| Post/Author/DateTime | Post |
|---|---|
| Ragitsu09-01-07, 04:06 AM | This character concept seems at odds with itself (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVarian tCloisteredCleric), someone who is meditative, knowledged, and mostly fixated to a single area, yet those devoted to Fharlanghn (http://en.wikipedia.org/wiki/Fharlanghn) tend to travel often. |
| RumpleCragstan09-01-07, 04:41 AM | Yeah, that doesn't really work. Based on his dogma, that cleric just wouldn't receive his blessings. Any cleric of his that settles down and stops traveling and learning and seeing new sights has lost sight of what his god is trying to show him, and as such loses his class features. |
| Ragitsu09-01-07, 04:44 AM | Then again, if he travels often, would he lose his class features too? |
| Khadmus09-01-07, 08:27 AM | change the flavor to more of a bardish. However, I do not see why you can't have a cloistered cleric that converted to Fharlanghn (I see abosulutely no reason why the cloistered cleric would lose any class features from traveling). |
| Ragitsu09-01-07, 08:29 AM | I see him as traveling the world to find great locations for meditation and reflection regarding life's wonders and mysteries. Would that work? |
| Khadmus09-01-07, 09:19 AM | Ask your DM. I'll support you if he asks for a petition. |
| Fireclave09-01-07, 10:49 AM | I'm not seeing the conflict here. Cloistered Clerics devote more of their time to learning and knowledge. Fharlanghn is the god of roads and travel. So wouldn't that just make your character a traveling scholar? Perhaps a traveling professor, preacher, or achealogist? Except for the word "cloistered", nothing in the Cloistered Cleric description seems to imply that they are "mostly fixated to a single area." |
| claypigeons09-01-07, 01:04 PM | I see no conflict either. To me, adventuring is travelling. It seems pointless to have a class that would lose everything by doing what it is meant to be used for. |
| Ragitsu09-02-07, 01:24 AM | Yes, the GM needs 5 people here that would "vouch" the idea :rolleyes: Also, I have 27,000 GP to spend on gear (8th level). He has low Str and Dex, good everything else and great Wisdom. Any recommendations for armor and weapons? (though he'll be combat light) |
| Krusk09-02-07, 02:23 AM | So long as your character does not ever settle down in a single location, i dont see why this would be a problem. Just tell the DM that your dogma prevents you from staying in the same town/city for more than one week at a time befor you are hit with wanderlust and must pass on. Ill vouche if you need 5, for some reason. |
| EkajTheOrcishMonk09-02-07, 02:33 AM | The idea of the Cloistered Cleric of Fharlanghn seems perfectly fine to me. I mean you are going to be going out on adventures and gaining knowledge through your actions there, so just so long as you leave for adventures and keeping travelers and adventurers safe on their travels you are following Fharlanghn. So go ahead and count my thoughts as a vote for the go ahead with this. Being Cloistered Clerics don't literally mean you have to be cooped up in the church the whole time, it'd be a boring game. But it basically means that rather than being a warrior of your God, you're take the literal sense of a cleric and almost going into a monk type status. (Not D&D monk mind you, but like religious monks.) I've actually am playing a cleric sort of like this, not cloistered...though i was thinking about it...but i did make him an Old Aasimar Cleric. I was wanting a less fighting character for this campaign and more of a support, so i decided cleric, and then i took it a step further and made him old. -3 to physical stats (Str, Dex, Con) but an additional +2 to Mental stats (Int, Wis, Cha) in addition to the +2 to Wis and Cha from race. So far i find him really fun to play, and love the roll playing arguments i have with the elf in the group. Me: "Back when my day about 50 odd years ago..." Elf: "Back in your day? Back in your day i had already