| Post/Author/DateTime | Post |
|---|---|
| Japangirl05-06-07, 11:15 PM | I've been suckered into playing a cleric for our Greyhawk Ruins group, so here's what I came up with. What do people think about it? Amaryllis <haven't come up with a clan name> Lightfoot Halfling Str 9, Dex 14, Con 14, Int 10, Wis 17, Cha 8. Bump Wisdom 3 times, craft +6 wisdom and dex items. Armor is mithril breastplate. 1: Cleric; Yondalla's Sense (add wisdom to initiatives), Travel and Celerity Domains 2: Cleric 3: Cleric; Craft Wondrous Items 4: Cleric 5: Cleric 6: Cleric; Skill Focus (Knowledge (Religion)) 7: Divine Oracle; Oracle Domain 8: Divine Oracle; Trap Sense +1, Prescient Sense (Clerical Evasion) 9: Divine Oracle; Domain Spontaneity (Travel), Roll twice on all divinations 10: Divine Oracle; Uncanny Dodge 11: Contemplative; Luck Domain, immune to disease 12: Contemplative; Extra Turning, Slippery Mind 13: Contemplative; Heal self for 4x Contemplative levels 14: Contemplative; 15: Contemplative; Divine Vigor, immune to poisons |
| Dr.Cornelius05-07-07, 06:12 AM | Not seeing any focus on Healing, especially early on. Is the expectation that there will be another character along as the primary healer? If you do go the healing route, consider Divine Ward (feat, PH2). You would have to figure out a way to get additional Turn attempts to burn, but DW is an amazingly strong feat. Initiative is nice and Yondalla's Sense adds flavor, but I think a feat-starved character could do better. Maybe what I'm saying is that it is hard to beat the optimized Radiant Servant of <Diety> path. |
| Sieylianna05-07-07, 07:52 AM | Not seeing any focus on Healing, especially early on. Is the expectation that there will be another character along as the primary healer? I would agree that a greater focus on healing would be good. I'd suggest taking augment healing at first and then retraining it to Skill Focus - Knowledge religion at 6th. Ed |
| Lord Toast05-07-07, 09:49 AM | Well since you are being suckered into being the cleric (like me), the only thing I suggest is changing the charisma to 10. Just in case you need to turn undead. |
| Mommy was an Orc05-07-07, 10:57 AM | Not seeing any focus on Healing, especially early on. Is the expectation that there will be another character along as the primary healer? Wands of CLW are open and if she gets access to Pearls of Power for Lesser Vigor, she should be fine as primary healer. Travel, Celerity, and Luck are not bad domains to have in the general scheme of things. Going first is not a bad thing for a caster cleric. It is a lot better to cast a critical buff spell that makes the party kill things faster rather than go after the party and need to heal them because of that. I'd make the following changes: Move CWI up to 3rd, push Know(Religion) back to 6th. Start Divine Oracle at 7th - you get +1 to all saves from Cleric 6 anyway, it isn't a bad level. Get rid of Extra Turning at 12th, just make yourself a Cloak of Charisma +4 or +6 at some point. Divine Vigor isn't really worth anything for you - if you don't have a better use of a standard action at 15th... I'd think about getting some sort of metamagic feat at 12th or 15th. |
| Japangirl05-07-07, 05:34 PM | Pushing back Divine Oracle isn't a bad idea, either way gets all the levels in but +1 to all saves a bit earlier certainly never hurt anything. CWI earlier is probably better than Evasion earlier. Clerics inherently make decent to good healers, so not focusing on it doesn't mean I won't do it a lot or be pretty good at it. Augment Healing is a very nice feat, to be sure, but the party I'm looking at needs utility more than straight up healing for the most part. The Divine Vigor at 15 is for two reasons. 14 Con and lots of d6 HD with no opportunity for an Amulet of Con mean I have base of 99 HP at level 15, which is just too few. Sure, Heroes Feast for some temps, but it's still not enough. That buffing action gives me an additional 30, and 129 + Heroes Feast is sooo much more survivable than 99 + Heroes Feast. Additionally, that makes the halfling cleric move at 50 ft from a base of 20. The picture amuses me greatly and fits the flavor of a Travel/Celerity cleric rather nicely. Divine Ward also just takes too many turn attempts: I don't have very many and I want to save some for Domain Spontaneity (Travel). For straight power, RSoP is definitely the best, but that's just not the type of cleric I want to play. I want to play a mischievous, fast, working-to-emulate-Brandobaris, seeing-the-future cleric who can Dim Door and Teleport spontaneously because that picture makes me giggle. I still want Extra Turning, even if I do craft a Cloak of Charisma (and it is possible). There are just too many things that require turn attempts that I want to do, and I don't expect to be able to turn anything anyways so why bother investing precious precious build points into it? It was hard enough to get a 9 Str, 14 Dex, and 10 Int. |
