LG Bright Sands Cleric/Lord of Tides [Archive] - Wizards Community

Post/Author/DateTimePost
Necrochaos

03-06-06, 07:58 PM
I'm looking for help with my Cleric/Lord of Tides. I'm just starting him so I have time to revise.

I'm a badlands Dwarf Cleric 5/Lord of Tides 10.

Str 14, Dex 14, Con 16, Int 8, Wis 16, Cha 6.

I don't want to lose caster levels (except for the one with the Prestige Class).

I can't decide on feats. I have to take the Scoripion Resolve, but what else? Drift Magic? Any ideas?

I'm not a main fighter, could be a secondary melee fighter. Taking Travel and Thirst domains (Deity Gesathi).

I'm looking for help or ideas.
Mortepierre

03-07-06, 05:32 AM
First, I trust you saw in the LGCS 5.0 that you must find an AR granting you access to the PrC.

For deity, I would rather pick Obad-Hai and the Fire/Summer domains. Summer is better than Thirst because you get to protect AND attack rather than just attack. Remember, if your allies all fall down because of a heatstroke, you're as good as dead. Plus, Obad-Hai makes more sense for a defender of the ecosystem of a desert than a deity dedicated to water and lakes...

Fire domain will give you access to Light of Aurifar which is a wondrous feat against undeads anywhere.

Since your race already gives you access to Heat Endurance for free, go for Improved HE as soon as you can. You'll be able to walk around without a need for Endure Elements AND you'll get fire resistance.

Drift magic is nice but you won't get to use it much outside the Bright Desert (except in the Sea of Dust and Tenh)

In the desert, you're not a tank, you're the party's insurance policy. They'll depend on you for protection from the elements and for steady access to water. Remember: the environment works against you ALL the time here.
Necrochaos

03-07-06, 06:47 AM
I took travel because Cleric's don't have survival as a class skill. I need 8 ranks in Survival. So Travel gives that as a class skill. I will check out some other deities. Any other ideas for feats? Is my ability array in line?
Iswald

03-07-06, 09:22 AM
As long as you carry a pound of sand or other desert soil, you can use drift magic anywhere. It's not as easy to use though.
Nerax

03-08-06, 12:24 AM
IMO (I don't know what Badlands Dwarves get but)I would drop the dex down to 12 and bump the int to 10. You don't have many skill points as a cleric and to have an 8 int would really make you suffer.

skill points at 15th w/8 int : 18

skill points at 15th w/10 int :36
Lupo

03-08-06, 07:25 AM
As long as you carry a pound of sand or other desert soil, you can use drift magic anywhere. It's not as easy to use though.

yea, and not really that impressive :confused:

in the desert you gain ONE caster level on earth and dessication spells for free,
otherwise you have to spend a move action for the gain.
and you get the flawwind burst as 4th instead of 5th.
(and it does't work with sandform creatures summoning, as the spell is longer than a round)

ciao

martin m.
Necrochaos

03-08-06, 06:56 PM
yea, and not really that impressive :confused:

in the desert you gain ONE caster level on earth and dessication spells for free,
otherwise you have to spend a move action for the gain.
and you get the flawwind burst as 4th instead of 5th.
(and it does't work with sandform creatures summoning, as the spell is longer than a round)

ciao

martin m.

Any other ideas for feats folks?
Lupo

03-08-06, 07:42 PM
Any other ideas for feats folks?

look at the "priest of the waste" (sandstorm p. 51), it is nearly as cool as domain spontaneity, but electeble at 1st level and gives you the ability to cast a lot of very usefull and handy spells.

ciao

martin m.
solbergb

03-08-06, 10:21 PM
Yeah. My priest of Geshtai does Water and Thirst domains (The River can bring you the bounty of water, or it can take it away), and also does Priest of the Waste.

It lets me do spontaneously:

create water, create food and water
endure and resist elements (and similar things like Cloak of Shade)
protection from dessication
rehydrate
and a few other minor things I can't remember.

Just alll kinds of useful spells that don't make it onto the usual prepped spell list because they're too specific (seriously, even though I cast Dessication and Parching Touch, when do you EXPECT to get dehydrated...but getting into that state needs the very specific rehydrate spell or a LOT of time to get you out of it...so it is just nice)

(heheh...tormenting thirst and create water is just fun...you can lead somebody around the battlefield with that heh)

I'm planning on domain spontenaity in both domains eventually too, giving me the ability to summon fog, control water, or do a variety of nasty offensive spells tied to my theme spontaneously. Not a million of them, I have only so many turn attempts, but enough to add more flavor than the 1 spell per day domain slots allow.