had a good 60 years of adventuring under my belt!" As for starting out items, i'd suggest that with negatives you're taking to Dex and Str you'll want to boost your AC pretty nicely. So full plate (if Cloistered Cleric can wear them, i think they can) and a heavy shield. As for weapons, i suggest you have atleast a quarterstaff (can be used in one hand with a shield if used like a club and hitting with just the one end) and a nice ranged weapon like a cross bow. Then later on, if you are want to be able to hit more with ranged weapon pick up Zen Archery as a feat (Comp. Warrior i think) so you use Wis instead of Dex for ranged attacks. Other than that, make sure you have materials for spells, holy symbols, holy water, etc. and maybe a wand or two. Hope it helps... |
| Ragitsu09-02-07, 04:31 AM | His Strength and Dex are both 10. Cloistered Clerics are proficient with light armor and simple weapons only. Thanks for the advice so far guys! :) |
| Fireclave09-02-07, 06:33 AM | Don't know why you're DM would need you to get board members to vouch for you in order to play a cleric, but whatever :rolleyes: Yeah, I'll vouch for this idea. The cloistered cleric's combat survivability is similar to the bard's: Same HD, same armor proficiencies, and similar weapon proficiencies. Armor: Cloistered clerics are proficient only with light armor, and with a low dex, you'll want the best armor AC you can get. Assuming you don't multiclass or pick up a armor proficiency feat, mithral breastplate is probably your best bet. You should also consider investing in a shield. You can wield a masterwork buckler or light shield (steel or wooden) without proficiency with no problems (0 ACP). Or you can spend the extra 1000gp and get a mithral heavy shield. Weapons: When approaching armed combat with a cloistered cleric, think like a wizard or sorcerer (in terms of weapon choice and how you approach combat). Like a normal cleric, you're only proficient with simple weapons. Unless you're an elf, a good crossbow is a must (elves get proficiencies with longbows). If you get a shield, a morningstar is hard to beat (1d8 bludgeon and piercing). But I highly suggest a dagger because it's both a formidable weapon and a versatile survival tool. A cleric of a god of travel should know all about surviving on the the road, and have the best tools to do so. |
| Ragitsu09-02-07, 06:54 AM | Matthew Parrish Human Neutral Good Cloistered Cleric of Fharlanghn 8 (Celerity, Knowledge, Travel) Languages: Common, Dwarven, Elven Description Age: 29 Height: 6’ Weight: 175 lbs Hair Color: Dark Brown Eye Color: Green Basics Strength 10 (+0) Dexterity 10 (+0) Constitution 14 (+2) Intelligence 14 (+2) Wisdom 18 (+4) (+1 at Level 4, and Level 8) Charisma 14 (+2) Initiative: +4 Speed: 50 ft AC: 17 (10, +5 armor, +1 deflection, +1 luck) Touch: 12, Flat-footed: 17 HP: = 8d6 + 16 + 8 Saves: Fort +10, Ref +4, Will +12 BAB +4 Grap +4 Attack: Light Crossbow +4 (1d8, 19-20/x2) Range Increment: 80 ft, Piercing Racial Traits Bonus Feat at Level 1 4 skill points at level 1, 1 every other level Favored Class: Any Feats Human - Luck of Heroes Level 1 – Improved Initiative Level 3 – Extend Spell Level 6 – Improved Toughness Skills Concentration +13 Diplomacy +13 Knowledge (arcana) +13 Knowledge (geography) +7 Knowledge (history) +13 Knowledge (nature) +10 Knowledge (religion) +13 Knowledge (the planes) +13 Jump +5 Spellcraft +15 Survival +15 Class Abilities Proficient with all light armor. Proficient with all simple weapons. Lore: 1d20+12 Divine Spells. Spontaneously cast cure spells, cannot cast spells with the evil descriptor. Turn Undead 5/day, 1d20+4, successful check does 2d6+10 damage. +10 bonus to land speed if not with a Medium or Heavy load, or not wearing Medium or Heavy Armor. All Knowledge skills as class skills. Cast Divination spells at +1 caster level. Freedom of Movement 8 rounds/day, may split use up. Survival as a class skill. Spells Per day: 0: 6 1st: 5 + 1 2nd: 4 + 1 3rd: 4 + 1 4th: 3 + 1 Prepared: 