| Post/Author/DateTime | Post |
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| DirkRedhilt03-13-07, 04:12 PM | Human NG Domains: Sun, Travel under Atroa or Lydia STR 14 DEX 10 CON 12 INT 10 WIS 16 CHA 12 Concentration 4 ranks=5 total going to keep it maxed Heal 4 ranks = 7 total probably stop after that because i won't need much more Know(religion) 4 = 4 total Heard about a lot of feats on the net if anyone can break them down. Scribe Scroll Create Wonderous Item Extra Turning Augment Healing versus Sacred Healing Domain Spontaneity Combat Casting Divine Spell Power Divine metamagic persist, Probably do a medic and some physical fighting support and throw some damaging spells. I don't have any books yet. any help appreciated. |
| bhale18703-13-07, 04:19 PM | Go for a Radiant Servant of Atroa (complete divine), you may be called a cheeser, but you'll be effective. Your stats look good for a well rounded PC, but you might consider switching up CHA and Dex to gain +1 on reflex and AC. Divine Spell Power is no longer legal Combat Casting is a waste of a precious feat IMO. Get a good set of armor then start buying every Pearl of Power you can get access and gold to buy. Scribe scroll is good for level 1 and Craft Wonderous item is great at level 3. You can retrain out of Scribe scroll later for craft arms/armor or some other feat. |
| bitznarf03-13-07, 04:41 PM | I don't think retraining Scribe Scroll to something like Craft Arms and Armor would be legal, as the character would not have been able to make that choice originally. This of course doesn't restrict other possible choices, such as Extra Turning. |
| kenobi6503-13-07, 04:45 PM | Divine Spell Power is no longer legal Ditto with Divine Metamagic. And, the loss of those two feats probalby makes Extra Turning less useful, too. Combat Casting is a waste of a precious feat IMO. If you really want to pump up your Concentration modifier, I'd advise taking Skill Focus (Concentration) instead of Combat Casting. The bonus is only +3 instead of +4, but it's good all the time, not just when casting on the defensive. (When Skill Focus was only a +2 bonus, in 3.0, Combat Casting might have been marginally useful, but now it's among the most useless PHB feats.) |
| kenobi6503-13-07, 04:47 PM | I don't think retraining Scribe Scroll to something like Craft Arms and Armor would be legal, as the character would not have been able to make that choice originally. I believe that's correct. CA&A has a prereq of CL 5; you can't retrain out a feat slot that you took at 1st level to take it. The rules on retraining state that the new feat would have to have been a legal choice when you would have originally taken it. |
| bhale18703-13-07, 04:50 PM | You can, however, retrain out of scribe at level 6 and take extra turning in it's place and take the craft arms armor for your new L6 feat. (BTW, I only suggest the extra turning to get pre-req for Rad servant) |
| Munkwunk03-13-07, 04:58 PM | Extra Turning isn't bad, because it opens options for use of: Divine Ward (PHB2): Channel Touch spells (such as cure spells) at Close range. Divine Fortune (PHB2): Spend an immediate action to add a +4 Insight bonus to your enxt saving throw. With enough Turn attempts, this is essentialy "+4 to all saves". Augment Healing is also one of the best cleric feats available, period. Two other feats which are great for clerics include: Steady Concentration (RoS): Take 10 on all Concentration checks. This is even better than Skill Focus (Concentration) since it often means you will always make the Concentration checks you need to make (unless someone readied to disrupt you and hits you with some major damage). Mobile Spellcasting (CAdv): Cast and move as part of the same move action, allowing you to essentially "spring attack" while casting spells. Requires a high Concentration check (DC20+Spell Level) so it's great to take after Steady Concentration. Radiant Servant of Atroa isn't bad, but if you don't have the Healing domain you're sacrificing some useful class abilities. I personally prefer Radiant Servant of Nola. The class is solid overall, no matter which deity you go with though. |