| Mommy was an Orc05-07-07, 05:44 PM | The Divine Vigor at 15 is for two reasons. 14 Con and lots of d6 HD with no opportunity for an Amulet of Con mean I have base of 99 HP at level 15, which is just too few. Sure, Heroes Feast for some temps, but it's still not enough. That buffing action gives me an additional 30, and 129 + Heroes Feast is sooo much more survivable than 99 + Heroes Feast. Yes, but even with a Cloak of Charisma +6, that's only lasting 2 minutes - you'll generally need to have a good sense that combat is showing up, because you don't have enough turning attempts to waste them. I really only mentioned it because it strikes me that you don't really need Extra Turning in your build except to power Divine Vigor and Domain Spontaneity(Travel) |
| Japangirl05-07-07, 09:59 PM | Oh I'd only do it with combats coming up. One reason for a good initiative is to buff before the bad guys go. And you're right, the Extra Turning is only to power those two feats. I could probably do something more powerful, though really only having two turn attempts to power Domain Spontaneity is too few, so I'd need it anyways just for that. Divine Vigor is my last feat, at 15, so if I find that my actions at the beginning of combat are all taken up I'll find something else useful. Same with Extra Turning: I'll have had Domain Spontaneity for 3 levels by then and see if I need more turn attempts to power it or not. If I don't take those two feats, I'll likely take Empower and something else, not sure what yet. Possibly Augment Healing. |
| _metz_05-07-07, 10:11 PM | I would Take a feat like sacred boost instead if you have low charisma, helps with out of combat healing... Personally, I don't like halflings as clerics, dex isn't that useful and the small size means you will be grappled/swallowed at the first opportunity. Assuming the Halfling has been chosen for Role playing purposes then: Lose some Dex, if you aren't going above 14 its no point as you aren't saving on the point buy. I would invest in at least str 10, otherwise you will be unable to move. I would Get more Con and wisdom, probably 15 Con 16 wisdom. Stats: Str: 12 Dex: 12 Con: 15 Int: 10 Wis: 16 Cha: 8 I would take Skill focus Knowledge Religion as level 1 feat (Instead of Yondalla's Sense - so that you get domain spontaneity at level 6 (mmm fly,) With those stats get full plate early, and even if its only masterwork, you have an AC of 20. Craft Stat boosters early and often. |
| Japangirl05-07-07, 10:26 PM | Celerity domain only works in light armor, so I figure mithril breastplate when I get access and money. Thus, to fill it out with Gloves of Dex +6, I need a 14 starting. Also, since I won't be wearing full plate, the 9 Str isn't as painful since what I'll be carrying around will be much less. As for Con and Wis, my Wis is 17 with plans for three bumps since I'm a casting cleric and more wisdom is always good, and the difference between 14 and 15 Con is nonexistent if I have no plans to bump Con (and I don't). I already have small characters, and grapples suck, but at least this one can cast both Freedom of Movement and Dim Door to get out of them. My rogue was in such a worse place for grapples than this cleric will ever be. Also, it's only a 5 difference in grapple (-1 for -2 Str, -4 for size). A casting cleric won't win a grapple check anyways, so I'm not terribly worried about it. I won't have spells to spare until 7-8, so I figure Domain Spontaneity is best put off until then. Going faster, on the other hand, will be useful from level 1 on. My AC at level one with a chain shirt and heavy steel shield will be 19. That's high enough for me. |
| copper_wyrmling05-07-07, 10:49 PM | I would Take a feat like sacred boost instead if you have low charisma, helps with out of combat healing... I don't think sacred boost is a particularly good investment - out-of-combat healing is usually best done with lesser vigors, for a crafter cleric. I also think that divine vigor isn't great, especially at the high levels (compare to bear's endurance, which is a L2 spell), but as Japangirl said, it's the L15 feat, she can wait and see how the character's turning out and what she gets access to. Skills-wise, it looks like you'll be maxing Concentration and Knowledge (Religion) (believe me, you DO want to max Concentration) - I'd be a little tempted to drop Wis for more Int, since I like skills. Knowledge (The Planes) + Spellcraft + Heal + Diplomacy can all be rather useful. I would consider taking more levels in something other than contemplative, if you can find another PrC you like. The extra domain and divine health are great (especially if you're in a region that likes giving out diseases incurable by