| Post/Author/DateTime | Post |
|---|---|
| #1aluroonMay 02, 2008 17:45:43 | Assuming you can't play around in melee due to multiclassing what spells would you recommend for a 18th level cleric? Blasts, debuffs, ultities, the lot. If there is already a guide of some kind relating to this I apologize. I'm running off treatmonks guide for the arcane side, but on the whole people seem to view clerics as melee focused. If its relevant the build in question involves Ur-Priest and Sublime Chord (at 9th level casting for both). The party looks to be diverse but spellcaster heavy on the arcane side (but not the divine side). Assume the Complete series, Book of Vile Darkness, PHB II, Spell Compendium, PHB... really everything except campaign specific stuff. |
| #2tshernMay 02, 2008 18:02:25 | Core has Miracle and Gate. Not to mention Divine power means you are a beatstick too, even better if you want to do some Righteous Might or Shapechange stuff. Plane shift has always been one of my favourites. It's a save or die combined with situational but outstanding utility. Taking enemies to a little tour around the negative energy plane never gets old. Spell Compendium has Assay spellresistance which you might want to check out. Your caster level might not be too shabby. Revivify from the same source is great too even if the components are expensive. Have your party (me included) pay for them. For defensive capabilities check the caster resource in my signature. Spell Compendium's Sheltered vitality is situational too, but useful when needed. Ah, scrap that, here's a little list from Spell Compendium stuff: Defense: Sheltered vitality, Superior resistance (amazing!), Vigor (all of them), Revivify Buffage: Righteous Wrath of the Faithful (accept no substitutes!), Divine agility, Conviction (and Mass version), Visage of the Deity series, Recitation, Consumptive field (broken, avoid it) Utility: Greater plane shift, Assay spellresistance, Blindsight I can give you more later on. Feel free to PM either here or at DF, coordinating spell selections might be smart either way. |
| #3operation_shoestringMay 02, 2008 23:28:02 | Revenance + Revivification. ^_^ |
| #4pigknightMay 03, 2008 1:02:03 | Miracle "Oh great Heironeous could thee smite downeth my enemies? Pwease-eth." BAM every enemy dead with no saving throw. You gain a couple XP (but paid 5000). |
| #5discostanMay 03, 2008 1:37:38 | A few of my favorites from the Spell Compendium/PHB: Sarcophagus of Stone: a nice reflex save-or-"die" Antilife Shell Wrack: nice fort save-or-die Curse of Ill Fortune, Mass: handy group debuff Also, Righteous Wrath and Recitation will make your group love you. |
| #6aftercrescentMay 03, 2008 2:39:08 | If you're not against your DM smacking you in the face... Delay Death is nice, combined with sheltered vitality and deathward. |
| #7tshernMay 03, 2008 6:33:31 | If you're not against your DM smacking you in the face... Delay Death is nice, combined with sheltered vitality and deathward. I intentionally left Delay death out. |
| #8aftercrescentMay 03, 2008 15:03:23 | I intentionally left Delay death out. I would have too. But that's like not suggesting DMM Persist to conservative players. They should at least know about it... and know that it will likely get them hit with the corner of a DMG :D |
| #9Omen_of_PeaceMay 04, 2008 1:23:25 | Delay Death is not bad by itself - it's a great way of preventing someone from dying if you can't reach them next round for a Revivify. When paired with Beastland Ferocity (SC) or similar abilities, however... |
| #10banorMay 04, 2008 1:30:42 | As a DM I love Delay Death, it just mean I can go all out on players that do retarded moves without killing them. This way they still fear death of their character (never know when the cleric gonna run out of L4 slots), it makes the game more thrilling and more rewarding when they win against all odds ![]() |