| DirkRedhilt03-13-07, 05:08 PM | nola looks good. wood have to change a domain. air fire glory healing. maybe glory since i can make all my spells healing anyway and glory would balance out my turning too. like those feats you listed but what about order for feats and which ones should be dropped Scribe Scroll Create Wonderous Item Extra Turning Augment Healing Domain Spontaneity Divine Ward (PHB2): Divine Fortune (PHB2): Steady Concentration (RoS) Mobile Spellcasting(CAdv) |
| Timlagor03-13-07, 08:42 PM | Attributes: Con 14 ..everything else is sacrificable. Wis15 is entirely acceptable if you aren't planning to throw a lot of Save-or-X spells at the enemy. Are you planning to get into Melee? If not drop Stength to 10. If you are take Power Attack (though you can retrain into this) Feats: Scribe Scroll: some people really like it. You could take it early and retrain out if you decide you don't need it. (remember that you have to pay back the profits if you do but it will allow you to get scrolls you couldn't otherwise have). You may want to take it for a level later in your career to get some higher level emergency scrolls. Craft Wand: Take this at level 6, craft some wands of Lesser Vigour and Resurgence then Retrain it at level 7. Craft Wondrous Items: Take this at 3rd and keep it. Augment Healing: Level 1 and keep it (reassess when you are using Heal for most of your healing) Divine Ward: Looks good to me. Divine Fortunte: will keep you in the fight, definitely good. Extra Turning: required for RSoX but otherwise unneeded. (would allow you to power both DW and DF) Mobile Casting + Steady Concentration: potentially useful but I'd go with Divine Ward and not bother. I don't find concentration to be a big issue generally (esp if you have travel domain). Divine Spontaneity: with the right Domain this can be good. Craft A&A: If you see yourself primarily in a support role you won't need this. You haven't mentioned Metamagic. You can certainly live without it but look out for Rods. RSoX required the Sun Domain. You can pick up Glory or Healing later in RSoX if you want to. |
| DirkRedhilt03-13-07, 09:12 PM | why the 14 con that is 2 more hitpts at 1st and 1 after/lvl. how do you retrain anyway? jsut erase and say i want this feat now that can't be right what metamagic would you suggest. which spells are worth it as it goes up a slot definitly a heal focus but i figured i'd load on buffs and damage spells convert to heal if necessary. then i thought fighting enough to get to injured and so i can do something to conserve or if out of spells. if that all is to much i can put the str in con and cha or even another wisdom w/ con what is resurrgence and vigor? |
| Jay_Ibero_91103-13-07, 09:41 PM | My picks for first level? Extra Turning and Divine Ward. Also, I'd suggest dropping starting wisdom to 15 and boost con to 14. That way you fully benefit from all 3 stat bumps you'll get at 4th, 8th, and 12th levels. |
| kenobi6503-13-07, 11:42 PM | why the 14 con that is 2 more hitpts at 1st and 1 after/lvl. Well, actually, 1 more HP at 1st level (compared to your original build)...but more HPs are always a good thing, and if your build doesn't require high stats in other places... how do you retrain anyway? jsut erase and say i want this feat now that can't be right No, there are rules for retraining in the Players Handbook II, which LG now uses (see the new LGCS). Retraining costs you GPs and TUs, and there are some limitations. what is resurrgence and vigor? Spells out of the Spell Compendium. Resurgence allows the target to make another saving throw against an ongoing magical effect. The vigor spells give the target fast healing for a short period of time, allowing them to regain 1 hp per round (more for the Greater Vigor spell) for a minute or more. It's more efficient healing than Cure Light Wounds, but it takes longer. |
| Gallaway03-13-07, 11:58 PM | why the 14 con that is 2 more hitpts at 1st and 1 after/lvl. You will be surprised how often beasties with 2d6 con poison on there crossbow bolts or traps with similiar damage pop up in LG mods. 14 con is good insurance, it also helps your concentration checks. |