all mortal magic), but divine wholeness only gives a negligible amount of healing compared to your spells, divine body is superseded by heroes' feast, and by the time you get slippery mind you'll virtually never fail a Will save anyway (triple favored save + immense wisdom + crafted stat-boosters and resistance item = pass on a 2, on almost all Will saves). Slippery Mind might be worth the second level just to avoid those embarrassing nat 1's, but I don't think L3-5 are very worthwhile. Personally, I don't like halflings as clerics, dex isn't that useful and the small size means you will be grappled/swallowed at the first opportunity. She's a Travel domain cleric. She'll be able to cast freedom of movement (which lasts quite a long time) to preemptively deal with grapplers and battlefield control, and she'll get Dimension Door and Teleport to get out of them if she gets caught without FoM up. I wouldn't be too worried about grapples beyond about L7. Before L7, yes, they're vicious, but no more so for her than for any other halfling (and frankly, barring close-quarters fighting or being a really strong melee type, you will usually lose almost every grapple check against grabmonsters regardless of whether you're medium or small: the size+strength advantage is just too much). Lose some Dex, if you aren't going above 14 its no point as you aren't saving on the point buy. I'd probably be tempted to drop Str to 8 and Wis to 16 and put the leftover four points into Dex and Int (Dex 16 Int 12), but I just like high initiative and skills. Dex also helps with the Reflex save, and with Prescient Sense, it would be nice to have a semi-decent Ref save. If you're buying Wis to 17, I assume you'll be focusing to some degree on save-or-be-in-trouble spells: it's wasted if you're mostly doing buffing / mobility / utility magic. I would invest in at least str 10, otherwise you will be unable to move. Small characters often find it easier to carry all their gear than Medium PCs of equivalent strength, since a lot of their gear only weighs half as much. Still, this is something you should check before playing the PC. |
| Mommy was an Orc05-07-07, 10:58 PM | Small characters often find it easier to carry all their gear than Medium PCs of equivalent strength, since a lot of their gear only weighs half as much. Still, this is something you should check before playing the PC. I agree with everything copper just said here(scary, ain't it?) This last part is especially true - small characters tend to add about +3 Strength for purposes of encumbrance - a Halfling with a Strength of 8 is effectively an 11 Strength Medium character in a sense. |
| Japangirl05-08-07, 12:16 AM | I agree with everything copper just said here(scary, ain't it?) This last part is especially true - small characters tend to add about +3 Strength for purposes of encumbrance - a Halfling with a Strength of 8 is effectively an 11 Strength Medium character in a sense. Really scary. Have I dropped into an alternate dimension or something? |
| Sieylianna05-08-07, 07:25 AM | For straight power, RSoP is definitely the best, but that's just not the type of cleric I want to play. I want to play a mischievous, fast, working-to-emulate-Brandobaris, seeing-the-future cleric who can Dim Door and Teleport spontaneously because that picture makes me giggle. All indications are that Greyhawk Ruins is going to be very much a dungeon crawl meatgrinder. I expect it to be on a difficulty level comparable to a Core Special. That is something that I'll consider when the times comes to create a new PC for that plot arc. Ed |
| DerekSTheRed05-08-07, 08:27 AM | Excerpts from Complete Champion (http://www.wizards.com/default.asp?x=dnd/ex/20070504a) were just posted on the web site. I would expect a lot of these to become available in a year or so. There are more divine feats that make use of turning attempts and some of the spells will augment turning as well. The [Domain] Devotion feats look interesting. The Travel Devotion feat would specifically work with your build. You get to move your speed as a swift action. Don't know if this is every round or what. Something to consider though. Derek S |
| Southernskies05-08-07, 09:18 AM | If you can convince the rest of the players to choose races with darkvision (or at least have a sorcerer wizard with plenty of darkvision spells), you should look at Deep Halfling as your race instead. Trading darkvision and stonecunning in what is effectively a complete underground adventure for a few skill bonuses is a great tradeoff. Darkvision = sneak past shriekers / always get within 60' of the bad guys who also use darkvision etc. If your party has to use a light source, you foes will always be buffed when you get there (of course, that is true for most LG adventures anyway if the writing is sub-optimal). |