0 (DC 14) – Detect Magic x2, Light x2, Read Magic 1 (DC 15) – Bless, Detect Evil, Endure Elements, Entropic Shield, Protection from Evil. Domain: (Expeditious Retreat) 2 (DC 16) – Aid, Hold Person, Silence x2. Domain: (Cat’s Grace) 3 (DC 17) – Dispel Magic, Magic Circle against Evil, Prayer, Searing Light. Domain: (Fly) 4 (DC 18) – Air Walk, Freedom of Movement, Greater Magic Weapon. Domain: (Haste) Equipment Explorers Outfit (Brown and Green Robes) – 8 lb +1 Mithral Shirt – 10 lb Light Crossbow – 4 lb Cloak of Resistance +1 – 1 lb Boots of Striding and Springing – 1 lb Ring of Protection +1 Ring of Feather Falling Hand of the Mage – 2 lb Bag of Tricks (Rust) Murlynd's Spoon Holy Symbol of Fharlanghn (silver) – 1 lb Backpack – 2 lb Lantern, Hooded - 2 lb Oil (1 pint flask) - 1 lb Paper (20 sheets) Ink (1 oz vial) Ink pen Flint and Steel 4 scrolls of Restoration 2 scrolls of Create Food and Water 4 scrolls of Cure Moderate Wounds 229 GP 7 SP Total Weight: 32 lb |
| psionichamster09-02-07, 11:09 AM | i assume you have the freedom and celerity domains? (FoM 8 rds/day, +10' movement) try not to pick spells that will increase YOUR combat effectiveness, since w/ your d6 hd, even with Imp Toughness, you're going down like a bard. or a rogue. or a beguiler. stay back, use ranged attacks, and use that maneuverability to your advantage. 0 [DC 14] Detect Magic x2, Light x2, Read Magic 1 [DC 15] Bless, Entropic Shield, Detect Evil, Endure Elements, Protection from Evil. Domain: (Expeditious Retreat) 2 [DC 16] Aid, Hold Person, Silence x2. Domain: (Cats Grace) 3 [DC 17] Dispel Magic, Prayer, Searing Light Protection from Energy/Magic Circle. Domain: (Fly) 4 [DC 18] Air Walk, Neutralize Poison/Freedom of Movement/Restoration, Greater Magic Weapon. Domain: (Haste) there, you have some good buff/preventative spells, great mobility (exp retreat + 40 movement + air walk = supermancleric!) fly + haste = not expected from the cleric. in combat, rely on your +2 crossbow (i assume greater magic weapon is for that weapon) and getting away from the enemies. if you really need survivability, prep a bear's endurance and 2 magic vestment spells, possibly another protection from evil or shield of faith for about 5 or 6 more ac and 16 more hp. hope that helped -the hamster |
| Ragitsu09-02-07, 11:42 AM | i assume you have the freedom and celerity domains? (FoM 8 rds/day, +10' movement) try not to pick spells that will increase YOUR combat effectiveness, since w/ your d6 hd, even with Imp Toughness, you're going down like a bard. or a rogue. or a beguiler. stay back, use ranged attacks, and use that maneuverability to your advantage. there, you have some good buff/preventative spells, great mobility (exp retreat + 40 movement + air walk = supermancleric!) fly + haste = not expected from the cleric. in combat, rely on your +2 crossbow (i assume greater magic weapon is for that weapon) and getting away from the enemies. if you really need survivability, prep a bear's endurance and 2 magic vestment spells, possibly another protection from evil or shield of faith for about 5 or 6 more ac and 16 more hp. hope that helped -the hamster Celerity grants the speed bonus, and Travel grants the Freedom of Movement x/rounds a day, yes. Wow! Thank you very much for the spell suggestions and other tips on how to beef up my durability. :) I'd appreciate if you could vouch for my character idea (as the DM reads this thread) |
| Draco Strang09-02-07, 12:14 PM | Yes, the GM needs 5 people here that would "vouch" the idea :rolleyes: Also, I have 27,000 GP to spend on gear (8th level). He has low Str and Dex, good everything else and great Wisdom. Any recommendations for armor and weapons? (though he'll be combat light) If your DM needs people he doesn't know giving a heads-up to a character in his game,that is th3 gh3y....:rolleyes: Anyway, I can totally see the concept. Have you considered him fresh off of like, run an inn or traveler's spot for a few years? Then the "cloistered" part is taken care of, and you can say his superiors told him to see the world. |