| copper_wyrmling03-14-07, 12:24 AM | Attributes: Con 14 ..everything else is sacrificable. Wis15 is entirely acceptable if you aren't planning to throw a lot of Save-or-X spells at the enemy. Are you planning to get into Melee? If not drop Stength to 10. If you are take Power Attack (though you can retrain into this) Feats: Scribe Scroll: some people really like it. You could take it early and retrain out if you decide you don't need it. (remember that you have to pay back the profits if you do but it will allow you to get scrolls you couldn't otherwise have). You may want to take it for a level later in your career to get some higher level emergency scrolls. Craft Wand: Take this at level 6, craft some wands of Lesser Vigour and Resurgence then Retrain it at level 7. Craft Wondrous Items: Take this at 3rd and keep it. Augment Healing: Level 1 and keep it (reassess when you are using Heal for most of your healing) Divine Ward: Looks good to me. Divine Fortunte: will keep you in the fight, definitely good. Extra Turning: required for RSoX but otherwise unneeded. (would allow you to power both DW and DF) Mobile Casting + Steady Concentration: potentially useful but I'd go with Divine Ward and not bother. I don't find concentration to be a big issue generally (esp if you have travel domain). Divine Spontaneity: with the right Domain this can be good. Craft A&A: If you see yourself primarily in a support role you won't need this. You haven't mentioned Metamagic. You can certainly live without it but look out for Rods. RSoX required the Sun Domain. You can pick up Glory or Healing later in RSoX if you want to. These are good suggestions. I don't like the idea of relying on Divine Ward to the exclusion of Concentration (my cleric used Concentration on virtually every spell she cast in the low levels, and sometimes it was because she didn't have anywhere to move rather than because she needed to be next to the fighter), but so long as you keep max ranks in Concentration you should be okay without burning feats on it. That said, Skill Focus: Concentration might not be a bad choice at low levels: you could retrain it into a metamagic feat at higher levels when you auto-make Concentration checks and can use the metamagic. Nice metamagic feats include: - Extend - makes your buffs last longer, although metamagic rods of Extend seem fairly common, - Empower - at higher levels, Sun and Glory have some very nice damage spells, such as fire seeds and bolt of glory, and empowered insignia of healing is much better than mass cure light wounds, - Quicken - two spells / round is always good: actions are your most important resource at high levels By the way, the sources of some of the suggested feats are: - Complete Divine: Augment Healing (add a small amount of extra curing to healing spells), Domain Spontaneity (burn turn attempts to cast domain spells spontaneously) - Races of Stone: Steady Concentration (take 10 on Concentration checks) - Player's Handbook 2: Divine Fortune (burn turn attempts for save bonuses), Divine Ward (burn turn attempts to cast touch-range spells at a distance) - Complete Adventurer: Mobile Spellcasting (lets you move and cast spells at the same time) Important spells outside the PHB are: - Spell Compendium: Resurgence, Lesser Vigor, Healing Lorecall, Recitation, Delay Death... and some higher-level ones you won't need to worry about for another year or so ;) You also need the Spell Compendium to use the Glory domain. - Races of Destiny: Insignia of Healing If you don't have access to the retraining rules and / or don't want to use them, the following feat tree should be okay for a generic spellcaster/support cleric (not uberoptimized but powerful enough to be extremely valuable and valued on any table even when playing up): L1: Extra Turning, Augment Healing L3: Divine Ward L6: Craft Wondrous Item L9: Domain Spontaneity (your favorite domain) L12: Quicken Spell L15: Have fun with your last level pre-retirement ;) Cleric / Radiant Servant works just fine, you could also mix in Contemplative and / or Sacred Exorcist if you get access. Maintain full casting and you shouldn't run into any serious problems :) If you want to be more combat-oriented while maintaing full caster levels, then put more points in Strength, use a two-handed weapon (note that Radiant Servant gives full martial weapon proficiency) and fit in Power Attack at some point (L7 is when you get Divine Power, before then it's not a very good feat for you due to low BAB). Also take Quicken at 12, it's nice to be able to put up quickened divine favor or shield of faith. |
