - 1

Saves:
Fortitude: 29
Reflex: 20
Will: 35

Melee Att: 22
Ranged Attack: 22

Weapons:
+1 Axiomatic, Briliant Energy, Shocking Burst, Bane vs (Evil Outsiders) Long Spear
Mace Of Smiting
Oathbow


Armor/Protective Items
+6 Heavy Fortification Celestial Armor
+7 Animated Large Darkwood Sheild
Amulate Of Natural Armor/Constitution/Wisdom - +5/+6/+6
Cloak of Charisma and Resistance - +6/+5


Items:
Tome of Understanding +5
Manual of Gainful Excersize +4
Manual of Bodily Health +4
Ring of Freedom of Movement
Ring of Spell Turning
Boots of Teleportation
Bag of holding (Largest size)
Belt of Giant Strength +6
Gloves of Dexterity +6
Headband of Intelect +6
Ion Stone - Pale Green - +1 to att, saves, skills, abilities
Ion Stone - Orange - +1 Caster Level
Ion Stone - Dusty Rose - +1 Ac


Feats
Combat Reflexes - Duh
Robilards Gambit - all melee attacks on this character provoke attacks of opportunity - move equivelent action to activate
Power Attack - Duh
Two handed Power Attack - double my strength on two handed attacks
Quicken Spell - Duh
Multi Spell - can cast 2 quickened spells in a round
Weapon Focus Long Spear - Duh
Monkey Spins the Branch - can attack with my longspear with opponents within 5 feet intead of 10
(One saved incase Monkey Spins the Branch has a pre req)

Special Abilities:
Holy Power - +2 DC insight to all spells and spell like abilities
Holy Touch - 1d6 against evil, 1d8 against evil outsiders or undead Per attack, Same if struck by said creatures
Cast at will - Guidence, Resistance, Virtue, Bless
Damage Reduction 10/Evil
Immune - Acid, Cold, Electricity, Petrification
Protective Aura - Double Strength Magic Circle agains Evil And Lesser globe of Invulnerability (Caster Level 23rd)
Lowlight/Darkvision 60ft
Fire Resistant - 10
Tongues - Always in effect
Extra Turning Greater
+4 Save Against Poisons
Radiance -
Divine Health - Immune to all Deseases Including Magical
Supreme Healing - All healing spells are Maximized and Empowered - No Cost
2 Bonus Domains
Aura of Warding - +2 Will save bonus for all allies within 10 feet of character
Positive Energy Burst - 10d6 damage to all undead within 100 feet of character - (Relex DC 22 for Half) - Uses 2 turn attempts
Slippery Mind - Allows another save next round if failed original
Divine Wholeness - Heal wounds 4x contemplative each day

With the proper Buffing spells hes one Dangerous Ombre
jstorrie

09-28-06, 02:28 PM
Okay? What do you want?
DragonChildX

09-28-06, 02:49 PM
Okay? What do you want?

I was looking for Suggestions Actually, Thats why I wrote "Suggestions all welcome, Compliments moreso ;) "

Possibly sugestions on improving it or such!
Repeekluos

09-28-06, 02:58 PM
Look at taking leadership, and epic leadership.
Make a wiz/5, incantatrix/10, archmage/X, whatever else you want/X. Have them cast amazing spells on you, the meta them up through class abilities.
I'm currently playing a 25th level cleric of Pelor with an arcane cohort. It gets pretty insane.
carnivore

09-28-06, 04:43 PM
nice idea......however:

1)Class:

Cleric 6 / Radiant Servent Of Palor 10/ Contemplative 4/ Saint +2...wont work....you need 3 Exalted Feats to qualify for Saint


2)
try switching attributes....:

Strength: 22
Dexterity: 26
Constitution: 26
Intelligence: 24
Wisdom: 30
Charisma: 36

4 points in Str or Con wont make any difference
higher Int = More Skill points....very important in EPIC lvl games
Wisdom is fine @ 30....you dont need that much.....even though it does affect the DC of your spells(-3 DC at EPIC lvls= meaningless)
Charisma is a primary Stat for Clerics....especially at EPIC levels

3)feats

you may want to look at other feats.....Specificly Divine feats(Divine Metamagic, Divine Spell power, Domain Spontaneity, etc.....)


for an idea ...try this:

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
20 Wis
32 Cha(base + 5 lvls+ 5 inherrent +6 belt)

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 [B]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

:D
ninjarabbit

09-28-06, 04:54 PM
The divine metamagic persistant spell is the best route to go for a melee cleric.
Repeekluos

09-28-06, 04:55 PM
Carnivore.
Nice build, but why focus on turning so much?
It may just be play style differences, but I'm playing an epic cleric, and haven't fought undead since 16th.
DragonChildX

09-28-06, 05:46 PM
Thnx man, Guess I missed the exalted feat
*Smaks head repeating Stupid!