| Fireclave09-02-07, 03:56 PM | Looks good to me, but you are missing two very important things. 1) A melee weapon. Even if you never plan on going into melee combat, it's always good to have a good melee weapon to fall back on for when you run out of arrows, spells, want to grant allys flanking bonuses, need to bash open a locked chest, ect. 2) Crossbow bolts. Your crossbow is useless without ammo. You might also want to consider getting your crossbow the quick loading property so that loading is a free action instead of a move action. That would make your character very mobile character even more mobile. |
| pres_man09-02-07, 04:06 PM | I don't see any real problem. Your "cloistered" study could have happened by spending lots of time at taverns. Especially those set at crossroads or docks or something. While travel is what your deity likes, randomness is not necessary, there is nothing wrong with spending a little time studying to learn where you might want to travel and what it is like there, then to merely jump on any path and go out. |
| Callista09-02-07, 09:44 PM | Why couldn't a cloistered cleric be someone who maintains a shrine in a "crossroads" type town? This way, he can offer aid to travelers, collect news from far and wide, and still stay in one place. |
| Divokej09-03-07, 12:51 AM | Yes, I like the idea of the cleric being a shrine keeper at major hubs and traveling from one to another (I don't know what the restrictions for being a Cloisterd cleric are). But I really like the idea of a cleric traveling from one place to another lending help to passers-by. |
| Salla09-03-07, 02:04 AM | Not sure if you've got enough vouches already, but I'm with you. |
| Roog09-03-07, 03:42 AM | Yes, the GM needs 5 people here that would "vouch" the idea :rolleyes: Forcing you to stay in one place would be about as reasonable as insisting that every Rogue is a Thief. You've got my vote. |
| psionichamster09-03-07, 07:02 PM | um, sure, character sounds good to me. in fact, i was thinking of playing a very similar character myself not too long ago. only, he had the travel and celerity domains, but meh. as far as the "Cloistered Cleric" variant, think about this. They get "Lore" which functions as Bardic Knowledge. They get light armor prof only. they get 1/2 BAB, as opposed to 3/4, d6 HD, and 6+int skills. So, he hasnt been trained to wear fullplate or breastplate, the most common battlefield armors, like "normal clerics." instead, he spent his time talking around town and traveling light and fast. he can't swing that mace into the face of his enemies quite as well. Instead, he has read a lot, and has the knowledge skills and skill points to back it up. He's not as hardy, what with spending so much time indoors and reading, but he knows who to talk to and a few extra spell "tricks" that other, more martial clerics don't know. He's essentially a bard with cleric casting and 1/2 BAB, minus the music. If that doesn't seem appropriate for a man who worships the god of travelling and the road, I don't know what does. -the hamster |
| Horseshoe_Hermit09-03-07, 08:59 PM | I'm not seeing how a cloistered cleric can even be a Player Character, but... there's no conflict with Fharlanghn. The only thing the description says is "The cloistered cleric spends more time than other clerics in study and prayer and less in martial training." Study and prayer and travel. Just do all of them. I imagine you'd be one of those "help anyone who asks" types, making your way from place to place, imparting knowledge, possibly serving as a guide in certain areas.... the kinds of places that have natural hazards which, though dangerous, can be entirely avoided with the right process. |
| Khadmus09-04-07, 02:27 PM | Get a buckler. You have no reason not to, and it would bump up your AC. |
| Ragitsu09-05-07, 10:24 AM | Thanks once again for all your suggestions and affirmations everyone, the GM accepted the character! :) |