| Post/Author/DateTime | Post |
|---|---|
| #1hasdrubalApr 25, 2008 7:27:09 | A build I may want to try for the last part of the LG campaign: Race: Human Class: Cleric FOR 10 DEX 8 CON 14 INT 10 WIS 15 CHA 16 Deity: Obad-Hai Domains: Air, Water Feats: Lvl 1: Improved Turning, Augment Healing Lvl 3: Empower Turning Lvl 6: Extra Turning LvL 9: Domain Spontaneity: Water Skills: Knowledge (Religion), Knowledge (Planes), Heal and Concentration The PC starts as a medic / buffer, and clears undeads. Upon reaching 9th level, he can support arcane caster by spontaneously turning prepared spells into Water area spells. The Water Domain is nice, providing several elemental damage depending on spells, but starts being effective to that purpose at 9th level. I am also considering the Fire domain for a more upfront approach, what do you think? |
| #2timlagorApr 25, 2008 11:25:57 | You should have Divine Ward ![]() |
| #3Black_EggApr 28, 2008 8:39:25 | It looks a little bit like he's less concerned about healing and more concerned about being able to either turn or rebuke a quarter of the Monster Manual. :D You don't want both the water and fire domains for that. Pick either Fire or Water and either Air or Earth. Keep an eye on the dragons. Most of them have subtypes you'll be able to effect. (Your turning will have to be really good to hit their HD counts though) |
| #4timlagorApr 28, 2008 13:49:17 | ah.. forget Elemental Turning. It's just not as useful as it looks because of the HD/CR rules which mean there's very little you'll actually be able to turn at all. |
| #5lupoApr 28, 2008 16:15:08 | A build I may want to try for the last part of the LG campaign: i have an elemental cleric of obad hai [fire and air] (currently level 5), he is some fun to play, but i had to realize that turning elementals will NEVER be as useful, powerful or common as turning undeads - and for turning undead you take one of those all to common radiant servants of different cheese flavour. a sidenote: my other cleric of phaulkon has paid a fortune for becoming an air creature :-) and now can bolster himself with a power up for ALL turning checks, but i doubt even this will allow him to turn ALL the elementals showing up at APL 14 and 16 - some tend to have more than the 23 HD he can handle at maximum. i even got access to a druidic deity contemplative but of course the wrong one :-( so no third elemental domain :-( i strongly recommend divine ward (PHB II) in combination with extra turning. domain spontaneity is a good choice, but why for the water domain? Air Domain Spells 1 Obscuring Mist: Fog surrounds you. 2 Wind Wall: Deflects arrows, smaller creatures, and gases. 3 Gaseous Form: Subject becomes insubstantial and can fly slowly. 4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle). 5 Control Winds: Change wind direction and speed. 6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. 7 Control Weather: Changes weather in local area. 8 Whirlwind: Cyclone deals damage and can pick up creatures. 9 Elemental Swarm*: Summons multiple elementals. *Cast as an air spell only. Water Domain Spells 1 Obscuring Mist: Fog surrounds you. 2 Fog Cloud: Fog obscures vision. 3 Water Breathing: Subjects can breathe underwater. 4 Control Water: Raises or lowers bodies of water. 5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. 6 Cone of Cold: 1d6/level cold damage. 7 Acid Fog: Fog deals acid damage. 8 Horrid Wilting: Deals 1d6/level damage within 30 ft. 9 Elemental Swarm*: Summons multiple elementals. *Cast as a water spell only. unless you are really looking at the higher tiers i would think the air domain spells are more useful as spontaneous spells. ciao martin m. |