Might have to change some feats around at best. A few things though
- How did you get a Solar form?
- I wanted to be a Melee oriented Cleric though (Should have stated that, Sorry)
- As Repeekluos said, were not fighting much in the way of uindead, Besides thats what I use Heal spells and such for
- I cant use things from the minatures handbook like the Belt of magnifiscense

But im quite impressed, Im kinda modding the character for a different Patheon and have my Dm's assistance for such an endevor. The gods template im currently using has the following domains - Nobility, Protection, Healing, Liberation
jstorrie

09-28-06, 06:11 PM
Carnivore.
Nice build, but why focus on turning so much?
It may just be play style differences, but I'm playing an epic cleric, and haven't fought undead since 16th.

The turning attempts are used to fuel Divine Metamagic.
carnivore

09-29-06, 12:28 PM
Carnivore.
Nice build, but why focus on turning so much?
It may just be play style differences, but I'm playing an epic cleric, and haven't fought undead since 16th.
Planar Turning is VERY strong in EPIC play......NO SAVE DESTRUCTION of EVIL OUTSIDERS

- How did you get a Solar form?
Shapechange....Persisted with Divine Metamagic(Persistant)....change to any Shape 25HD max, all day.....it is a Domain Spell from Animal Domain.....provides by Ehlonna

Ehlonna gives some very nice Domains...Ehlonna (Complete Divine) NG celerity/good/animal/plant/Sun....Celerity gives great things as does Animal

for a Melee cleric...try this:
6th lvl spell...can be persisted
Sunscepter(Lost empires of Faerun)personal,1 rnd/cl.....form a mace of light, does 2d6 damage as a Melee Touch attack, with Axiomatic,Disruption, Flaming Burst attributes!!!!!!!....persistable(but if you put it down the spell is lost....so dont drop it)NO SAVE, NO SR


:D
Repeekluos

09-30-06, 10:44 AM
Where do you find Planar turning?

@jstorrie

I was wondering why he was upping his turning check, not number of times per day. Thank you none the less.
carnivore

09-30-06, 11:49 AM
Planar Turning is found in the SRD or EPIC level handbook....notice:
PLANAR TURNING [EPIC]
Prerequisites: Wis 25, Cha 25, ability to turn or rebuke undead.

Benefit: The character can turn or rebuke outsiders as if they were undead. An outsider has effective turn resistance equal to half its spell resistance (round down). If the character can turn undead, he or she turns (or destroys) all evil outsiders and rebukes (or commands) all nonevil outsiders. If the character can rebuke undead, he or she rebukes (or commands) all evil outsiders and turns (or destroys) all nonevil outsiders.


also if you had Planar Turning and Positive Energy Aura......

POSITIVE ENERGY AURA [EPIC]
Prerequisites: Cha 25, ability to turn undead, ability to cast dispel evil.

Benefit: Every undead creature that comes within 15 feet of the character is automatically affected as if the character had turned it. This doesn’t cost a turning attempt, and the character doesn’t have to roll turning damage (it automatically affects all undead in a 15-foot burst), but it only turns undead with Hit Dice equal to or less than the character’s effective cleric level minus 10 (and automatically destroys undead with Hit Dice equal to or less than the character’s effective cleric level minus 20). Just as with normal turning, the character can’t affect undead that have total cover relative to him or her.




turning or destroying without using Turn attempts...even affecting Evil and Non evil outsiders

:D
Repeekluos

09-30-06, 11:57 AM
Oh man, that is just mean.
We are about to take on the Slaadi Lords in limbo. I think I'm going to have to change up my epic feats a little.
carnivore

09-30-06, 12:02 PM
just remember with the build i posted above....he turns as 37th lvl cleric,
turn damage(ave) = 81 HD

but if he had both feats......he could use a Turn attempt to Destroy an 18HD Evil Outsider..up to 60' away....or wait until they got within 15' to be affected by his aura....the main drawback....Turning affects the weakest first...so if it was sorrounded by minions...they would take the brunt of the effect first...still lots of fun

he could still Turn a 37HD evil outsider...so with a greater turning it would be destroyed

:D