| Timlagor03-14-07, 08:28 PM | why the 14 con that is 2 more hitpts at 1st and 1 after/lvl. definitly a heal focus but i figured i'd load on buffs and damage spells convert to heal if necessary. then i thought fighting enough to get to injured and so i can do something to conserve or if out of spells. if that all is to much i can put the str in con and cha or even another wisdom w/ con what is resurrgence and vigor? I think my PM covered the Con. You don't need to be able to do melee damage to 'get to injured'. You need AC and HP (nothing to do with Strength) to survive. If you spend time dealing damage then you aren't spending that time casting buffs or healing. That doesn't mean it isn't a valid option of course but you don't take strength in order to heal people. |
| bhale18703-14-07, 08:54 PM | Keep encumbrances in mind when setting your STR. A Heavy macce, Full Plate and a Heavy Wood shield is 68lbs, with a 10 STR you are already in a heavy load and you have NO gear. |
| kenobi6503-14-07, 09:32 PM | Keep encumbrances in mind when setting your STR. A Heavy macce, Full Plate and a Heavy Wood shield is 68lbs, with a 10 STR you are only already in a heavy load and you have NO gear. True, although... a) Full plate is heavy armor, and you are, by default, at heavy load while wearing heavy armor. (And, the penalties for armor and weight-based encumbrance don't stack.) b) After armor, shield, and a primary weapon, how much more weighty gear are you planning on carrying? |
| cycloptic_squirrel03-14-07, 09:33 PM | I'll second the Con 14. The longer you're in the fight, the more you can heal. As for concentration, unless you invest a feat or two, don't rely on it for casting defensively at low levels, you'll lose too many spells. Most of the time you can five foot to a position where you're not threatened. Even then, if you're in full plate and sheild, your AC should be good enough to prevent many AoOs from succeeding. I doubt this tactic will be viable at higher levels, but I've used it until level 6 with positive results. When you don't cast for whatever reason, you can indeed try to hit something for damage, but realize there are also other options available; aid another on the beefy guy's attack; trip or grapple the weak spellcasters; one fight I did my share doing little but running around provoking AoOs with my superior AC, clearing the way for the barbarians to come in unmolested. I'd throw in one rank of knowldege:planes and knowledge:arcana. At least at low levels, it allows an attempt to gain a useful bit of info on random monster. If you're still thinking of Travel domain, pick up Domain Spontaneity. It'll allow some nice d-door antics and give you an outlet for all those turning attempts. |
| bhale18703-14-07, 10:20 PM | True, although... a) Full plate is heavy armor, and you are, by default, at heavy load while wearing heavy armor. (And, the penalties for armor and weight-based encumbrance don't stack.) b) After armor, shield, and a primary weapon, how much more weighty gear are you planning on carrying? Maybe I just carry more than most, but 32lbs of gear does not sound like alot for a cleric IMO. Backpack is 2 lbs, Spell component pouch is 2 lbs, Tanglefoot bag is 4 lbs, Holy Water is 1lbs each, Alchemy Fire is 1 lbs each, standard outfit is around 5lbs, cold weather outfit is 7lbs, 50ft rope is 10lbs---thats 32lbs The cold weather gear can be dropped in alot of regions and rope could be silk saving about 12lbs combined, but the list above also does not count scrolls, potions, secondary weapons, torches, multiplies of disposable items, rations, bedroll, waterskin etc. |
| cycloptic_squirrel03-15-07, 12:04 AM | Maybe I just carry more than most, but 32lbs of gear does not sound like alot for a cleric IMO. Backpack is 2 lbs, Spell component pouch is 2 lbs, Tanglefoot bag is 4 lbs, Holy Water is 1lbs each, Alchemy Fire is 1 lbs each, standard outfit is around 5lbs, cold weather outfit is 7lbs, 50ft rope is 10lbs---thats 32lbs The cold weather gear can be dropped in alot of regions and rope could be silk saving about 12lbs combined, but the list above also does not count scrolls, potions, secondary weapons, torches, multiplies of disposable items, rations, bedroll, waterskin etc. This is where the Handy Haversack is a lifesaver. Before that though... you have to watch your weight very carfully and question what you really need. A horse or dog also helps early on. Just make sure it's wartrained otherwise it might bolt. If you're really careful about what you have on your person, you might be able to carry a bag of holding. Oh,and the standard outfit doesn't count against your weight limit. |
