| Post/Author/DateTime | Post |
|---|---|
| delewobmesid03-24-06, 12:26 PM | This is going to be cheese character; Human Cleric of Pelor, GLory & Sun, 12,14,12,10,16,10 Improved Turning/Extra Turning 1st, Divine Spell Power 3rd, Craft Wonderous 6th, Craft Wand 9th. High Dex is for range touch spell which I see this character casting alot of offensive ray attacks and to take full advantage of mithral full plate if the character ever gets access. |
| redgamer03-25-06, 03:03 AM | I'm assuming you posted here because you wanted suggestions. Neither Craft wand nor Improved turning are cheese feats. I'm not even sure your cleric will be above iconic power level. |
| Sieylianna03-25-06, 09:09 AM | I'm assuming you posted here because you wanted suggestions. Neither Craft wand nor Improved turning are cheese feats. I'm not even sure your cleric will be above iconic power level. He'll be below iconic level. He doesn't have the healing domain so he doesn't get the free metamagic on healing domain spells the radiant of servant of pelor recieves. Ed |
| Lupo03-25-06, 09:50 AM | This is going to be cheese character; Human Cleric of Pelor, GLory & Sun, 12,14,12,10,16,10 Improved Turning/Extra Turning 1st, Divine Spell Power 3rd, Craft Wonderous 6th, Craft Wand 9th. High Dex is for range touch spell which I see this character casting alot of offensive ray attacks and to take full advantage of mithral full plate if the character ever gets access. your built is as far away from cheese as possible :-) 1. extra turning is only required when you expect to use a lot of turning attempts for divine feats. divine spellpower works fine for all those WITHOUT a big number of turn attempts. 2. improved turning; just skip it when you try to turn something, the +1 level doesn't help most of the time. 3. divine spell power is nice, yea. 4. craft wonderous yea, good choice 5. craft wand; it is just to money consuming. 6. offensive ray touchs for a cleric??????????????????? unless you take "reach spell" and use ranged touch attacks with positive energy on undeads (or spells for healing/helping party members), there aren't so many ranged spells for a cleric. just consider the following: 1st lvl: point blank shoot, precise shoot (when you are using ranged touch attacks a lot, these are essentials) 3rd lvl: reach spell 6th lvl: divine metamagic [reach spell] (as reach spell is up one slot, you need a cloak of cha +2 to pull this trick twice per day or you need to get cha to 12 by dropping str to 10, as you are not much of a fighting cleric anyway this wouldn't hurt.) 9th lvl: craft wonderous item 12th lvl: extra turning (get two more reach spells per day) 15th lvl: improved precise shoot ciao martin m. ps: any cleric of pelor (or another sun domain god) who is NOT going for radiant servant needs a very good reason for it. even without the healing domain powers, the radiant servat's greater turning is worth it (normally turning in lg has the problem that turned undeads get away with the loot ;-), no problem for a greaater turning), as is the bonus domain a radiant servant gets. |
| PaulH03-25-06, 03:09 PM | Hi Looks like an Undead destruction machine to me, with those domains. Ever thought about dropping Wis to 15, increasing Cha to 12? That would (probably) be better than Improved Turning. (Increase Wis at 4th lvl) If you want lots Searing Light spells on hand - try Domain Spontaneity from CD. I would suggest: Lvl 1 Extra Turning, Combat Casting Lvl 3 Shielded Caster (RS) - no AoO casting spells in combat. Lvl 6 Domain Spontaneity Glory Domain - you can change memorised spells to those of Glory Domain, just as you would Healing spells. Of course you go Radiant Servant at 7th lvl - looking for Healing Domain access. :D Cheers Paul H |
| wagnert03-29-06, 01:47 PM | My group has found that turning up to about level 6 or 8 is very useful. However, at about 10 or 12 and up don't bother trying to turn undead. All the undead monsters we've encountered have turn resistance and are in unhallow areas, making even a Radiant Servant of Pelor at +1 APL unable to affect even the minor undead with a natural 20 roll. |
| PaulH03-29-06, 04:23 PM | My group has found that turning up to about level 6 or 8 is very useful. However, at about 10 or 12 and up don't bother trying to turn undead. All the undead monsters we've encountered have turn resistance and are in unhallow areas, making even a Radiant Servant of Pelor at +1 APL unable to affect even the minor undead with a natural 20 roll. Hi Which is why the Domain Spontaineity - Glory, comes in. All those Searing Light spells on hand........ (And no AoO for casting them in combat because of Shielded Caster feat). :D Cheers Paul H |
| JohnduBois03-29-06, 05:22 PM | Don't forget Deific Vengeance. It's second level, and while it allows a save, it's guaranteed to hit them nasty undeads, especially the ghosts that might have a good touch AC. |
