| Post/Author/DateTime | Post |
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| StruckingFuggle04-09-07, 08:39 PM | I'm wondering, what spells does a Cleric use (other than the obvious Divine Might / Divine Favor / Righteous Might trinity) to step into the "holy crap I'm better than the fighter in melee combat!" roll? What cleric spells are just nice to have when going into combat (why hello there, Brambles), and which ones are pretty much essential to becoming Clericzilla? As for sources: well the SC and Core would be where I'd start, but if you want to volunteer more, that'd be good, too. I'm not asking to set up my spell list as a cleric I want to play, but rather: I'm working on a homebrew divine caster (not a cleric variant, but...), and I'm trying to find the best way to use most of the cleric list without ending up summoning CoDzilla, and knowing the "CoDzilla Spells" seems to be required for that; and the list will be useful for future reference. :) |
| Nephlite04-09-07, 11:22 PM | I'm wondering, what spells does a Cleric use (other than the obvious Divine Might / Divine Favor / Righteous Might trinity) to step into the "holy crap I'm better than the fighter in melee combat!" roll? What cleric spells are just nice to have when going into combat (why hello there, Brambles), and which ones are pretty much essential to becoming Clericzilla? As for sources: well the SC and Core would be where I'd start, but if you want to volunteer more, that'd be good, too. I'm not asking to set up my spell list as a cleric I want to play, but rather: I'm working on a homebrew divine caster (not a cleric variant, but...), and I'm trying to find the best way to use most of the cleric list without ending up summoning CoDzilla, and knowing the "CoDzilla Spells" seems to be required for that; and the list will be useful for future reference. :) I'm not a SC book owner so I'll stick to Core. Core Culprits: Divine Favor, Righeous Might, Divine might. These are the trinity of Cleric power. Hallowed by thy bounty. With them you are a melee juggernaut (for that 1 battle). Outside of Core: You can make 1 or 2 of them last all day (Divine Metamagic: Persistent). At Low levels: Level 1-2, Divine Favor (+1 bonus to hit/damage) about equal to Fighter (depending on your Strength). Shield of Faith raises AC by 2. I mean, most battles one buff is okay. No need to waste if enemy weak like Konolds. Bless is useful. Level 3-4: DF or Bull's Strength (unless you have a STR item). BAb is only 1 behind so this bridges the gap. Spiritual weapon can provide a helper (gtood as it is invulnerable) Hold Person to Coup De Gra. Many options, but use what fits situation. Level 5-6: Prayer acts like a Bane + Bless weakening enemies no save. DF is giving up to +2 now (bridging BAB gap). Bull's Strength is still useful. Still old options apply. Level 7-8: We meet Divine Power: Giving full BAB, +6 str, and 1 temp hp/level. When we really want toi surpass a fighter in melee prowress this is needed. Strength is equal (assuming average str) or better (Asuming decent Str) than a equal Fighter now. DF still gives +2. Together (when neccessary) they make one better than a Fighter in damage and hit. Feats giving Fighter more options but you have spells as options. Level 9-10: Righeous Might: This guy makes us large (so weapon deals more), 8 size Str/con (so stacks with Divine might's str), 4 Na, and a little DR. When combined: You have +14 Str (8 RM str, 4 DM). Heck add in DF for +3 more. Hit=+7 bab +7 str + base Str + 3 DF -1 size= assuming no other bonuses +12 hit. Assuming 10 Str damage=+10 1 handed / +13 2 handed. And that is with commoner's Strength. A smart Cleric that wants to go melee will have at least 12 or 14. |