| bhale18703-15-07, 07:43 AM | Oh,and the standard outfit doesn't count against your weight limit. I thought that was only while wearing it, it does not count when it's in a backpack and your armor is on? |
| cycloptic_squirrel03-15-07, 10:58 AM | I thought that was only while wearing it, it does not count when it's in a backpack and your armor is on? I guess I assumed you are wearing a set under the armor. I'm amused by the thought of adventurers runing around with naught but a chain shirt on. Although I could see taking the outfit off for full plate and such. To be honest, I glanced, but couldn't find anything that says one way or the other. If it's in your backpack, I'd agree that it would make sense to count against your weight limit. |
| DirkRedhilt03-15-07, 04:30 PM | human cleric NG Domains: Travel, Sun STR 10 DEX 12 CON 14 INT 10 WIS 17 CHA 10 Concentration 4 ranks=6 total going to keep it maxed Heal 4 ranks = 7 total probably stop after that because i won't need much more Know(religion) 4 = 4 total probably advance a fair amount Feats: 1 Extra Turning, Augment Healing 3 Craft Wonderous Items 6 Craft Wands then retrain to Divine Ward 9 Domain Spont (probably Trav) 12 Maximize or Quicken 15 probably the other from 12 |
| bhale18703-15-07, 05:12 PM | human cleric NG Domains: Travel, Sun STR 10 DEX 12 CON 14 INT 10 WIS 17 CHA 10 Concentration 4 ranks=6 total going to keep it maxed Heal 4 ranks = 7 total probably stop after that because i won't need much more Know(religion) 4 = 4 total probably advance a fair amount Feats: 1 Extra Turning, Augment Healing 3 Craft Wonderous Items 6 Craft Wands then retrain to Divine Ward 9 Domain Spont (probably Trav) 12 Maximize or Quicken 15 probably the other from 12 If you are planning to play the basic support cleric I think you will be happy with that build, it is well balanced to serve as a buffer and healer. |
| DirkRedhilt03-15-07, 05:28 PM | pretty much the plan |
| Timlagor03-16-07, 12:36 AM | Empower is generally better than Maximise since it does almost as much (or more if there's a fixed modifier) and costs a spell level less. (Sudden Maximise is better than Sudden Empower) |
| Gaelforcwynd03-16-07, 11:16 AM | I agree with most of what has been said so far. The only advice I can offer is based on my experience creating my own character. This is the Cleric I just started playing with. Human N Cleric 1 of Kelanen (Travel/War) STR: 14(+2) DEX: 10(0) CON: 14(+2) INT: 10(0) WIS: 16(+3) CHA: 10(0) Concentration: 4 Heal: 2 Knowledge(Religion): 2 Spellcraft: 4 Domain Spontaneity(Travel) Martial Weapon Proficiency(greatsword) Scribe Scroll Weapon Focus(greatsword) My Cleric fills a melee/support role for my (usually small) party. If you really want to play a healing/support role, you should consider something other than the Travel domain. There are Deities which provide superior combinations of domains which would better serve your goals. I'd go for similar ability scores and feats. The appeal of the Domain Spontaneity feat for me is that you can use your spell slots for party buffs and have the option of both spontaneous healing as well as the ability of calling on your more obscure domain spells in those special situations where (in the case of the Travel domain) you need to escape when things go wrong. Additionally, the supernatural ability that the Travel domain provides is useful as a get out of jail free card so that you, in turn, can help your party get out of jail when things turn bad. You surely want WIS 16 to begin with in order to gain an extra 4th level spell at Character Level 8, rather than CL 12 if you started with WIS 15. Maybe make STR 12, DEX 10 and CHA 14 for an additional 2 turning attempts to fuel Domain Spontaneity. Put all your skill points into Knowledge(Religion) at CL 2 and gain the +2 to turning checks bonus for having 5 ranks. Don't put any more points into it after this. Keep Concentration maximised. Keep Heal maximised and buy a Healer's Kit too for best results. If it's a choice between a Healer's Kit and 4 scrolls of Cure Light Wounds, take the scrolls. Get the kit later when you can afford it. Put any spare points into Spellcraft. Don't waste a feat on Skill Focus. You can retrain Scribe Scroll to Improved Turning later when you need access to more turning attempts to spend on spell slots in order to spontaneously cast Domain