| Namarus03-29-06, 05:26 PM | Hi Looks like an Undead destruction machine to me, with those domains. Ever thought about dropping Wis to 15, increasing Cha to 12? That would (probably) be better than Improved Turning. (Increase Wis at 4th lvl) If you want lots Searing Light spells on hand - try Domain Spontaneity from CD. I would suggest: Lvl 1 Extra Turning, Combat Casting Lvl 3 Shielded Caster (RS) - no AoO casting spells in combat. Lvl 6 Domain Spontaneity Glory Domain - you can change memorised spells to those of Glory Domain, just as you would Healing spells. Of course you go Radiant Servant at 7th lvl - looking for Healing Domain access. :D Cheers Paul H Combat casting and shield casting is a sub-optimal use of feats. Instead steady casting is much better, allowing you to take 10 on concentration checks. As long as you have a decent number of skill points and Constitution there is no reason not to take it. Saves you 1 feat too. |
| copper_wyrmling03-30-06, 08:36 AM | My group has found that turning up to about level 6 or 8 is very useful. However, at about 10 or 12 and up don't bother trying to turn undead. All the undead monsters we've encountered have turn resistance and are in unhallow areas, making even a Radiant Servant of Pelor at +1 APL unable to affect even the minor undead with a natural 20 roll. Four words: Phylactery of Undead Turning. (You can also use a Rod of Defiance, Lyre of the Restful Soul, Sacred armour / shield upgrades etc, but the Phylactery is a DMG item and thus craftable without access.) My highest-level LG character is a cleric 7 / sacred exorcist 6. She has very low Charisma (adhering to the "grim and humourless" description in the sacred exorcist flavour text ;) ), and no feats or domain abilities to boost her turning. The only item she uses to boost turning is her Phylactery. I play in Perrenland, which is currently being invaded by an undead horde :mad: Most of our regionals would have 1-2 undead encounters. Since reaching L10, I can only remember one turning check that I failed (and if the author hadn't arbitrarily added +2 turn resistance to his advanced dread wraith, I would have made it). That said, I don't normally pass the turning checks by four levels or more, so the Phylactery is making the difference. The character is not remotely optimised for turning: she's a sacred exorcist because it makes her better at hunting down demons, the bonuses against undead are a fringe benefit. Yet maintaining full undead turning from class levels, and owning a single item, boosts her undead turning to the point where it ends most undead-based combats with an action. Of course, if the creature's near her limit for turning, it's very unlikely that she'll affect two of them with one check, so she does carry a scroll of eagle's splendour to give herself more turn attempts if needed. |
| Puggle Halfwine04-11-06, 08:41 AM | Well, I thought I might as well post my cleric build here too... since I play in Perrenland-Soon-To-Be-Ratik, this cleric will be one of my characters making the switch. So I thought I'd plan him out before, well, letting him lose. I'd also like to wait until the new Deities Document is released... whenever that is. :rolleyes: The basic idea is that this is the buff-cleric. He has two purposes in life: Destroy pesky undead with turns, and/or buff the absolute hell out of the greataxe wielding barbarian/fighter. This will be accomplished via one divine-metamagically quickened spell + nobility domain for buffing, and (for undead destroying) quickened Eagle's Splendor + Greater Turning. Human cleric of Pelor Domains: Sun, Nobility Str: 8 Dex: 8 Con: 14 Int: 10 Wis: 16 Cha: 16 Feats: 1st- Extra Turning, Quicken Spell 3rd- Divine Metamagic [Quicken Spell] 6th- Augment Healing 9th- Magic of the Land Anyone have any suggestions? Preferrably anything which means my guy doesn't have to worship Pelor? :( Pelor is far, far too cliched for me... but he has all the best domains in the game, so... I don't see much choice. |
| Sieylianna04-11-06, 12:09 PM | Domains: Sun, Nobility Str: 8 Dex: 8 Con: 14 Int: 10 Wis: 16 Cha: 16 Feats: 1st- Extra Turning, Quicken Spell 3rd- Divine Metamagic [Quicken Spell] 6th- Augment Healing 9th- Magic of the Land Anyone have any suggestions? Preferrably anything which means my guy doesn't have to worship Pelor? :( Pelor is far, far too cliched for me... but he has all the best domains in the game, so... I don't see much choice. Why Magic of the Land? Unless I'm missing something, you don't have Knowledge Nature as a class skill and you're already going to be short of skill points. I think Sacred Healing is a better option. Ed |
| Puggle Halfwine04-12-06, 05:09 AM | Hmm, a valid point... ok. Sacred Healing it is! |