spells. Should you decide to choose the Travel domain, the ability to cast multiple instances of Fly, Dimension Door or Teleport whenever you need to can be useful in the right situations. Find the Path would also be handy to have on hand. Remember you will have to pay back the gold saved on all the scrolls you have scribed should you decide to retrain that feat. This shouldn't be too much of an issue at higher levels. Between adventures, make it a financial priority to scribe as many scrolls of Cure Light Wounds as your DM will allow (either 5 or 30, if 30 then get other spells as well, not just Cure Light Wounds). You will be most vulnerable at lower levels, so having a good stock of healing scrolls could be the difference between life and death (and minus 2 CON if you die at 1st level). Sacred Boost might also work well as a 1st level feat instead of Domain Spontaneity. I would suggest you take Craft Wondrous Items at 3rd level if you are going to take it at all. The same applies for Craft Magic Arms and Armour at 6th level. You need to stand up well in melee in order to support your allies with spells. Magic arms and equipment will go a long way towards ensuring your survival. You can always retrain CWI to Craft Rod and gain some Metamagic Rods if you wish. Metamagic feats are costly in spell slots, but might be worth considering at 9th level plus. |
| DirkRedhilt03-16-07, 03:20 PM | I agree with most of what has been said so far. My Cleric fills a melee/support role for my (usually small) party. If you really want to play a healing/support role, would consider something other than the Travel domain. There are Deities which provide superior combinations of domains which would better serve your goals. What would you recomend as domains then? Strength Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day. real good boost spells ability nice in a grapple or some other few circumstance or just if trying to attack last ditch effort Liberation Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects. This power is minorly useful and with domain spont you could counteract most harming spells. Community Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks. power useful time to time some spells are nice. Celerity Granted Power: Your land speed is faster than the norm for your race by 10 feet. This benefit is lost if you are wearing medium or heavy armor or carrying a medium or heavy load. useless power for me. some good spells though. Courage Granted Power:You radiate an aura of courage that grants all allies within 10 feet (including yourself) a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious. never had much trouble with fear spells seem reasonable Competition Granted Power (Ex): You gain a +1 bonus on opposed checks you make power could be used bull rush overun trip grapple type alright spells suggestions |
| Gaelforcwynd03-18-07, 07:57 AM | Pretty much what you've suggested are good Domains. I was thinking of: Community Competition Courage Healing Liberation Nobility Protection Rune Strength So how about: Human Cleric of Zodal (Community, Liberation) STR: 10(0) - heavy mace, longspear DEX: 14(+2) - scale mail, buckler, light crossbow CON: 14(+2) - 10 HP + 7 HP/lvl INT: 10(0) - 12 ranks to begin + 3 ranks/lvl WIS: 16(+3) - bonus 1st-3rd spells to begin + bonus 4th at 8th lvl CHA: 10 (0) - 3 turning attempts Concentration: 4 ranks Heal: 4 ranks Spellcraft: 4 ranks Augment Healing Scribe Scroll Take Craft Wondrous Items at 3rd level and Craft Magic Arms and Armour at 5th. I'll add more ideas when I get time to look into it further. I need some clarification on the rules for healing Domain spells too before recommending taking that Domain. |
| Gaelforcwynd03-20-07, 10:19 AM | I have thought about it more and have come up with an alternative idea. This is really a purely supportive build idea. Human Cleric of Pelor (Healing, Nobility) STR: 10(0) - heavy mace, longspear DEX: 8(-1) - scale mail, buckler CON: 14(+2) - 10 HP + 7 HP/lvl INT: 8(-1) - 8 ranks to begin + 2 ranks/lvl WIS: 16(+3) - bonus 1st-3rd spells to begin + bonus 4th at 8th lvl CHA: 16(+3) - 6 turning attempts Concentration: 4 ranks Heal or Knowledge(Religion) or Spellcraft: 4 ranks Augment Healing Scribe Scroll This build (or the beginnings of it that I have shown here) is based on buffing and healing. STR 10 is enough to wear heavy armour and carry around the basics. DEX 8 is fine if you're wearing heavy armour. CON 14 is essential for surviving to help your allies. INT 8 is okay for a buffer/healer. WIS 16 gives you all the bonus spells possible at each level if you keep bumping it to 18. CHA 16 extends your Domain Granted Power and makes you strong against undead. The only thing I would consider changing is dropping CON to 12 and lifting DEX to 10. Once per day, the Nobility Domain grants allies a +2 morale bonus to saves, attacks and damage. Activating it is a standard action and your allies must be able to hear you speak for one round. I'm assuming the effect begins immediately before your next turn in the subsequent round. It lasts as many rounds as your CHA bonus. This will give you and your allies three rounds of bonuses at CL1. Once you get to CL3, you can take Craft Wondrous Items and craft a Cloak of Charisma and gain a +2 or +4 bonus to CHA for 2000 or 8000 gp respectively. That eqates to 4 or 5 rounds of the Nobility Domain Granted Power once per day. For 2000 gp, I reckon it's worth it. The Healing Domain provides a +1 bonus on all Cure spells. Augment healing grants +2 HP/spell level. This combination ensures that instead of healing 2-9 HP with Cure Light Wounds at CL1, you will be healing 5-12 HP. The Healing Domain will also effectively grant you a 3rd healing spell at CL1. Skills outside of pure party support aren't really necessary for this build. I'd stick with Concentration and Heal. Spellcraft might be an option though, considering the healing power you already possess through Domains and feats. I would suggest taking 5 ranks in Knowledge(Religion) for the turning bonus, but you are already ahead in that department due to your CHA. If you were going for more of an anti-undead/buffing build, I would say drop the Healing Domain, take the Oracle Domain and take 5 ranks in Knowledge(Religion) for some real turning power. Divine Spell Power would be awesome in combination with this idea, but unfortunately it is a Closed feat. :( As far as feats go, Augment healing seems like a solid feat, especially combined with the Healing Domain Granted Power. I find it hard to leave out Scribe Scroll because of the benefits of having an emergency supply of spells to help your party out of trouble. Practiced Spellcaster might be worth considering instead though, you'd be able to heal 6-13 HP with Cure Light Wounds at CL1. Domain Spontaneity would be nice, considering the CHA bonus you have to feed it with, but the Healing and Nobility Domains aren't really suited to it. Another feat which uses turning attempts to grant you special powers might be worth looking at, but the one's in the books which I have access to aren't overly impressive. I'd still take Craft Wondrous Items at CL3 and at CL6, Craft Magic Arms and Armour will make aquiring bonuses to attack and defence much cheaper. There is one other Cleric build idea I am thinking about, which involve's the Summoning Domain, but I haven't looked into it yet. |
| kenobi6503-20-07, 10:41 AM | Once you get to CL3, you can take Craft Wondrous Items and craft a Cloak of Charisma and gain a +2 or +4 bonus to CHA for 2000 or 4000 gp respectively. A cloak of charisma +4 has a list price of 16,000 gp, so that's 8,000gp to craft....not quite so reachable for a 3rd level character. |
| Timlagor03-20-07, 03:37 PM | Practiced spellcaster does nothing for a straight cleric. |
| kenobi6503-20-07, 04:33 PM | Practiced spellcaster does nothing for a straight cleric. Good point. Practiced Spellcaster "caps" at your total character level. If your character level = your class level, it does zip. |
| Gaelforcwynd03-21-07, 04:51 AM | Oops, I didn't check the price on a Cloak of Charisma before posting that, just did it from memory. :rolleyes: I thought Practiced Spellcaster allows you up to a +4 on caster level per Hit Dice you possess. So I figured it would reach full power at CL4, giving you a caster level of 8th. If that's not how it works, then can it. |
| bhale18703-21-07, 07:39 AM | I thought Practiced Spellcaster allows you up to a +4 on caster level per Hit Dice you possess. So I figured it would reach full power at CL4, giving you a caster level of 8th. If that's not how it works, then can it. Practiced Spellcaster is for boosting the CL of multiclassed PCs. For example a cleric 6/fighter6 could take practised spell caster and have a CL of 10. |